Base Class: Fighter
I didn't like the battle master and samurai sub-classes, so i made this weeaboo shit.
Combat Superiority
Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 5th, 9th, 13th and 17th level.
Saving Throws. Some 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 or Dexterity modifier (your choice)
Student of War
At 3rd level, you gain proficiency with one type of artisan's tools of your choice.
Manuevers
Sha no Kamae Stance - You take a defensive stance, you put your weapon back in it's sheath and wait for an enemy creature to attack you. As an Action, you take the stance, you can not move willingly for the rest of your turn. When a creature attacks you within melee range, you can expend your reaction to attack the creature, by making a melee weapon attack with your weapon. If the attack hits, you add 1d8 slashing damage and expend a superiority die, additionally the creature is stunned until the start of it's next turn.
Unglaus Stance - You take a reactive stance, heightening your senses, waiting for an opportunity to strike your foe. As an Action you take the stance, you can not move willingly for the rest of your turn. When a creature enters the range equal to half your movement speed + your weapons range + 5ft,you can expend your reaction to attack the creature, by instantly moving up to half your speed and making a melee weapon attack with your weapon at an advantage, your weapon attack range is increased by 5ft for this attack. If the attack hits,
you add 1d8 slashing damage and expend a superiority die, additionally the creature can't move until the start of it's next turn.
Jin Stance - You take a suicidal stance, leaving your self wide open to your enemy's attacks, allowing you to do a deadly counter. As an Action you take the stance, you can not move willingly for the rest of your turn. The first creature to attack you has an advantage on doing so, if the creature hits you, you can expend your reaction to attack the creature, by making a melee weapon attack with your weapon at an advantage. if the attack hits, it is a critical, additionally you add 1d8 slashing damage and expend a superiority dice.
Invisible Air-Secondary Slash - You slash your opponent at great speed, then the wind following your sword acts like a second cut, for a moment looking like a sword make out of wind. As an action you make a melee weapon attack with your weapon. whether the attack hits or not, you can attack again, making another melee weapon attack, if the second attack also hits, add 1d8 slashing damage and expend a superiority die, additionally the creature's movement speed is reduced by 15ft. This manuever is compatible with extra attack feature, you would attack as if you used your action to attack normally, and then make the additional attack.
Chain slash - You hit multiple opponents with a series of fast movements and weapon attacks. As an action you select a number of targets up to your proficiency + 2, the targets need to be within 20ft of each other and within 40ft of your original position. You attack the targets by moving over them (examples: https://yourimageshare.com/ib/ysDzNa56uw.png), it's up to your DM to say whether you can move over a single target multiple times. after you chose the targets you make a separate melee weapon attack with your weapon for each target you move over. if one of your attacks knocks out or kills a creature, you add 1d8 slashing damage to the next attack in the chain (if you miss the next attack the damage gets added to the next attack you hit in the chain). Expend a superiority die. This manuever isn't compatible with extra attack feature.
Double Slash - You hit your opponent, breaking their guard, and strike again dealing great damage. You attack an amount of times equal to your proficiency bonus, after the first attack that hits every other attack deals an additional 1d8 slashing damage. Expend a superiority die. This manuever is compatible with extra attack feature, you make one more attack for for each level of extra attack you have.
Vacuum Slice - You slice through the air leaving a vacuum that launches forwards like a projectile. You attack a creature within 30ft of you, making a melee weapon attack with your weapon, dealing an additional 1d8 slashing damage. Expend a superiority die. This manuever is compatible with extra attack feature, you make one more attack for for each level of extra attack you have.
Flaming Strike - You put your weapon back into it's sheath which is coated in flamable oil, then you pull it out striking a flint at the mouth of the sheath igniting it. You make a melee weapon attack with your weapon. If the attack hits, add 1d8 fire damage. Additionally, your weapon stays of fire for 1 minute dealing an additional 1d8 fire damage on every hit, but using any other manuever extinguishes the flame.Expend a superiority die. This manuever is compatible with extra attack feature, you make one more attack for for each level of extra attack you have.
Mighty Shot - You pull the bowstring to its limit to enhance the power of the shot. You make a ranged weapon attack with your weapon, if the attack hits its deals an additional 1d8 piercing damage, additionally the creature is stunned until the start of it's next turn. Expend a superiority die. This manuever isn't compatible with extra attack feature.
Arrow Barrage - You fire off a rapid succession of shots faster than the eye can see. You make a number of ranged weapon attacks with your weapon equal to your proficiency bonus + 2. Expend a superiority die. This manuever isn't compatible with extra attack feature.
Rain of Arrows - You fire off an arrow in the air creating magical copies of it that cover an area. Select a point within the range of your ranged weapon, all creatures within 20ft of that point must make a dexterity saving throw. If failed, the creature takes magical piercing damage equal to your normal damage plus 1d8. On a success, the creature takes half damage. Expend a superiority die. This manuever isn't compatible with extra attack feature.
The extra damage from this feature can be changed depending on the weapon you are using (for example, if you have a weapon that deals magic damage for the purposes of overcoming ressistances the extra damage does too), talk to your DM about this.
Movement caused by a manuever doesn't provoke opportunity attacks.
No need for a scouter!
Starting at 7th level, if you hit, are hit or spend at least 1 minute observing or interacting with another creature, 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, Dexterity and Constitution scores (separately)
- Armor Class and Current hit points (separately)
- Total class levels, if any and Fighter class levels, if any (separately)
Improved Combat Superiority
At 10th level, your superiority dice turn into d10, alongside any bonus d8 damage from manuevers.
Relentless
Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
Improved Combat Superiority (2)
At 18th level, your superiority dice turn into d12, alongside any bonus d10 damage from manuevers.
Previous Versions
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6/14/2022 6:19:15 PM
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