Base Class: Fighter
There are those who have been distanced from magical means, and because of this have taken on other ways to prepare themselves for the things life throws at them. Some have purposefully distanced themselves from magic due to a dramatic incident in the past. Others find that magic does not flow through them as it does others. Although many have differing reasons, Specialists train their bodies to the point of being able to do the impossible with pure nerve.
Specialists don't cast spells but through their training can gain similar benefits. Although it takes rigorous training and lots of patience and determination these fighters can achieve great things.
Burst of Nerve
Starting at 3rd level, your training in your body allows you to perform Bursts of Nerve. Your access to this energy is represented by a number of Burst of Nerve points. Your fighter level determines the number of points you have.
When you spend a BoN point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended points back into yourself. You must spend at least 30 minutes of the rest meditating to regain your points.
With these points you can:
Lunging Attack:
- While using a held action you can perform a lunging attack, allowing you to move 10 feet and then use an attack action.
Follow Up:
- When you hit with a melee attack you can use a different part of your weapon or your fist to deal an additional D4 of damage. This can be stacked on, for instance you could use 8 points to deal an additional 8D4 (maximum of 10 points used).
Perpetual Movement:
- Use Dash, Disengage or Dodge as a bonus action.
Prideful Body
At 7th level your training over your body allows you to cast the effects of Enhance Ability on yourself for a BoN point. At 12th Level this can be done for the same cost, gaining two of the spell effects instead of one.
Additionally you can now use the following features by consuming one of the BoN points:
Hardcore Parkour:
- Move with the effects of spider climb up to 20 feet (In combat this uses your movement), and at the end of your turn or beginning of your next turn you may jump, at the start of your next turn the effects fade and you may fall.
Keen Senses:
- See with the effects of Darkvision for 5 minutes, up to a range of 120 feet. In Daylight this allows you to see further with no hindrance (150 feet).
Clever Footwork:
- Impair a target. As an action give the next attack on a creature advantage to hit.
Strong Guard:
- Deflect Missiles. You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your fighter level.
Forced Palm:
- On a successful melee hit, push a creature 5 feet back (or to the side) if they fail a acrobatics or athletics save. Your DC is your Dexterity modifier + your proficiency + 8.
Mindful Soul
At 10th Level your understanding of your body allows you to create a mind-state that resonates with those around you, allowing you to cast either Aura of Life, Aura of Purity or Aura of Vitality. This can be done once per short rest. Casting it after using it the first time since a short rest will additionally cost a BoN point.
Your movement also increases to 10 to a max of 50.
Also, when taking the Follow Up choice while using a BoN point, it deals an extra D6 instead of a D4.
Forward Attack
Finally, at 18th level utilizing your momentum you are now able to propel yourself forward making many attacks. As an Attack Action you can propel yourself forward in a straight line of up to 30 feet. Any creatures/targets within that range are attacked and get individual rolls to hit, as well as individual damage dice rolls. This can be done as many times as you can take the attack action.
Additionally when landing an attack on a creature you gain an additional 5 ft of movement.
Lastly, your Follow up now deals a D10 of damage instead of a D6.
Perceptive Attention
at 15th Level you can now use a BoN point to use your reaction to take a (single) attack on an enemy that either attacked and missed, or landed an attack with a melee attack.
Things you can do with some of your BoN also increase as you start to perfect these abilities. However these enhanced versions take 2 points to use.
Lunging Attack:
- You can now lunge up to 20 feet and then take an action (doesn't have to be an attack action).
Hardcore Parkour:
- You can now use your full movement with the affects of spider climb, however you can still not stand on ceilings.
- additionally you can use this function to, as a reaction, not take falling damage from a 15ft fall.
Keen Senses:
- You can sense approximately how many people/creatures are in a room/area up to 50 feet.
Clever Footwork:
- Instead of taking an action this can be done as an attack action, allowing you to attack and Impair.
Strong Guard:
- Use a D12 instead of a D10 and add your proficiency bonus.
Forced Palm:
- You can now move yourself 10 feet in any direction when successfully moving the creature/target.
Previous Versions
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8/24/2018 1:58:19 AM
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36
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2
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Beta
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Coming Soon
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