Fighter
Base Class: Fighter

Shock Trooper are simple warriors who rely on their bodies like no other. They use thier own vitality to push the limits of thir bodies, impowering attacks and increasing durability, to overcome their enemies. Crush through enemy lines!!

Fighter Level

Feature

3rd

Inner Reserve, Force to be Reconed With

7th

Enchanced Durability, Meat Shield

10th

Charging Bull, Push Beyond Limit

15th

Flow Of Battle

18th

Pinnacle of Resilience

Inner Reserve

Starting on 3rd level, your shier might and vitality allow you to push the limits of your own body. You have pool of points equal to your proficiency bonus + your Constitution Modifier (minimum of 2), that you can fuel features of this subclass with. You regain all uses after short or long rest.

Force to be Reckoned With

Starting at 3rd level, your physical training made you a warrior to be reckoned with, especially in close combat.

  • Remarkable Physique. You can use your Strength for Intimidation and Perfomance checks.
  • Battle Trance. On your turn you can use bonus action to enter Battle Trance: for up to 1 minute or until your concentration is broken whenever you hit with a melee weapon that you’re proficient with, using Strength, you deal additional damage according to Shock Trooper Bonus table. You can use this feature number of times equal 1 + Con Mod (minimum of 2). You regain all uses after long rest. If you are under an effect that prevents you from concentrating (like the barbarian’s Rage feature), you cannot be in Battle Trance.
  • Unyielding. While being in Battle Trance, as a reaction to taking any damage, except psychic, you can spend one Inner Reserve point to gain temporary hit points equal to two Shock Trooper Bonus Dice + your Constitution Modifier. You gain these points before taking triggering damage. Temporary hit points do not reduce the DC for concentration saving throws.

Shock Trooper Bonus Table

Fighter Level

Shock Trooper Bonus

3rd

1d4

10th

1d6

18th

1d8

Enhanced Durability

Beginning at 7th level, your toughness allows you to shrug off assaults that would devastate others.

Whenever you make a saving throw, you may spend one Inner Reserve point to roll 1d4 and add the die to your saving throw total.

Die Hard. If applying this bonus to a death saving throw increases the total to 20 or higher, you may spend one of your Hit Dice to gain the benefits of rolling a 20 on the d20.

Vitality Threshold. If you spend on features of this subclass more Hit Dice than half your proficiency bonus (rounded up) before taking long rest, you don`t regain Hit Dice after that long rest.

Meat Shield

Starting at 7th level, years of harnessing your innate might and close combat expetise reward you with the following ability.

While grappling a creature no more than 1 size smaller than you, you receive a bonus equal to half your proficiency modifier (rounded up). You add this bonus to:

  • your Armor Class;
  • Dexterity saving throws, if you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage;
  • any Dexterity saving throw you make against a spell or other harmful effect that targets only you.

Charging Bull

Beginning at 10th level, you have mastered your ability of breaking enemy lines and turning your speed into damage.

Once on your turn, if you move at least 10 ft in a straight line immediately before making melee attack or shove attempt, you can spend one Inner Reserve point for one of the following features:

  • Attack deals additional damage depending on spent movement on moving in a straight line immediately before making a melee attack. Additional damage equals to Shock Trooper Bonus die, this damage increases for every extra 10 ft of movement spent on moving in a straight line immediately before making an attack by one Shock Trooper Bonus die to a maximum of 3 dice. (this stacks with Battle trance feature so the maximum will be 4 dice).
  • If your shove attempt is successful, you skewer the creature as you are continuing moving forward. You can move with a creature skewered for 10 ft, this distance increases by 5 ft for every extra 10 ft of movement spent on moving in a straight line immediately before shoving to a total of 20 ft. By the end of moving the creature is knocked prone. You have to have enough movement to move with a creature. If you have Charger feat the creature is also pushed 10 ft from you when you stop moving.)

Additionally, when you use the Dash action, all opportunity attacks against you are made at disadvantage.

Push Beyond Limit

At 10th level you gain following ability:

If you have no Battle Trance uses left, you can, as bonus action, spend two Inner Reserve points and enter Battle Trance.

As bonus action, you can spend one of your Hit Dice to gain 2 Inner Reserve points. You cannot surpass the maximum of Inner Reserve points. Vitality Threshold  feature still applies.

Flow of Battle

Starting at 15th level, when you score a critical hit with a melee weapon attack, using Strength, you gain a bonus to that weapon’s damage roll equal to twice your Strength Modifier.

Pinnacle of Resilience

Starting at 18th level, you become as resilient and ferocious as cornered beast, giving you following features:

  • Spending Hit Dice to gain Inner Reserve points now gives 3 points instead of 2.
  • You have advantage on Strength and Constitution saving throws or checks against being grappled, restrained, stunned, paralyzed, shoved or knocked prone.
  • The limit for Vitality Threshold feature increases to your proficiency bonus. Still, if you surpass it, you don`t regain Hit Dice after next long rest.
  • You have advantage on your Constitution saving throws to maintain concentration.
  • Once your hit points drop below half of your maximum you gain temporary hit points equal to three Shock Trooper Bonus Dice. You have to take short or long rest to use this feature again.

Previous Versions

Name Date Modified Views Adds Version Actions
12/22/2020 12:56:47 PM
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12/25/2020 7:07:46 AM
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Coming Soon

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