Fighter
Base Class: Fighter

When others who adore eastern culture wanted a fictional romantic partner, comfort from friends, and approval from the opposite gender, you laughed at how naive they are. Popular culture makes you sick, you aren’t like other weebs, you wish to become one of the originals.

You wish to become a member of a crime fighting team that wears primary colored jumpsuits. You wish to wear a sailor outfit and punish good-for-nothing villains. You wish to ride a motorcycle wearing a steel bug mask while the wind carries your scarf through the air. You wish to be an alien giant in tights that battles colossal monsters. Well, here you are making your dreams come true.

Secret Identity

Starting at 3rd level, you realize the best way to protect your loved ones is to conceal your identity. You cannot let everyone know you are a crime fighter capable of intense acrobatics. 

You gain proficiency in Deception, Acrobatics and with Disguise Kits if you don’t have them already.

Henshin!

At 3rd level, you can now transform into the crime fighter you desire to be. Transformations only last for 1 minute, and you can transform a number of times equal to your proficiency bonus per long rest. You may only transform if:

  • You or an ally you see is attacked by a foe and takes damage.
  • You think someone is in serious danger.
  • You think someone is evil and it’s necessary to fight them.

Transformations cost a bonus action. You gain the following benefit both in and out of normal form and you may also pick one of the transformations below and gain their abilities:

  • Normal Form Unarmed Combat: Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength or Dexterity modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
  • Kamen Ranger: You gain a +2 bonus on saving throws against Frightening effects. Transformed: You now wear a primary colored suit or wear a metal bug mask and scarf. You gain temporary hit points equal to your Constitution modifier + proficiency bonus. You lose all temporary hit points when you revert to your normal form.
  • Magical Bishōjo: You gain a +2 bonus on saving throws against Charm effects. Transformed: You now wear a dress, sailor outfit, or fancy clothes. You can now cast some magic, Charisma is your spellcasting modifier. Your Spell Save DC is an 8 + Charisma modifier + proficiency bonus. You can cast Charm Person once each time you are transformed.
  • Ultra Big: Grapples against you would now have disadvantage. Transformed: You now wear a suit of silver tights and a mask with glowing eyes. If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change. You have advantage on Strength checks and Strength saving throws.

Against All Evil

Starting at 7th level, you now itch to stand against those that are evil in your eyes. If you perceive a creature as evil or unjust, their attempts to Persuade or Intimidate you would have disadvantage. In addition, you may now deal an extra d6 against these creatures once per turn during combat.

Team Player

At 10th level you become a crucial part of the team and you learn how to support others and/or receive support. On top of that, you are now a better crime fighter as well.

  • Kamen Ranger: You can now use your bonus action to use the Help action. When transformed, you may also use your bonus action to perform an additional unarmed attack.
  • Magical Bishōjo: Allies within 5ft of you cannot be Frightened if you are not Frightened. A Frightened ally that moves within 5ft of you loses the Frightened condition if you are not Frightened. While transformed, you may now cast your spells as second level spells and you may now cast Moon Beam once each time you are transformed.
  • Ultra Big: When being cheered desperately by those around you, you can transform an extra time per long rest even when you cannot transform anymore. If you are transformed this way your transformation duration is reduced to 30 second. When transformed in any way, the damage you deal granted in Against All Evil is now a d8.

Improved Transformation

At 15th level you have already mastered the art of transforming into your chosen form. You gain the following abilities based on your chosen form:

  • Kamen Ranger: It’s Morphing Time!: While transformed your walking speed is doubled, and you gain climbing and swimming speed equal to your doubled walking speed. Also, while transformed, your unarmed attacks now deal 2d6 damage, 2d8 when you aren’t holding weapons or shields.
  • Magical Bishōjo: Prism Power Makeup!: You may now cast your spells at 3rd level and cast Disguise Self as a cantrip. While transformed, you can now cast Spirit Guardians once per transformation. One chosen target within 10ft of you must succeed a Wisdom saving throw against your Spell Save DC or be charmed when you transform.
  • Ultra Big: Duwah!: You may now spend two of your transformations to transform into Gargantuan if there’s space for you to do so. This transformation would only last 3 turns and you would have disadvantage on all Dexterity saving throws. While in this transformation you have advantage on Strength checks and Strength saving throws, your Against All Evil attacks now deal an extra d10 damage instead.

Theatrical Death Stunts

At 18th level you finally understand that to look cool is the number one priority, even in the face of death, as if you were in a theatrical show all along. Do a flip when you are about to die… Might keep you in the show longer.

You may choose to gain proficiency in Dexterity saving throws instead of Strength saving throws. Additionally, when you are reduced to 0 hit points, you can attempt a Dexterity saving throw with your reaction to be reduced to 1 hit point instead.

Comments

Posts Quoted:
Reply
Clear All Quotes