Fighter
Base Class: Fighter
Amid the labyrinthine alleys and neon-lit streets of the sprawling city of Vertalos, there lived a Street Brawler known simply as Rook. A lycanthropic curse had transformed him into a wereraccoon, and the bustling urban environment had become his playground.
Rook was a man of few words, a product of the concrete jungle, but his eyes spoke volumes. They were sharp, always vigilant, constantly scanning his surroundings for threats or opportunities. His patchwork clothing told a story of survival and adaptability. A broken rebar sword and a wrench handaxe hung from his belt, worn but well-maintained, symbols of his resourcefulness.
On a moonless night, Rook was on the prowl. The city had many faces, and he knew them all. As he moved through the dimly lit alleys, he heard a faint cry for help. Without hesitation, he followed the sound, his senses sharp and his raccoon instincts guiding him.
He arrived at a narrow alleyway to find a small gang of thugs surrounding a young woman. The woman, desperate and terrified, had been cornered. Rook's eyes narrowed, and he knew what he had to do.
With the grace of a shadow, he moved silently through the alley, his raccoon-like agility allowing him to avoid the scattered trash and debris. The gang members remained oblivious to his presence until he sprang into action. Using his improvised weapons, he engaged the thugs with a swiftness that belied his appearance.
The rebar sword and wrench handaxe became extensions of his body, striking with precision and force. Rook's movements were a dance of calculated chaos. His enemies were disoriented, unable to predict his strikes. In mere moments, the tables had turned
-God_of_Yore

Raccoon Instincts

Starting at 3rd level, Your lycanthropic heritage grants you keen senses and a natural proclivity for thievery and combat. You gain the following benefits:

  • Advantage on Dexterity (Stealth) checks.
  • Your unarmed strikes deal an additional 1d4 slashing damage when you are not wielding a shield.

 

Improvised Weaponry

Starting at 3rd level, Your knack for turning everyday objects into weapons is unparalleled. You can use broken rebar as a Longsword, dealing 1d8 slashing damage, and a wrench as a handaxe, dealing 1d6 slashing damage. These weapons count as finesse weapons for you, allowing you to use your Dexterity modifier for attack and damage rolls.

Agile Maneuvers

At level 7, Your lycanthropic nature grants you extraordinary agility. You can take the Dash, Disengage, or Dodge action as a bonus action on your turn.

Shadowy Prowess

At level 10, Your connection to raccoons grants you an affinity for the shadows. You can cast the "Darkness" spell once per short rest without expending a spell slot. The spell's radius is reduced to 10 feet, and you can see through this darkness as if it were dim light.

Raccoon Resilience

At level 15, Your wereraccoon bloodline grants you extraordinary resilience. You have advantage on Dexterity saving throws, and you are immune to disease.

Raccoon's Fury

At level 18, Your lycanthropic power reaches its peak, and you can tap into your inner raccoon with devastating effect. Once per long rest, you can enter a state of Raccoon's Fury for 1 minute. While in this state, you gain the following benefits:

  • Your movement speed increases by 10 feet.
  • Your improvised weapons (rebar sword and wrench handaxe) deal an additional 1d8 damage on a hit.
  • You gain temporary hit points equal to your fighter level at the start of each of your turns.

Additionally, you can use your Raccoon's Fury to perform a sneak attack, as the rogue class feature. You can deal extra damage equal to your Sneak Attack damage as appropriate for your level.

After your Raccoon's Fury ends, you suffer one level of exhaustion.

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