Fighter
Base Class: Fighter
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You are not the average fighter. Your background in the investigation of the unknown drove you to find a way to harvest and use this strange power, and how to use these strange creatures. These creatures, known colloquially as 'abnormalities' are manifestations of the deep facets of the human mind, enveloping the ideas of thoughts and feelings... sometimes more abstract concepts too. These abnormalities can be conquered, and their subjugation only seeks to make you stronger. 

You currently have the manifested E.G.O states of two abnormalities 'spider bud' (red eyes) and 'one sin and hundreds of good deeds' (penitence). This class is based off of balancing your charges of red eyes and penitence, gaining more stacks to further buff yourself as you continue to fell your enemies. 

Spiderhead/Skullface

Condition: 3 stacks of Red Eyes.pngRed eyes and 3 stacks of Penitence.pngPenitence upon use of coin. 

 

When hitting an enemy with a Coin that applies Red Eyes.pngRed Eyes: 

-Add +(Red Eyes.pngRed Eyes / 2) to the current coins coin power (max of 3)

-If the enemy you hit is AFTER you in initiative order by a gap of 3 less rolled or more: Deal an additional +(Red Eyes.pngRed Eyes / 2) to the current coins coin power (maximum of 2)

-If the target has Bleed.pngBleed, gain 1 extra stack of Red Eyes.pngRed eyes (maximum 3 per turn) 

 

When hitting an enemy with a coin that applies Penitence.pngPenitence:

-Add +(Penitence.pngPenitence / 2) to the current coins power (max of 3) 

-If target's HP is lower than yours: Add an additional +(Penitence.pngPenitence / 2) to the current coins power (max of 2)

-At max HP, gain +1 Penitence.pngPenitence (max 3 per turn)

 

When you are hit, gain +1 stack of Penitence.pngPenitence 

 

Eat and sleep

Requirement: 4 stacks of Red Eyes.pngRed Eyes and 4 stacks of Penitence.pngPenitence

[Start of round] 1 ally with the lowest HP heals for 1d8 HP. 

                            1 ally that dealt the most damage last turn heals for 1d8 HP. 

Red Eyes Recycle

When you kill an enemy that is inflicted with Bleed.pngBleed: Gain (Bleed.pngBleed Count) Red Eyes.pngRed Eyes

Your next attack deals +(Red Eyes.pngRed Eyes)d6 Radiant damage 

Penitence Redemption

You can use an action to consume all current stacks of Penitence.pngPenitence to heal yourself. 

1-7 Penitence.pngPenitence: heal 1d4 hp for each consumed stack of Penitence.pngPenitence.

8-15 Penitence.pngPenitence: heal 1d6 hp for each consumed stack of Penitence.pngPenitence.

16-20 Penitence.pngPenitence: heal 1d8 hp for each consumed stack of Penitence.pngPenitence. 

Seriously Skullbusting

Once per long rest, you can unleash an attack that is insanely destructive, but you loose all other attacks on that turn, and you cannot gain any Red Eyes.pngRed Eyes or Penitence.pngPenitence  for the next round.

The base damage of your attack becomes 12d12 bludgeoning damage. 

[On use] Consume all stacks of Red Eyes.pngRed Eyes and Penitence.pngPenitence on self

               +1 damage for every 2 consumed stacks of Red Eyes.pngRed Eyes and Penitence.pngPenitence

[On hit] Inflict Bleed.pngbleed potency equal to (Red Eyes.pngRed Eyes - 10) consumed, inflict bleed count equal to (Penitence.pngPenitence - 10)

             Deal 4% extra damage for each Red Eyes.pngRed Eyes and Penitence.pngPenitence consumed (max 160%)

             Heal self and 1 other ally of your choice for (Penitence.pngPenitence consumed x 5) HP (max 100)

              Inflict Prone and disadvantage on attack rolls and damage rolls for the next 2 rounds. 

Haemorrhaging strikes

Your strikes grow stronger, allowing you to deal more Bleed.pngbleed with your basic strikes. 

Whenever you make a basic attack, you inflict 3 Bleed.pngbleed count to the enemy you hit. 

Red Eyes (status)

Red Eyes.pngRed eyes is one of the main effects within your kit that helps inflict more bleed on your opponents. 

