Base Class: Fighter
"To think that the fairy tale would wither into such an anticlimactic ending. Hah. Should've spared myself the trouble of hearing it out."
Flowers bloom from the cracks in the Doll, like the loneliness from the void in that old lady's heart. Using the Tools from the both of them, you continue on with your quest to bring a Magnificent End to those you've shot a void that can never be filled.
Extracted Gear - Level 3
"A rusty gun and a dull arrowhead. Hmph. Gear is in perfect condition."
Faint Aroma and Solitude
You gain 2 weapons, a Rusty Revolver; Solitude, and a Pink Crossbow, flowering with pink and cyan petals; Faint Aroma. You gain proficiency in Firearms. Solitude is considered a Firearm for feats. When used together, you gain the effects of the Two-Weapon fighting style with them, even if you do not have Two-Weapon fighting.
Solitude and Faint Aroma are +1 weapons, and the damage they deal is considered magical for bypassing resistances and immunities.
Solitude
Martial ranged weapon (firearm)
Damage: 1d6 psychic
Range: 40/120
You carry a supernatural ammunition called 'Bullets of Solitude'. You begin combat with 6 Bullets. Each attack you make with Solitude consumes 1 Bullet of Solitude. You may not use Solitude to attack if you have 0 Bullets of Solitude, unless the attack is triggered by 'Stories that never Cease'
You regain all expended Bullets of Solitude when you Roll initiative, and you can reload as a bonus action without triggering 'Stories that Never Cease'.
If the target is frightened, charmed, prone, restrained, or stunned, each attack made by Solitude deals an additional 1d6 psychic damage.
If you have 0 Bullets of Solitude at the end of your turn, you immediately use Stories that never Cease. You do not need to take an action or bonus action to do so. After resolving the attacks, you reload Solitude.
Stories that never Cease:
Choose up to three creatures you can see within Solitude's range and make 3 attacks. For each attack, roll a d4. On a 1-3, the attack targets the creature corresponding to the number rolled. On a 4, you choose the target.
If you choose fewer than three creatures, reroll any result that doesn't correspond to a chosen creature.
Each hit of attacks made through 'Stories that Never Cease' deals normal weapon damage and inflicts 2 Solitude.
When a creature has at least one Solitude stack, whenever you deal damage to that creature with a weapon attack or a subclass feature, it takes an additional 1d4 psychic damage. This additional damage can occur only once per attack.
Solitude stacks decrease by 1 at the end of each of your turns, beginning with the turn after they were applied. Solitude has a maximum stack of 3.
If a creature already affected by Solitude is hit by 'Stories That Never Cease' again, the shot deals an additional 1d8 force damage instead.
Faint Aroma
Faint Aroma automatically reloads its dull arrows almost instantly after each shot, so no arrows are necessary, however you can load arrows manually if you wish to use magic arrows (Ie. Arrows of Slaying).
Martial ranged weapon (crossbow)
Damage: 1d8 piercing
Range: 80/320
The 5-foot square where the arrow lands becomes difficult terrain as pink and cyan flowers coat the ground.
These flowers last until they take fire, necrotic, poison, or acid damage. When hitting a creature, the flowers coat the area the creature is standing, with the size of the area increasing/decreasing to match the size of the hit creature. A square already covered in flowers cannot create additional flowers.
You are not affected by the difficult terrain effect of the flowers.
Removing the flowers:
A creature can spend an action and 10 minutes of work to clear flowers created by Faint Aroma in a 20 ft x 20 ft area. A creature can also choose to clear up to 4 5x5 squares in the same amount of time.
If the creature has appropriate farming or gardening tools, the DM may reduce this time to 2 minutes.
At level 7, Solitude and Faint Aroma become +2 weapons.
At level 10, the flowers created by Faint Aroma cover a 15-foot-square area when the arrow strikes a Medium or smaller creature or an object.
At level 15, Solitude and Faint Aroma become +3 weapons.
Autumn's Passing, Spring's Genesis - Level 7
"These flowers bloom without an end, and not one of them would wither."
Unwithering Flowers
Your resonance with Faint Aroma has spread to the armor you wear, with Pink and cyan petals blooming from the cracks, cuts, and joints of the armor. However they do not impact maneuverability of the armor, and even prevent the armor from squeaking or making other loud noises.
While wearing armor you are proficient in, when a creature deals damage to you during its turn totaling at least one-tenth of your hit point maximum, you regain 1d4 + your proficiency bonus hit points and gain advantage on the next attack roll you make before the end of your next turn.
If the armor normally imposes disadvantage on Dexterity (Stealth) checks, it no longer does so while you wear it. This does not grant you advantage or any other bonus to Dexterity (Stealth) checks.
Blossom, oh, Blossom!
When you reduce a creature to 0 hit points with Faint Aroma, or when a creature is reduced to 0 hit points while standing in difficult terrain created by Faint Aroma, pink and cyan flowers rapidly erupt from its body.
Each creature of your choice within 20 feet of the affected creature must make a DC (8 + your proficiency bonus + your Dexterity modifier) wisdom saving throw. On a failed save, a creature is frightened of you until the end of its next turn.
If the creature fails the saving throw while standing in difficult terrain caused by Faint Aroma, and if their current hit points are below 10% (rounded up, minimum of 1) of their maximum value, the creature drops to 0 hit points and dies and this feature triggers again.
