Base Class: Fighter
potemkin go brr
Garuda Impact/Potemkin Buster
When making a melee attack against a creature no larger than one size bigger than you, you may choose to take a -5 to the attack roll. If this attack hits, you may make a grapple attempt against the affected creature with advantage.
Additionally, you also gain additional actions that you can use while grappling as listed below:
- Upon hitting a grappled opponent with a unarmed strike, you may use your bonus action to violently squeeze the opponent, dealing additional damage equal to your proficiency bonus + your strength modifier
- While the enemy is grappled, you may use your action to initiate another grapple attempt. On a fail, the enemy has advantage on its next check to break your grapple. On a success, you lift the enemy above your head. While in this state, you can move your normal speed, and cannot attack the enemy you have grappled, this state occupies both your hands. Using your bonus action on a subsequent turn while in this state, you can jump a height equal to double your strength modifier + 2, and land directing that force onto the grappled creature, neither of you taking fall damage. For every 3 feet you fall while grappling an opponent above your head, they take 1d4 bludgeoning damage when you land, and you then throw them 15 feet away from you. this damage increases to 1d8 per 3 feet when you reach level 15.
Hammerfall
When an attack hits you, you may use your reaction to reduce the damage by your constitution modifier, and then deal damage to that enemy equal to 1d6. This damage increases to 2d6 at level 11, and increases to 3d6 at level 15.
Additionally, the damage reduced by this feature increases by an amount equal to your proficiency bonus when you reach level 15.
F.D.B
On your turn, you may use your bonus action to ready an attack requiring both hands. This attacks in a 15 foot cone. All creatures in its range must succeed a DC 13 strength saving throw, taking force damage equal to your strength modifier + 2 (min 1) on a fail, and taking half as much damage on a success. Any creature which fails its saving throw is pushed back 10 feet. Additionally, when readying this attack, you may choose to end your turn without firing off the attack. At any point before your next turn, you may use your reaction to reflect a projectile that entered the 15 foot cone rage. Any projectile within 10 feet of the reflected one will be destroyed, while the reflected one will replaced by a new projectile that deals 4d6 force damage, and is launched at the original caster of the spell, and fizzes out at 65 feet.
I.C.P.M
On you turn, if you take the high jump action, you can use your bonus action to launch yourself at an enemy. For every one foot in the air you jump, you can launch yourself 10 feet in any one direction. During this leap, you angle your head towards your destination, making an attack roll on any creature in your path. This attack deals 3d6 force damage + your strength modifier (this deals piercing damage if you have a spike on your head). Any creature standing in your 5x5 foot destination that gets hit by this attack is knocked prone and cannot make reactions until it stands up. If you don't hit a creature when you land, you loose all your movement speed.
Master Grappler
Having dedicated your life to the art of grappling, you've become adept at causing massive gamer rage at even the slightest of touches. When you successfully grapple an opponent, they take damage equal to half your level rounded down, and each time you hit a grappled creature with a unarmed strike, you add a temporary +1 to your strength score which lasts until the end of your next turn.
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