The max stacks of Red Eyes.pngred eyes you can have is 20. Any effect that requires red eyes can also consume the buffed versions. 

Stage one- Red Eyes.pngRed eyes (1-7 stacks)

Whilst in base Red Eyes.pngred eyes, you gain the following buffs:

  • Effects that apply Bleed.pngbleed on basic attacks and/or coin effects apply +1 stack of Bleed.pngbleed
  • Resource used by certain effects

 

Stage two- Red Eyes - Alert.pngRed eyes, Alert (8-15)

Red Eyes - Alert.pngRed Eyes, Alert causes the large eyes that cover your armour to open, and you begin to glow with a very dim blue light. You emit dim light for 10ft in this stage.

  • Effects that apply Bleed.pngbleed on basic attacks and/or coin effects apply +2 stacks of Bleed.pngbleed
  • This resource is still considered Red Eyes.pngred eyes. 

 

Stage three- Red Eyes - Devouring.pngRed Eyes, Devouring (16-20)

Red Eyes - Devouring.pngRed Eyes, Devouring causes the large eyes along your armour to open fully and begin rapidly looking around, you also begin to glow with a ferocious red aura. You emit bright light for 10ft and dim light for 15ft in this stage. 

  • Effects that apply Bleed.pngbleed on basic attacks and/or coin effects apply +3 stacks of Bleed.pngbleed

Penitence (status)

Penitence.pngPenitence works slightly differently here than it does in limbus company, as sanity simply does not exist. I have subbed sanity for hp, upping your survivability in the heat of battle. 

Stage one- Penitence.pngPenitence (1-7)

  • Heal 4hp whenever you gain a stack of Penitence.pngpenitence from Skills
  • [Turn start] gain (Penitence.pngPenitence-2)% of your hp as temporary hp (min 0)

 

Stage two- Penitence - Periphery.pngPenitence- Periphery (8-15)

When you enter this state, you glow with a small golden aura, emitting dim light for 5ft around you.

  • Heal 6hp whenever you gain a stack of Penitence.pngPenitence  from Skills
  • [Turn start] gain (Penitence.pngPenitence-1)% of your hp as temporary hp

 

Stage three- Penitence - Confession.pngPenitence- Confession

Whilst in this state, your golden aura intensifies, emitting bright light for 10ft and dim light for 15ft.

  • Heal 8hp whenever you gain a stack of Penitence.pngPenitence from Skills
  • [Turn start] gain (Penitence.pngPenitence)% of your hp as temporary hp

 

Bleed (status)

Bleed is split into 2 sections, potency and count. 

Your bleed count is your current turn clock for how many actions the bleed has left, so a count of 3 would be 3 actions before the bleed is gone.

Your potency is how much damage your bleed does, some factors effect this, such as how much potency you're adding and certain things help to add to the potency count. So a potency count of 1 would deal 1d4 damage, a potency of 2 2d4 and so on, so forth. 

Whenever a creature makes an attack action, they take bleed damage calculated by the potency and the bleed count is reduced by one, this also counts for reactions, as well as any legendary actions made by a creature. A creature can stem bleeding by making a successful dc:14 + your strength - the creatures constitution medicine check. On a success, all current stacks of bleed are removed, except for one. If only one stack remains when the successful medicine check is made, the bleed is removed completely. The check can be made on a bonus action, or a full action to allow the creature to roll with advantage. 

E.G.O Gift manifestation

Using your basic attacks you can manifest your ego gifts, 'Red eyes' and 'Penitence'. You can switch between both weapons without expending any sort of an action or bonus action, allowing you to manage your stacks of Red Eyes.pngRed eyes and Penitence.pngPenitence.

Whilst manifesting red eyes, your basic strikes give you +1 stack of Red Eyes.pngRed eyes. Your critical hits also apply +1 stack of bleed. 

Whilst manifesting Penitence, your basic strikes give you +1 stack of Penitence.pngPenitence . Your critical hits also deal (Penitence.pngPenitence/4)d8 radiant damage (this damage is not multiplied). 

Your ego gifts assume the damage and effects of your currently equipped weapon, as well as damage types. 

Lobotomy Ego: Red Eyes And Penitence Image

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