Base Class: Fighter
"Think it over three times, hard, before talking to me. I have ripped out enough tongues today."
- East Capo IV of the Thumb
Typically Hailing from the Eastern section of The Thumb, Tigerslayers use 'Tigermark' rounds to put more force behind their swings. The fighting Style of Tigerslayers revolves around taking down their 'Prey' with overwhelming force before moving onto the next.
And, Naturally, as a member of the Thumb, they mainly care about the Hierarchy, Class, Respect, and La Regole.
The Thumb (Eastern) - Level 3
"Eyes up here, boys! Don'tcha go losin' yer heads now!"
Tigermark Rounds
When you roll initiative, you reload 12 'Tigermark Rounds', Tigermark Rounds are special Blanks that are pointed backwards, putting more force behind swings that they're fired during. Your melee weapons automatically change themselves to properly use them.
Whenever you make a melee weapon attack, you may expend 1 Tigermark Round to add half your strength modifier to the attack roll, and deal (Proficiency bonus/2)d6 fire damage on a hit.
Whenever you your last Tigermark Round, you gain Overheat. While you have Overheat, you deal (Tigermark Rounds Expended/2) fire damage with melee attacks, but your attack rolls are reduced by (Expended Tigermarks Rounds/6) (Maximum of -3).
If you gain Tigermark rounds while having Overheat, you lose Overheat.
Your total expended Tigermark rounds is reset to 0 when Initiative ends.
- If you enter combat but initiative has already been rolled, You reload 12 Tigermark Rounds if you have not Reloaded already
Reload - Tactical
As a bonus action, you can choose to Reload your Tigermark Rounds at the end of your turn, resetting your Tigermark rounds to 12.
You can Reload up to 2 times per encounter. Uses of this feature reset when initiative ends.
Class, Respect, Discipline
You gain the 'Bad Reputation' feature from the Sailor background. If you already have the Bad Reputation feature, the crimes people are too afraid to report you for increase from Misdemeanors to Gross Misdemeanors.
Additionally, you gain proficiency in Intimidation. If you are already proficient, you gain expertise instead.
When you make a Charisma (Intimidation) check against a creature that recognizes your reputation, you can add your Strength modifier to the roll.
Tiantui Star - Level 7
"Hwell, How's this? Manageable so far?"
Ten Blades of the East
Choose between Piercing, Slashing, or Bludgeoning damage. When you hit a creature with the chosen damage type, it ignores the creature's Resistance to it (but not their immunity). If the hit creature does not have resistance to the damage type, deal an additional 1d6 of the chosen damage type.
Starting at level 13, The above effects also apply to Fire damage, but only 1d4 of fire damage is added if the hit creature does not have resistance to fire damage.
Chosen Prey
At the start of each of your turns, one creature of your choice that you can see within 60 feet of you becomes your Prey. Creatures with Prey lose the Prey status at the start of your next turn after they become Prey.
When a creature with Prey hits you, the damage is reduced by your Proficiency bonus (minimum of 1 damage total). When a creature with Prey makes an attack roll against you, the Roll is reduced by half your proficiency bonus.
When you reduce a creature with Prey to 0 hit points, all creatures of your choice within that 50 feet of the Prey have their attack rolls are reduced by 2 until the end of their turn.
- If an affected creature doesn't make an attack roll before the end of its turn, the penalty persists until the end of the first turn in which it makes an attack roll.
- If you have Overheat, Your Prey's Attack rolls against you is no longer reduced.
Chachihu [揷翅虎] - Level 10
"Huh… y'all ain't half bad! Keep makin' it worth my bullet fees!"
Savage Tigermark Rounds
When you choose to Reload your Tigermark rounds through your Reload - Tactical feature, you can choose to instead load 8 Savage Tigermark rounds, the Stronger (and more expensive) version.
While you have Savage Tigermark Rounds loaded:
- When you expend a Savage Tigermark Round, the extra fire damage from your Tigermark Rounds feature becomes a number of d6s equal to your proficiency bonus instead of half your proficiency bonus.
- On a hit with an attack that expended Savage Tigermark rounds, the hit creature must make a DC (8 + your strength Modifier + your proficiency bonus) strength saving throw, with the creature being knocked prone on a failure. If the creature is your Prey, they have disadvantage on the saving throw, a creature more than one size larger than you has advantage on this saving throw.
- Future Features are also improved
Savage Tigermark Rounds count as Tigermark Rounds for the purpose of all your subclass features unless otherwise specified.
Blasting Shatterslash
When you miss with a melee weapon attack that expended a Tigermark Round, you can choose to expend an additional Tigermark round to deal half damage to the target (rounded down)
- If you have Savage Tigermark rounds, this feature is automatically triggered without expending additional Rounds.
Savage Lunge - Level 15
"I'maboutta drop somethin' big on y'all! Don't let it kill y'all now and spoil the fun!"
Shin - Unrelenting Spirit
When reaching 0 Ammo for the first time in an encounter, you gain Shin for the rest of the encounter.
While you have Shin, you gain the following effects:
Your movement speed increases by 20 Feet.
The first time each turn your Prey takes Fire damage, it takes double the fire damage.
When you gain Shin, choose one damage type. You have resistance to that damage type until Shin ends.
Tanglecleaver
As an action, you can choose to expend up to 6 Tigermark rounds to Teleport to an unoccupied space within 30 feet and slam your weapon down. All creatures you choose within 15 feet of the place you slammed must make a DC (8 + your proficiency bonus + your strength modifier) dexterity saving throw, on a failure, the creature takes (expended Tigermark rounds)d6 fire damage, are knocked back 10 feet, and are knocked prone. On a success, the creature takes half damage, and are knocked back 5 feet.
If your Prey fails the saving throw, it is stunned until the end of your current turn.
- If you have Savage Tigermark rounds loaded, you can expend up to 3 to deal (expended Savage Tigermark Rounds x2)d8 fire damage, and all creatures subject to the saving throw have disadvantage.
Tigerslayer - Level 18
"Y'ALL DON'T GO ON HUNTIN' TIGERS WHITHOUT PREPARIN' YERSELVES TO GET CHOMPED B'TWEEN ONE OF 'EM THERE JAWS!!"
Savage Tigerslayer's Perfected Flurry of Blades [超絕猛虎殺擊亂斬]
This feature can only be used while having Savage Tigermark Rounds loaded.
As an action, you can expend up to 5 Savage Tigermark Rounds to make a number of attacks equal to the expended Savage Tigermark rounds, all targeting the same creature. All attacks made this way trigger the damage bonus from expending Savage Tigermark rounds, as well as deal an additional 2d6 fire damage each. The final attack also creates the effects of Tanglecleaver as if you had expended 5 Savage Tigermark Rounds, without expending additional rounds. If the target of this feature is your Prey, each attack made as part of this feature deals additional damage equal to your Strength modifier.
- If this feature would expend the last Savage Tigermark Round, choose any number of creatures within 20 feet of the target. Those creatures take the same amount of weapon and fire damage that the main target took, but do not take the Prey bonus damage..
This can only be used once per encounter
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