Base Class: Fighter
The Breaker excels in breaking people weapons, armor, shields, or even items.
Gaining a unique set of skills to bust up an enemy's stuff in order to make the fight easier for their allies/themselves.
Enjoy putting your enemies on the back end at the start of a fight when you show them your use of Strength is superior.
Try to fight the action economy of this class trying to switch between dmg or destruction of things.
Show off how strong you are with Breaker die, relentlessly destroying your enemy's equipment, and remember when things are broken, your loot is as well.
Breaker Dice
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called Breaker dice.
Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers change an attack in some way. You can use only one maneuver per attack.
You learn two additional maneuvers of your choice at 7th, 10th, 14th, and one more at 18th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four Breaker dice, which are d20s. A Breaker die is expended when you use it. You regain all of your expended Breaker dice when you finish a long rest.
You gain another Breaker die at 7th level, 10th level, 14th level and one more at 18th level.
Saving Throws. All of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength.
War Learner
At 3rd level, you gain proficiency with one type of artisan’s tools of your choice.
Breaching Maneuvers
The maneuvers are presented in alphabetical order.
You gain a specific number of maneuvers depending on your level,
- 3 at level 3
- 2 at level 7
- 2 at level 10
- 2 at level 14
- 1 at level 18
Advanced Armor Breaker
You can forgo an action to instead try to break a Medium Armor Set.
Roll a d20 Breaker die + your strength modifier and have an enemy make a Strength Saving Throw.
If your number is higher the Armor becomes broken, and loses 2 AC, until it is fixed.
This effect can stake twice.
Advanced Weapon Breaker
You can forgo an action to instead try to break a 2-handed Weapon.
Roll a d20 Breaker die + your strength modifier and have an enemy make a Strength Saving Throw.
If your number is higher the weapon becomes broken, and does half dmg, until it is fixed.
Basic Armor Breaker
You can forgo an action to instead try to break a Light Armor Set.
Roll a d20 Breaker die + your strength modifier and have an enemy make a Strength Saving Throw.
If your number is higher the Armor becomes broken, and loses 2 AC, until it is fixed.
This effect can stack 3 times.
Basic Weapon Breaker
You can forgo an action to instead try to break a Basic Weapon.
Roll a d20 Breaker die + your strength modifier and have an enemy make a Strength Saving Throw.
If your number is higher the weapon becomes broken, and does half dmg, until it is fixed.
Magical Armor Breaker
You can forgo an action to instead try to break a Magical Armor Set.
Roll a d20 Breaker die + your strength modifier and have an enemy make a Strength Saving Throw + Armor Rarity.
- Common = + 1
- Uncommon = + 2
- Rare = + 4
- Very Rare = + 7
- Legendary = + 11
- Mythical = + 999 unbreakable
If your number is higher, the Armor becomes broken, and all magical prosperities are useless, until it is fixed.
The Armor does not lose AC bonus unless specified within the magical description, unless another Basic, Advanced, Superior Armor Breaker is successful depending on the Armor type.
Magical Item Breaker
You can forgo an action to instead try to break one Magical Item of your choice.
Roll a d20 Breaker die + your strength modifier and have an enemy make a Strength Saving Throw + Item's Rarity.
- Common = + 1
- Uncommon = + 2
- Rare = + 4
- Very Rare = + 7
- Legendary = + 11
- Mythical = + 999 unbreakable
If your number is higher, the Item becomes broken, and all magical prosperities are useless, until it is fixed.
Magical Shield Breaker
You can forgo an action to instead try to break a Magical Shield.
Roll a d20 Breaker die + your strength modifier and have an enemy make a Strength Saving Throw + Shield's Rarity.
- Common = + 1
- Uncommon = + 2
- Rare = + 4
- Very Rare = + 7
- Legendary = + 11
- Mythical = + 999 unbreakable
If your number is higher, the Shield becomes broken, and all magical prosperities are useless, until it is fixed.
The Shield does not lose AC bonus unless specified within the magical description, unless another Shield Breaker is successful.
Shield Breaker
You can forgo an action to instead try to break a Shield.
Roll a d20 Breaker die + your strength modifier and have an enemy make a Strength Saving Throw.
The shield is completely busted and now rendered useless; however, the shield can now be used as an improvised weapon.
Superior Armor Breaker
You can forgo an action to instead try to break a Heavy Armor Set.
Roll a d20 Breaker die + your strength modifier and have an enemy make a Strength Saving Throw.
If your number is higher the Armor becomes broken, and loses 3 AC, until it is fixed.
This effect can stack twice.
Superior Weapon Breaker
You can forgo an action to instead try to break a Magical Weapon.
Roll a d20 Breaker die + your strength modifier and have an enemy make a Strength Saving Throw + Weapon Rarity.
- Common = + 1
- Uncommon = + 2
- Rare = + 4
- Very Rare = + 7
- Legendary = + 11
- Mythical = + 999 unbreakable
If your number is higher, the weapon becomes broken, and all magical prosperities are useless, until it is fixed.
The weapon does not do half dmg, unless another Basic or Advanced Weapon Breaker is successful depending on the weapon type.
Know Your Enemy
Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
- Strength score
- Dexterity score
- Constitution score
- Armor Class
- Current hit points
- Total class levels (if any)
- Fighter class levels (if any)
Taunter
At 10th level, you make a creature attack you and only you for 1 minute.
The enemy must make a Wisdom saving throw against your Strength DC.
On a failure the creature can only attack you.
It can make another save at the end of its turn every round.
Relentless
Starting at 15th level, when you roll initiative and have no Breaker dice remaining, you regain one Breaker die.
Improved Breaking
If you successfully break something using your Breaker Die, once per a long rest you are able to do another Breaker Die action for free.
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