Base Class: Fighter
There's not a lot to say about this that wasn't covered in the short description. Honestly, the name is only like that because it fits for the character I specifically made this for. Please, feel free to make suggestions, it is indeed a work-in-progress. This Subclass takes heavily from the Battle Master archetype because it's ******* cool.
Superior Combatant
When you choose this archetype, you gain the ability to skillfully out-maneuver your opponents in battle. You have a pool of Superiority Points to expend at will (usually only applicable in combat). You start with four available to you. You gain another at 7 level and 10 level, a final one at 15 level. These points are used to perform special maneuvers, similar to the Battle Master archetype, that can give you an advantage or impose deadly strikes on your opponents.
Maneuver Save DC: 8+Proficiency Bonus+Dexterity or Strength Modifier (your choice).
You regain half (rounded up) of your total Superiority Points when you finish a short rest and all of them when you finish a long rest.
At this level, you have learned three maneuvers from the list below. You learn two additional maneuvers at 7, 10, and 15 level.
Counter-Strike
When an enemy creature makes a melee weapon attack against you, you may use your reaction and spend a Superiority Point to deal damage back to them. Make a melee weapon attack against the enemy creature's Armor Class.
Deflect/Reflect Missiles
When another creature attacks you with a ranged weapon or a spell that uses a ranged spell attack roll, you can use your reaction to spend a Superiority Point to attempt to deflect the projectile. Make a countering attack roll using your Proficiency Bonus and Dexterity modifier. If your total is equal to or higher than the opposing attack roll, you take no damage. If you succeed, you may expend another Superiority Point to reflect the projectile back at the attacker. Make another attack roll. If your meet or succeed the Armor Class of the attacker, you deal the damage to them that they would've done to you.
Honorable Death
On your turn, you may use your action to spend a Superiority Point to attempt to force an opponent to allow you to give them an honorable death. Your target must be below 20% of their total health, must be within 30 feet of you, must be able to hear you, and must be able to understand you. Your target must make a Wisdom saving throw, on a success, you resume your turn as normal. On a failed save, your target will use their turn to approach you, lay down their weapon, and kneel down, ready for you to deal the final blow. This will not work on creatures with a higher challenge rating or higher NPC level than you. You cannot reverse your decision to spend the Superiority Point after the opponent resists your maneuver.
Imposition of Honor
You may spend a Superiority Point to use your bonus action on your turn to use your Charisma (Persuasion) or Charisma (Intimidation) skill to goad an enemy into attacking you with Disadvantage. They must be within 60 feet of you, must be able to hear you, must be able to understand you, and must be capable of attacking you.
Nuclear Retaliation
If you are at 25% of your maximum health or lower after an enemy creature attacks you (whether they hit or miss), you may spend a Superiority Point to use your reaction to impose heavy damage with a retaliatory strike. The enemy must succeed a Constitution saving throw. They receive 75% of their maximum health in damage or 25% on a successful save. If the creature has a challenge rating higher than your Fighter level, they take 25% of their health on a failed save and 10% on a successful save. After using Nuclear Retaliation, the player is semi-stunned for one round. This means they lose their turn and cannot take any reactions until the turn after the one they forfeited. However, enemies do not gain the benefits of the player being usually stunned, such as Advantage on Attack Rolls. Additionally, the player's Strength, Dexterity, and Constitution modifiers are halved until a short rest is taken. Once used, Nuclear Retaliation cannot be used again for five days (120hrs).
Parry
When a creature attacks you with a melee weapon or with a spell that uses a melee spell attack roll, you can use your reaction to expend a Superiority Point and attempt to counter it. Roll a d20, add your Proficiency Bonus and Dexterity modifier. If your total is equal to or higher than the attack roll made against you, you take no damage.
Phase
On your turn, you may use your action and spend a Superiority Point to disappear from sight and physicality temporarily. You may move as normal, and you can somewhat see the space you were in as normal, but you cannot attack. On your next turn, you can choose to phase back in as a bonus action. You may use the rest of your movement and action as normal. If you choose not to phase in on that immediate following turn, you must do so on the next turn. You can still phase in as a bonus action, but you are required to phase in before the end of your turn. Using this maneuver sets a cooldown timer of one full round in between uses.
You may also use this as a reaction. When an enemy creature makes an attack against you, that you can see, you may spend a Superiority Point to phase out of reality and avoid the attack. This lasts until the end of your next turn. You may dispell this at the start of your next turn if you'd like to take an action. Using this maneuver still sets a cooldown timer of one full round of combat between uses. This means that if you use it and your turn comes up shortly after, you must wait until the next round has started and the turn of the enemy you used it on has completed.
Stunning Assault
On your turn, after you have landed two attacks on a creature, you may use your bonus action and spend a Superiority Point to attempt to stun your enemy. They must succeed a Constitution saving throw or be stunned until the end of your next turn.
Swift Strike
On your turn, you may use your action to spend a Superiority Point to rush forward and attack a line of enemies all at once. When you take this action, you dash forward in a straight line 20 feet from where you were standing into an unoccupied space. You make attack rolls for every two enemy creatures you pass by or pass through on your way, not provoking opportunity attacks. If there are an odd number of enemies, you may choose not to attack the outlier or you may make an additional attack roll for that creature. Using this maneuver expends your movement, action, and bonus action on your turn.