A creature can only be subject to the saving throw caused by this feature twice per turn.
Flowering Petals, Fading Aroma - Level 10
"You were born from earth, and now I yearn to return you to it"
Aroma of Returnal
When hitting a creature with a weapon attack made with Faint Aroma, they gain Fading Aroma.
Fading Aroma lasts for 1 minute. Whenever you apply Fading Aroma to a creature that is already affected by it, its duration resets to 1 minute.
When a creature affected by with Fading Aroma becomes incapacitated, stunned, or prone, you gain 1 Petal stack.
When a creature affected by Fading Aroma takes psychic damage, you gain 1 Petal stack.
When a creature affected by Fading Aroma fails a saving throw, you gain 2 Petal stacks.
When a creature affected by Fading Aroma drops to half its hit points or fewer, you gain 3 Petal stacks.
You gain Petals from each applicable trigger separately.
Petal has a maximum stack of 30, and you can gain no more than 15 Petals from this feature per round. For every 10 Petal stacks you have, you gain a +1 to damage rolls.
When you reach 30 Petals, you can unleash Magnificent End as an action.
When using Magnificent end, choose a hostile creature within range of Faint Aroma, as well as 2 additional hostile creatures within 20 feet of the first chosen creature. Make a separate weapon attack against each chosen creature using Faint Aroma. You must target three creatures if at least three valid targets are available, and likewise target two creatures if only two are available.
The damage of these attacks increases if fewer than three creatures are targeted:
Three Targets; Each attack deals normal weapon damage.
Two Targets; Each attack deals an additional 1d8 damage on a hit.
One Target; The attack deals an additional 2d8 damage on a hit.
Each creature hit by Magnificent End becomes marked with Fading Aroma for 1 minute as normal.
If a creature already had Fading Aroma when getting hit with Magnificent End, the attack deals an additional 1d6 damage to that creature.
Each creature hit must also succeed on a DC (8 + your proficiency bonus + your dexterity modifier) Constitution saving throw. On a failed save, the creature falls prone.
After Magnificent End resolves, your Petals are reduced to 0.
Feelgood Stories to Warm the Heart
You may target Allies with attacks made by Solitude. When you target an ally with Solitude, the attack automatically hits, and instead of dealing damage, the ally regains hit points equal to the damage Solitude would have dealt. This can trigger once per ally per turn.
Calculate the damage normally, including all bonuses and additional damage that would apply to the attack. The ally instead regains that many hit points.
Stories, Told to fill a bottomless void - Level 15
"Did you know? Whenever I return from work, the Old lady's home turns pitch black. Visit it then… and you'll get to hear stories worth your time. From macabre tales not of this world to gruesome narratives with no discernible origin."
Ever-growing Void in the Heart and Mind
You gain resistance to Psychic damage. When a creature that has no Solitude stacks hits you with an attack, it gains 2 Solitude. When a creature that already has at least 1 Solitude stack hits you, it gains 1 Solitude and takes 2d6 psychic damage. If 'Autumn's Passing, Spring's Genesis' is triggered due to an attacker with Solitude, heal twice as much from it.
Creatures with Fading Aroma have disadvantage in saving throws you cause, and creatures with Fading Aroma take 1d4 psychic damage when they enter or start their turn in difficult terrain caused by Faint Aroma. This damage scales each time it triggers on the same creature (1d4, 1d6, 1d8, 1d10, 1d12, 2d12).
The damage from entering difficult terrain caused by Faint Aroma may only be triggered once per creature per turn.
Replay the Stories in your Mind Forevermore
You may target yourself with Solitude, triggering 'Feelgood Stories to Warm The Heart'. You heal twice as much from Feelgood Stories to Warm The Heart.
You can target yourself with Solitude in this way only once per turn.
Flowers, substituting all desire - Level 18
"Resentment, anger, yearning… Flowers will never bloom in hearts wounded by such sentiments."
Blooming Stories
The damage of Solitude increases to 2d8 psychic damage, and its range increases to 80/250.
The damage of Faint Aroma increases to 2d10 piercing damage, and its range increases to 160/640.
The weapons retain all of their other properties.
L.O.N.E. Gunman
When a creature you can see makes an attack against you, you can use your reaction to evade.
When using this feature to Evade, make an Evade roll by rolling a d20 and adding your Dexterity modifier and proficiency bonus and compare the result to the triggering attack roll.
If the roll equals or exceeds the triggering attack roll, the attack misses you, and the result becomes your Evade result until the start of your next turn. Each time you are attacked before your next turn, compare the attack roll to your Evade result instead of making another roll.
If the attack hits you, the evade attempt fails and cannot negate further attacks.
If the triggering attack roll is a natural 20, and you use your evade, you may only evade the attack if the natural roll on the D20 is an 18 or higher. If you already have an Evade result, you may reroll it when targeted by a critical hit that your current Evade result cannot evade. The new roll replaces your previous Evade result. Failing to Evade a critical hit ends the Evade chain as normal
At the start of your next turn, if you used Evade (regardless of if you actually evaded an attack or not), your weapon attacks deal an additional 1d6 damage until the end of that turn, and you take an additional 2 damage whenever you are hit by an attack during that turn.
Additionally, you gain 10 Petals. You cannot gain Petals from this part of the feature again until you use Magnificent End or roll initiative. This bypasses the limit of 15 Petals per round.
Previous Versions
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