Momentum Points. Vi gains Momentum Points during combat, which provide cumulative benefits. MP is capped at 10. She gains MP under the following conditions:
- Lands a melee attack.
- Performs a maneuver succesfully.
- Reduces a creature to 0 HP.
- Breaks an enviromental object (e.g., a wall or crate).
MP grants the following benefits:
- 1-3 MP : Vi reduces incoming damage by 1 per stack, per instance of damage.
- 4-6 MP : Vi gains a +1 bonus to attack rolls and saving throws.
- 7-9 MP : Vi adds + 1d6 force damage to all melee attacks.
- 10 MP : Vi enters Overdrive.
While vi has 10 MP, she becomes an unstoppable force entering Overdrive. In Overdrive:
- She gains resistance ti all damagge except psychic damage.
- Her movement speed increases by 10 feet.
- She can make one additional attack whenever she takes the Attack action
If ends her turn without making an attack, breaking an object, or reducing a creature to 0 HP, she loses all MP.
Reckless Fury. When Vi takes more than 15 damage from a single attack, her attacks deal an additional +2 damage until the end of her next turn, but her AC is reduced by 1.
Agile Bruiser. Vi's movements are calculated and swift. Opportunity attacks against her are made with disadvantage.
Street Brawler. Vi can use objects in the enviroment as improvised weapons. When using an object weighing up to 50 pounds, she deals an additional 1d8 damage.
Gauntlet Overdrive
When vi drops below 50% of her maximum hit points, her gauntlets activate an enhanced overdrive mode, pushing her abilities and agression to the next level.
Vi gets the folowing traits:
- Vi's speed increases by 10 feet (total of 50 ft.).
- Vi gains advantage on all Strenght checks and saving throws.
- The first attack during her round has 20 feet reach.
- Momentum Jab deals and additional 1d6 damage.
- Pressure Slam now forces all creatures within 5 feet of the primary target to make the saving throw.
- Vi can use Titan Rush
Unstoppable Force
When vi drops to 25% of her maximum hit points, she becomes an relenting force of destruction, channeling every ounce of energy into overwhelming offense.
Vi gets the following traits:
Iron Resolve. Vi gains temporary immunity to being charmed, frightened or paralyzed, as her sheer determination drives her forward.
Frenzied Fighting. Vi can make an additional Gauntlet Strike as part of her Multiattack allowing her to attack 3 times per turn.
Last Stand. When Vi is reduced to 0 HP, she reamins conscious and fights for 1 additional round before succumbing. During this final round, she automatically uses Iron Gauntlet Barrage as her last ability.
Multiattack. Vi unleahes a flurry of powerful strikes, making two Gauntlet Strikes.
Gauntlet Strike. Vi slams her mechanical gauntlets into a target. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 12 (2d6 + 4) bludgeoning damage.
Vaulting Strike. Vi leaps up to 20 ft in a straight line and crashes down on her target. Melee Weapon Attack: +6 to hit, range 5 ft., 1 target. Hit: 18 (3d8 + 4) bludgeoning damage.
Ground Slam (Recharge 5-6). Vi slams the ground with her gauntlets, generating a shockwave that ripples outward. All creatures within 15 feet must make a DC 15 Strenght saving throw. On a failed save, creatures take 22 (4d8+2) bludgeoning damage and are knocked prone. On a successful save, creatures take half damage and remain standing.
Maneuvers. If Vi lands both of her Gauntlet strikes during a Multiattack, she can execute one of the following maneuvers as a free action:
Suplex. Vi grabs the target and slams them into the ground. The target must succeed on a DC 15 Strenght saving throw or take 14 (3d6) bludgeoning damage and be knocked prone.
Disarming Uppercut. Vi delivers a powerful uppercut. The target must succed on a DC 15 Dexterity saving throw or take 14 (3d6) bludgeoning damage and drop one held item of Vi's choice
Pummeling Grab. Vi grapples the target (escape DC 15) and deals 6 (1d6+3) bludgeoning damage. She also has half-cover while the target is being grappled.
Titan Rush (Recharge 5-6). Vi charges forward in a straight line up to 40 feet, plowing through enemies in her path. All creatures in the line must succed on a DC 16 Dexterity Saving throw or take 22 (4d10) force damage and be knocked prone. On a succesful save creatures take half damage and are knocked prone. Titan Rush destroys any nonmagical obstacles or objects in its path, leaving behind difficult terrain in the line of the charge.
Iron Gauntlet Barrage. Vi delivers a flurry of punchesm targeting up to 4 creatures within 10 feet. Each creature must make a DC 17 Dexterity Saving throw or take 22 (5d8) bludgeoning damage. Creatures that succeed on the save take half damage.
Brawler's Step. Vi takes a quick, calculated step to reposition. She moves up to 10 feet without provoking opportunity attacks. If she ends this movement adjacent to a creature, she gains advantage on her next attack against that creature this turn.
Adrenaline Surge. Vi focuses her energy, gaining temporary hit points equal to her Constitution modifier + her proficiency bonus (6 total). This can be used one per short rest or long rest unless she is in Overdrive during which she can use it freely.
Opportunity Attack. Vi can make an Opportunity Attack when a creature that she can see leaves her reach using its action, its Bonus Action, its Reaction, or one of its speeds. To make the Opportunity Attack, take a Reaction to make one melee attack with a weapon or an Unarmed Strike against the provoking creature. The attack occurs right before the creature leaves her reach.
Vi can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time. She regains spent legendary actions at the start of her turn
Momentum Jab. Vi strikes with a quick jab at a creature within reach. Melee Wapon Attack: +6 to hit reach 5 ft., 1 target. Hit: 6 (1d6+3) bludgeoning damage.
Defensive step. Vi quickly steps back or to the side, moving up to 10 feet without provoking opportunity attacks.
Pressure Slam (Costs 2 Actions). Vi brings her gauntlet down in a crushing overhead strike. One creature within 5 feet must succed on a DC 15 Strenght saving throw or take 10 (2d6+4) bludgeoning damage and be knocked prone.







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