Fighter
Base Class: Fighter

Bigger is better. And you carry the biggest guns around. Your job is to conquer and overpower with brute force. Collateral damage is to be expected. Tinnitus is almost guaranteed. But never forget the fact that this may be the only chance you have at recreating the Shell Shocked meme. You are going to destroy homes, ruins, and battlefields with so much power that you have to start questioning if playing this subclass is a war crime. The answer is yes. NOW GET OUT THERE AND GIVE THEM HELL.

Experimental Munitions

3rd-level High Caliber feature

Barrage Dice. You have a Barrage die in the form of a d8. You have a number of Barrage dice equal to your Fighter level. You are limited to a number of Barrage dice you can spend each turn equal to your Strength or Dexterity modifier (your choice) + half your Proficiency Bonus (round up).

You regain a number of Barrage dice equal to half your Proficiency Bonus (round up) at the start of your turn if you are not Incapacitated and regain all expended uses when you finish a Short or Long rest

Siege Weapon. You are equipped with a special Martial Ranged weapon (Range 90/180). On a hit a deals Force damage equal to your Barrage die plus the ability modifier used for the attack roll. This weapon has the Vex Weapon Mastery. You deal double damage against nonmagical structures with this weapon. Any creature within 300 feet of you can hear you make an attack roll with this weapon.

Bombard. While wielding your Siege Weapon, you can use an action to Bombard, spending your Barrage dice. Choose one of the following to determine your Siege Weapon’s effect: Ballistics, Demolition, Gatling, and Mortar. Your Siege Weapon DC equals 8 + your Strength or Dexterity modifier (your choice) + Proficiency Bonus.

You can change the Siege Weapon’s effect whenever you finish a Short or Long Rest if you have Tinker’s Tools in hand.

Ballistics

You carry a devastating cannon. You create a 30 foot long 5 foot wide Line. Each creature in the area must make a Dexterity saving throw or take Bludgeoning damage equal to a number of spent Barrage dice and is pushed 10 feet and its Speed is reduced by 15 feet until the end of its next turn. On a success it takes half damage.

Area Upgrade. The length of the Line increases by 20 feet when you spend the minimum number of Barrage dice: 4 (50 feet), 6 (70 feet), 7 (90 feet) and 8 (110 feet).

Demolition

You are equipped with several explosives. You can select up to three points within 60 feet of you. Each creature within 5 foot radius of point must make a Dexterity saving throw or take Fire damage equal to a number of spent Barrage dice and is knocked Prone. On a success it takes half damage.

Area Upgrade. The radius of the area increases by 5 feet when you spend the minimum number of Barrage dice: 4 (10 feet), 6 (15 feet), 7 (20 feet) and 8 (25 feet).

Gatling

You can create a deadly spray of ammunition. You create a 15 foot Cone from yourself. Each creature in the area must make a Dexterity saving throw or take Piercing damage equal to a number of spent Barrage dice and has Disadvantage on attack rolls until the end of its next turn. On a success it takes half damage.

Area Upgrade. The size of the Cone increases by 10 feet when you spend the minimum number of Barrage dice: 4 (25 feet), 6 (35 feet), 7 (45 feet) and 8 (55 feet).

Mortar

You have a long range bombing device. You create a 10 foot radius Sphere at a point you can see within 90 feet. Each creature in the area must make a Dexterity saving throw or take Force damage equal to a number of spent Barrage dice and is Blinded and Deafened until the end of its next turn. On a success it takes half damage.

Area Upgrade. The radius of the Sphere increases by 10 feet when you spend the minimum number of Barrage dice: 4 (20 feet), 6 (30 feet), 7 (40 feet) and 8 (50 feet).

Artillery Engineer

3rd-level High Caliber feature

You are knowledgeable with the mechanics and handling of high caliber, heavy artillery. You gain the following benefits.

  • When you attack with a ranged weapon, you can use your Strength modifier instead of Dexterity modifier for the attack and damage rolls.
  • You gain proficiency with Tinker’s Tools.

Endless Barrage

7th-level High Caliber feature

As a Bonus Action, you can regain a number of Barrage dice equal to half your Fighter level (round down). Once you use this feature, you cannot use it again until you finish a Long Rest.

Mass Effect

10th-level High Caliber feature

Improved Barrage. Your Barrage Die becomes a d10.

Delayed Destruction. As a Bonus action, you can mark an area that will be affected by your next Bombard. At the start of your next turn, when you use your Bombard feature in the exact area you marked, you can add Force damage equal to your Fighter level on its damage roll.

Overblown

15th-level High Caliber feature

Relentless. When you take the Attack action, you can replace two attacks with a Bombard.

Improved Siege Weapon. Your Siege Weapon now deals damage equal to two rolls of your Barrage die plus the ability modifier used for the attack roll.

Tactical Nuke

18th-level High Caliber feature

Improved Barrage. Your Barrage Die becomes a d12.

Total Annihilation. As a Bonus Action, if you use your Bombard feature before the end of your current turn, you can ignore the limit of how many dice you can spend on this feature. Once you use this feature, you cannot use it again until you finish a Long Rest.

Previous Versions

Name Date Modified Views Adds Version Actions
6/29/2025 3:55:01 AM
12
1
5.5e
Coming Soon

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