Fighter
Base Class: Fighter

The aim of this class is to carry a diverse array of weapons and use each of them -or parts of the environment- in one fluid turn with the Extra Attack feature. Also, to have unique options for combat in any environment. Demanding creativity from you and unique applications for each weapon to maximize value and fun in combat. Options provided are loose guidelines and can all be improvised on the spot, AT THE TABLE'S DISCRETION.

Level 3: Hidden Blades

At Level 3, carrying several weapons on your person at once no longer strains you. Weapons are considered half as heavy as they would be to any other person. In addition, you have advantage on persuasion/deception/stealth checks that involve revealing your weapons.

Level 3: Weapon Combos

At Level 3, you can swap you current weapon for a new one as a free action if you are attacking with the Extra Attack or Action Surge ability. This creates a Combo. Every weapon in the Combo shares the first weapon's die, including Improvised Weaponry.*

*2d8 ->3d4 ->1d12, becomes 2d8 ->2d8 ->2d8

Level 7: Best of the Best

At Level 7, all weapons are treated with the Finnesse trait.

Level 10: Combo Finisher

At Level 10, The final Extra Attack has access to unique finishers. At the tables discretion, finishers can be added, removed, or changed. Again, this is more of a guide for a class full of creative freedom, flavour, and unique applications.  :)

Suplex: If the enemy is equal to or smaller than your size category, lift then slam the enemy into the ground. Dealing bludgeoning damage equal to your first weapon's die and leaving the enemy Prone.*

Dropkick: A mighty kick with both feet in the air. Dealing bludgeoning damage equal to your first weapon's die and knocking the enemy 10ft (2 tiles) away.*

Steal/Break: while the enemy is reeling from the flurry of attacks, you choose to shatter or steal their weapon.**

Sand: throw sand in their eyes, Blinding them.**

Expose: Dash behind the enemy and lift them by the arms. the enemy is Grappled by you and has disadvantage attacking you.*

YAWP: once per combat, you shout a fearless cry against your enemy. Recovering hit points equal to half the damage delt, rounded down.

 

*The enemy must succeed a (DC 10+ your Strength Modifier) Saving Throw to avoid the secondary effect.

**The enemy must succeed a (DC 10+ your Dexterity Modifier) Saving Throw to avoid the secondary effect.

Level 15: Balayage

At Level 15, At the beginning of combat, scan the entire environment you can see and one enemy of your choice you can see, this is considered a successful investigation check. You see parts of the environment that are suspicious, dangerous, or useful for combat. The chosen enemy will have one weakness exposed.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest.

you also have proficiency in Perception checks.

Level 18: Combo Cocktail

At Level 18, An enemy attacked twice with certain damage types in a Combo can now create side effects. Starred result mean the attack rolls deal maximum damage.* One cocktail effect may happen per turn. At the tables discretion, combos can be added, removed, or changed.

Piercing + Bludgeoning: drive the piercing weapon deeper in the body. vampires are vulnerable to this.*

Poison + Necrotic: consume the life stolen from the poison. healing a quarter of the damage delt, rounded down.

Lightning + Force: disorient the body and nerves, Paralyzing the target.*

Acid + Poison: weirdly neutralize both tonics and leave behind a flamable oil.

Slashing + Fire: cauterize the wound.*

Thunder + Force: shake the mind and body to amplifying effect.*

Acid + Ice: crystalize the acid into a fiery geode

Ice + Lightning: energize the ice shards to explode with shrapnel*

*maximum damage is the highest value of the attack die (2d4 -> 8, 1d12 -> 12)

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