Base Class: Fighter
"The number of legs that touch the ground is a symbol of divine providence in the [________] Hall."
"So why should I, a One-leg, stoop to serve ignoble clientele who chase after every à la mode fad that passes by?"
Le Noir is a faction of the Grand Magasin Sisyphe, a legendary and dangerous High Fashion store. Le Noir is one of the two main Luxury Brands, above the constant Ebb and Flow of trends and fabs. The members of Le Noir are highly Trained in combat due to the constant power struggle between them and Le Rouge.
Conservation - Level 3
"Force is compressed, gathered, and fixed in place. Sometimes, it takes more force to prevent change than to cause it."
Le Noir Fabric
At the end of a Short or Long Rest, choose one melee weapon you possess or are attuned to. Until the end of your next Short or Long Rest, your Unarmed Strikes deal bludgeoning damage using the chosen weapon's damage die. You also gain any bonus to attack and damage rolls granted by that weapon, and your Unarmed Strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Additionally, when a creature enters the reach of your Unarmed Strikes, you can use your Reaction to make an Opportunity Attack against that creature using an Unarmed Strike.
Fabric Density Disparity
As a Bonus Action, you can pull each creature of your choice within 15 feet of you up to 5 feet toward you. If a creature is at least one size smaller than you, you can instead pull it up to 10 feet toward you. This movement can provoke Opportunity Attacks.
When you use this Bonus Action, if a creature would be pulled into the space you occupy, you can force that creature Prone and make two Unarmed Strikes against it as part of the same Bonus Action, then push it up to 10 feet away from you. You can use this special effect only once per turn.
Quality Preservation - Level 7
"Le Noir's Worsted holds the body like armor, accentuating it beneath a firm, fixed silhouette."
Le Noir Gabardine Overcoat
When rolling initiative, you gain 2 'Le Noir Overcoat' stacks. You gain temporary hit points equal to ((Your Fighter Level / 2 [rounded down]) + Le Noir Overcoat Stacks) at the start of each of your turns, replacing the Temporary hit points you gained from this feature during the previous turn.
You gain 1 stack of Le Noir Overcoat each time you land a critical hit or reduce a creature to 0 hit points, up to a maximum of 25.
All stacks of Le Noir Overcoat expire at the end of combat.
Stupid Customer, you're wrinkling the Merchandise!
When a creature damages you while you have temporary hit points, you can use your Reaction to take the attack action (including Extra Attacks) against that creature. If the creature is outside the reach of your attack, you can move up to your Speed before making the attack. This movement doesn't provoke Opportunity Attacks.
If the creature is still outside your reach after you move, you instead regain temporary hit points equal to half the temporary hit points you lost from the triggering damage (rounded down).
Feedback - Level 10
"The Noirs believe they can collapse their opponents' worth by subjecting them to violent tremors. The more violently the target vibrates, the more changes it must undergo from moment to moment."
Destructive Criticism
When you use a bonus action to activate 'Fabric Density Disparity', you can choose to activate this feature instead.
When this feature is activated, all creatures except for yourself within range of Fabric Density Disparity, instead of being pulled in, take 1d6 Force damage and are pushed up to 10 feet away from you as you stomp the ground, causing a small shockwave. Allied creatures within range do not take damage from this feature, but are still pushed.
Starting at level 15, you deal (Half your proficiency bonus)d6 force damage to creatures within range instead.
Armure Éveillée
While you have at least 10 Le Noir Overcoat stacks, at the start of each of your turns, you can choose to activate this feature.
While this feature is active, all of your Le Noir Overcoat stacks are converted into 'Armure Éveillée' stacks at a 1:1 rate. While you have Armure Éveillée stacks, you gain (your fighter level + Armure Éveillée stacks) temporary hit points at the start of each of your turns, replacing the Temporary hit points you gained from this feature during the previous turn.
At the start of each of your turns while you have Armure Éveillée stacks, you lose 1 stack and heal 1d6 hit points. While you have Armure Éveillée stacks, your movement speed increases by 10 feet and you become immune to the Grappled, Restrained, Stunned, and Paralyzed conditions. You also shed Dim Light out to 5 feet while you have Armure Éveillée stacks.
When your Armure Éveillée stacks reach 0, you gain 2 Le Noir Overcoat stacks and the benefits of Armure Éveillée end until you convert Le Noir Overcoat into Armure Éveillée again.
You cannot gain Le Noir Overcoat stacks while you have Armure Éveillée stacks.
Starting at 10th level, whenever you would gain Le Noir Overcoat stacks from scoring a Critical Hit or reducing a creature to 0 hit points, you gain 2 stacks instead of 1.
Armure Éveillée stacks expire at the end of combat.
Abhorrence to the many-legged - Level 15
"Ever tried holding your entire body up on a single leg? If you can't comprehend the nobility behind this gait, then you're bound to trip and fall."
I'll cut off that revolting thing!
Whenever you land a critical hit with an unarmed strike or rolling maximum damage on at least one damage die of an unarmed strike, you cripple one of the target's legs.
Each leg crippled by this feature remains crippled until the target has regained a number of hit points equal to or greater than the damage dealt by the attack that crippled that leg. Hit points regained from multiple sources count toward this amount, but hit points regained beyond the target's hit point maximum do not count.
For each leg crippled by this feature, the target's movement speeds are reduced by 10 feet, and it takes 1d4 damage for every 5 feet it willingly moves. A creature cannot have its movement speed reduced below 0 by this feature.
If a creature has too few functional legs to support itself, it falls prone and cannot stand up unless it can brace itself against a suitable object or another creature assists it.
Your unarmed strikes deal maximum damage against prone creatures and creatures that naturally have more than two legs.
Stamp and Stich the leather - Level 18
"Such tough and avaricious hide... Guess these Rouges do have some use. Their flayed skin is perfect for insoles."
Triple Stamped Stitching
While you have 20 or more Le Noir Overcoat stacks, or while you have Armure Éveillée stacks, you can consume some of the stack to activate this feature.
When you activate this feature, you consume 15 Le Noir Overcoat stacks, or up to 15 Armure Éveillée stacks. Each creature you choose within 20 feet of you is dragged 10 feet towards you, then you stomp the ground 3 times. For each stomp, all creatures you chose to get dragged in must make a DC (8 + your proficiency bonus + your strength or dexterity modifier + (Le Noir Overcoat or Armure Éveillée stacks consumed/3)) strength saving throw. On a failure, the creature takes damage equal to 2 hits from your unarmed strikes plus half the Le Noir Overcoat stacks you expended rounded down (if you consumed Armure Éveillée, they take damage equal to the consumed amount instead of half). On a success the creature takes half damage.
Prone creatures within range have disadvantage on the saving throw.
When this feature reduces a creature to 0 hit points and you choose to kill it, you pulverize its body, preventing it from being revived by spells or features that require its body, such as Raise Dead or Resurrection.
Damage dealt by this feature is considered damage dealt by Unarmed Strikes.
If you use this feature while having Armure Éveillée stacks, and still have stacks remaining after use, you may not use this feature again until your Armure Éveillée expire.
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