Sword Darts
On your turn, you may use your action and spend a Superiority Point to transform the blade of your sword into four shuriken and throw them at enemy creatures. Make four separate attack rolls, including both your Proficiency Bonus and Dexterity modifier. You may target between one and four enemy creatures. Each shuriken deals 1d6 damage. You must use at least a bonus action to summon the sword shards back to you.
Taunt
When an enemy creature misses an attack against you, you may use your reaction and spend a Superiority Point to taunt them. The creature must make a Wisdom saving throw. On a failed save, the next three turns (including the remainder of this one if they have multiple attacks) that creature has they will attack you with Disadvantage.
Whirlwind Strike
On your turn, you may use your action to spend a Superiority Point to twirl and slice all enemy creatures within combat range of you with one attack. Unlike the Swift Strike, you only make one attack roll for all creatures that you're attempting to attack. If it succeeds on some but not on all, then that creature simply does not take damage.
Superiority Points
When you choose this archetype, you gain the ability to skillfully out-maneuver your opponents in battle. You have a pool of Superiority Points to expend at will (usually only applicable in combat). You start with four available to you. You gain another at 7 level and 10 level, a final one at 15 level. These points are used to perform special maneuvers, similar to the Battle Master archetype, that can give you an advantage or impose deadly strikes on your opponents.
Professional Warrior - Saving Throws
At 3 level, you gain proficiency with one additional saving throw and one additional skill.
Charisma
You may now add your proficiency bonus to Charisma Saving Throws.
Dexterity
You may now add your proficiency bonus to Dexterity Saving Throws.
Intelligence
You may now add your proficiency bonus to Intelligence Saving Throws.
Wisdom
You may now add your proficiency bonus to Wisdom Saving Throws
Professional Warrior - Skills
At 3 level, you gain proficiency with one additional saving throw and one additional skill.
Acrobatics
You may now add your proficiency bonus to Acrobatics ability checks.
Animal Handling
You may now add your proficiency bonus to Animal Handling ability checks.
Arcana
You may now add your proficiency bonus to Arcana ability checks.
Athletics
You now add your proficiency bonus to Athletics ability checks.
Deception
You may now add your proficiency bonus to Deception ability checks.
Insight
You may now add your proficiency bonus to Insight ability checks.
Intimidation
You may now add your proficiency bonus to Intimidation ability checks.
Investigation
You may now add your proficiency bonus to Investigation ability checks.
Nature
You may now add your proficiency bonus to Nature ability checks.
Perception
You may now add your proficiency bonus to Perception ability checks.
Persuasion
You may now add your proficiency bonus to Persuasion ability checks.
Sleight of Hand
You may now add your proficiency bonus to Sleight of Hand ability checks.
Stealth
You may now add your proficiency bonus to Stealth ability checks.
Survival
You may now add your proficiency bonus to Survival ability checks.
Intelligent Warrior
Starting at 7 level, when you have been in combat with a creature for three rounds you gain insight into their fighting style. Upon your request, you may learn this creature's Armor Class and physical statistics (Str, Dex, Con), combat statistics (actions and attack options), or maximum hit points.
Expert Warrior
When you reach 15 level, you gain expertise in one skill in which you are already proficient. You may also double your skill modifier in one skill which you are not proficient in.
Acrobatic Expert
You are now an expert in this ability, add your proficiency bonus twice instead of once.
Animal Expert
You are now an expert in this skill, add your proficiency bonus twice instead of once.
Arcane Expert
You are now an expert in this skill, add your proficiency bonus twice instead of once.
Athletic Expert
You are now an expert in this skill, add your proficiency bonus twice instead of once.
Deceptive Expert
You are now an expert in this skill, add your proficiency bonus twice instead of once.
Insightful Expert
You are now an expert in this skill, add your proficiency bonus twice instead of once.
Intimidation Expert
You are now an expert in this skill, add your proficiency bonus twice instead of once.
Investigation Expert
You are now an expert in this skill, add your proficiency bonus twice instead of once.
Natural Expert
You are now an expert in this skill, add your proficiency bonus twice instead of once.
Perceptive Expert
You are now an expert in this skill, add your proficiency bonus twice instead of once.
Persuasive Expert
You are now an expert in this skill, add your proficiency bonus twice instead of once.
Sleight of Hand Expert
You are now an expert in this ability, add your proficiency bonus twice instead of once.
Stealth Expert
You are now an expert in this skill, add your proficiency bonus twice instead of once.
Survival Expert
You are now an expert in this skill, add your proficiency bonus twice instead of once.
Expert Warrior - Combat Supremacy
When you've reached fifteenth level in this archetype, your combat superiority has improved to the point where you are nearing your peak. When you strike a final blow on an enemy, or when you land a Critical Hit, you regain one Superiority Point.
Unstoppable Warrior
Starting at 18 level, when you are brought to 0 hit points while you still have an action surge or second wind available, you may use your reaction to expend either of those abilities right that moment. If you use your second wind and are brought back up above 0 hit points, you remain conscious. If you expend your action surge, you stand up with 1 hit point, still conscious, and are able to take your next turn now. You may make all your usual actions and bonus actions as normal. If you attempt to leave the combat range of any enemy creatures, they have Advantage on opportunity attacks against you. You may not use this feature again for at least one full round of combat after using it.
Comments