Base Class: Fighter
These fighters are known as the ones that use intellect and quick or powerful strikes to defeat their adversaries. Over the years they have learned how to take full advantage of their opponents strengths and weaknesses. They are able to turn the tides of battle by turning a lethal strike from an enemy back on itself, disarming a foe, causing temporary blindness or deafness, knocking an opponent on their rear, and many more ailments to be deployed on their enemies the heat of combat.
Combat Style
You adopt a Combat Style and gain 6 Charges, that replenish on a Short or Long Rest, to fuel your class features
Nimble
You have an uncanny way of utilizing your dexterous abilities to thwart your opponents attacks
You may expend a charge to do any of the following in combat as a Reaction you may only expend a number of Charges equal to your Proficiency Bonus per round:
-Dodge the attack and impose Disadvantage on melee attacks against you
-Disengage and slink up to 10ft away from the melee attacker in any direction
-Dodge the attack and Disarm your attacker if they are in melee range
Powerful Precision
You have adopted a fighting style that makes you hit harder and in the worst possible way. Your attacks seem to cause bodily injury or psychological damage which can debilitate your opposition.
On a hit you may expend a Charge to inflict one of the following on an opponent:
-The target has Disadvantage on all of its rolls for 1 Round
-You may roll a d6 and add the result as additional Psychic Damage. This increases by 1d6 per every 4 Levels
-Disarm your opponent and knock the weapon 20ft in any direction
-You Critical Hit (can only be used once per combat)
On a miss you may expend a Charge to do one of the following:
-Reroll the attack and take the new result
-Roll a d8 and use the result as damage dealt to your opponent
-Gain Advantage for the rest of combat or until you are knocked unconscious
Street Brawler
You are adept at fighting dirty. Anything is on the table for you and often times when you react to your opponent they are discombobulated in some capacity.
You may expend a Charge to do any of the following in combat as a Reaction you may only expend a number of Charges equal to your Proficiency Bonus per round:
-Apply Blinded to a target in melee range
-Knock the hostile target Prone
-Disarm your opponent, roll a d20 and on a 11 or higher you may wield their weapon
-Give a hostile creature in melee range Disadvantage on attacks or choose one: Limb, Eye, Ear, or Neck.
Limb gives Disadvantage on STR Checks and Saving Throws
Eye limits a targets ability to make ranged attacks, they have to roll a d4 and subtract the result from their attack roll
Ear gives Disadvantage on WIS Checks and Saving Throws
Neck applies Paralyzed to the target or it is a Critical Hit(this part can only be used once per combat)
Precise and Quick Thinking
Through your various street smarts and intellectual studies you are able to maneuver more efficiently.
You gain 1 Action and 1 Bonus Action.
At Level 15 you gain another Action and Bonus Action
Sharing The Knowledge
You have developed a way to share your intellect of the combative arts to your allies.
Using a Bonus Action you may expend 1 of your Charges to grant an ally within 30ft one of the following:
- Advantage on any attacks they make for 2 Rounds
- The next hit will be a guaranteed Critical
- +3 to AC
- Advantage on DEX, STR, and INT Saving throws for 2 Rounds
Mental Endurance
You gain 4 more Charges to fuel your class features.
Additionally you can expend a Charge as a Bonus Action to recover from one condition or to regain Hit Points equal to your Class Level.
Mindful Combat
Through rigorous training and laboring studies you have garnered secrets of the violent art that is combat.
Whenever you kill a hostile target afflicted with a Condition you gain 15ft of movement.
Whenever you use any of your class features you may roll a d20, on a 17 or higher you do not expend a Charge for using a class feature
Comments