Base Class: Warlock
Your patron isn't really a magical being of any sort, just a man that's quite insane and VERY good at fighting. This subclass is most likely very unbalanced, and best suited for an actual class, but I think it's fun. You can decide if you want any fighting styles to be removed or unlocked in a different manner (watching fights with similar styles, pay walls, etc.) Criticism is welcome, as this definitely isn't the greatest.
Fighting Styles
At 1st level, Majima teaches you the basics of his styles, leaving most of the rest to your interpretation.
When you first enter a fight, and on a bonus action on each of your turns, you can choose a fighting style, which confer different abilities depending on the style active.
Thug - Whenever you take the Attack or Cast a Spell actions, you may make a weapon attack after the first action.
Breaker - On each of your turns, as a bonus action, you may make two unarmed attacks. You are proficient in these, and they use Dexterity for attack and damage rolls.
Slugger - You summon a baseball bat (staff). This weapon has the finesse and versatile properties and deals 1d8 (1d10) bludgeoning damage
Shimano - You summon a dagger. This dagger does 1d6 damage and, if thrown, returns to your side at the end of your turn. Additionally, whenever you make an attack with this dagger, you can use a bonus action to make another attack with it.
Heat Actions
At level 6, Majima teaches you about Heat Actions, quick, intense bursts of power fueled by your own attacks.
In any style, Whenever you deal 30 damage total, you gain a Heat Point. These heat points can be used to maximize one dice roll in any attack or spell damage roll, or other effects detailed in the styles.
Thug - You can cast a spell with a casting time of an action as a bonus action by expending Heat points equal to the level of the spell/2. Cantrips cost one heat point to cast in this manner.
Breaker - When you are the target of a melee attack or are forced to make a Dexterity saving throw to reduce or avoid damage, you may use Heat points to reduce the damage taken by 5 hit points per Heat point expended.
Slugger - Add a damage die to an attack or spell roll equal to the number of hit points spent.
Shimano - A spell you cast can target additional enemies (within the original spell's range) equal to the number of hit points spent.
Setups & Utility
At Level 10, Majima demonstrates ways to throw your opponent off, or set yourself up in the future.
Thug - When you make an attack action, you can forego the damage of the attack to instead blind the enemy until the start of your next turn.
Breaker - As a reaction when you make an attack, you can move up to half of your movement speed without provoking attacks of opportunity.
Slugger - When you make an attack action, you can forego the damage of the attack to instead break the enemy's guard, reducing their AC by 3 until the start of your next turn.
Shimano - While you are within 5 ft of an ally, your attack rolls have advantage and you deal an additional 1d6 damage on weapon attacks.
Ultimate Techniques
At 14th level, Majima reveals deep secrets of his styles to you.
Thug - When an attack misses you, you gain points toward heat as if you had dealt half the damage you would have taken, for instance (60 damage dodged, 30 points, 1 full heat point gained.)
Breaker - When an attack misses you while you are under 1/4 health, recover 5 Hit Points.
Slugger - While wielding a versatile or two-handed weapon, gain the benefits of a shield. In addition, the damage of the summoned weapon increases to 1d10 (1d12).
Shimano - As a reaction to taking damage from a melee attack, you can stab the enemy back, dealing 3d10 piercing damage. Additionally, once per long rest, you can force an enemy to end their turn as part of this.
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