Fighter
Base Class: Fighter

Slapstick Fighters are an anomaly in both physics and common sense. They use a seemingly all-present force to push the world in their favour in ways nobody can predict.

Level 3: Nonsensical Body

Your body can stretch in ways which don't make sense, allowing you to squeeze through spaces as narrow as one inch. You also take half damage from falling as your body bounces off surfaces in a comical fashion.

Also, as an action you can instantly escape grapples and non-magical restraints.

Level 3: Glad I'm Not THAT Guy

Unseen forces protect you from harm while ironically putting you in harm's way. When a creature brings you to 0 Hit Points, you can use a reaction to immediately teleport within 5 feet of the creature which damaged you or the nearest unoccupied space, then stand up with 1 Hit Point and gain a number of Temporary Hit points equal to half your Maximum Hit Points.

These Temporary Hit Points disappear if you regain Hit Points by any means. You can only use this feature once per Long Rest.

Level 7: Coyote Time

When you would fall a distance which would cause any amount of falling damage, you can use your reaction to hover in place until the beginning of your next turn.

While hovering, you have disadvantage on Strength & Dexterity Saving Throws, your movement Speed is 0 and looking down ends the condition early as you begin falling. Once used, you cannot use this feature again until you firmly stand upright on stable ground.

Level 10: Hammerspace

You can store any number of items in your own personal pocket dimension. You cannot store more weight than you can hold without being encumbered and living beings cannot be stored there. Items stored in Hammerspace still count towards your current carrying capacity and accessing anything stored in Hammerspace required a Bonus Action unless it is any variety of hammer. Other creatures cannot access your Hammerspace and anything stored there is immune to magical crying sensors.

When you die, anything held in Hammerspace erupts into a pile beneath your corpse. If no corpse is available then it appears in a space behind the nearest furniture or wall where your corpse would be.

Level 15: Squishy Bones

When you use your Second Wind feature, you gain resistance to all damage types except for Psychic & Force damage which lasts until the end of your current turn plus 1d4 additional turns.

Additionally, your bones can never be broken but can still be severed.

Level 18: Big Ball of Violence

Whenever a fight breaks out, you tend to make a destructive mess. When you use your Action Surge, you gain 20 additional feet of movement and become surrounded by a 5ft emanation of cloudy smoke and dust centered on yourself. The cloud heavily obscures all within the cloud from all outside and vice versa. This emanation lasts until the end of your next turn or is extended to a 10ft emanation if you use Action Surge on your following turn.

When another creature enters the emanation or is forced inside, they must succeed a Strength Saving Throw equal to 8+your Proficiency Bonus+the sum of every creature's Strength Modifier currently within the Big Ball of Violence or be pulled into the cloud as they move with you and they cannot move out until the cloud clears. When a creature inside the Big Ball of Violence deals damage to another who is also in the same area of effect, all other creatures besides themselves take half of that damage also.

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