Base Class: Fighter
Fighters of this Subclss use various unconventional combat techniques and strategies that an average person wouldn't have been able to come up with.
Odd Techniques
At 3rd level when choosing this Subclass you may choose one technique that you may use twice per long rest.
You gain one additional use and technique at 7th, 10th and 15th level.
Empowered throw
You can either use your action to throw any object (even things without the thrown property) at a range of 20/60, which will deal an additional 5 damage to your damage roll, or you can use your reaction to throw a willing creature that passes within 5 ft of you up to 15 ft. into one direction. The creature will not lose movement because of this action but has to succeed in a dc 9 acrobatics check to continue moving after landing.
Hilt Knock
As a bonus action, you can use your weapon's hilt, sheath or grip to hit the targeted creature if it is within melee range, this automatically hits.
This deals 1d8+2 bludgeoning damage and knocks the target 5 ft away from you. The target is unable to use its reaction until the end of its next turn.
Pocket Sand
In place of an Opportunity Attack, you can instead use your reaction to throw a handful of sand or another dust into the eyes of whatever passes through your space.
This creature must make a DC 15 Dexterity saving throw or be blinded until the end of its next turn. On a successful save it isn't blinded and instead stops moving and ends its turn early.
(You do not have to have sand or dust in your inventory.)
Precise Kick
As an Action, you kick the target into either the knee or the stomach. This attack deals your unarmed strike damage and has an additional effect depending on where you hit.
Stomach If you hit, the target has disadvantage on dexterity saving throws until the end of its next turn and instantly drops concentration.
Knee If you hit, the target's movement speed is halved until the end of its next turn. If you crit you break the target's knee and its movement speed is permanently halved.
Sliding Attack
While Moving for at least 10 ft. you can pass through up to 2 enemies spaces as one bonus action. If you do so you can do one weapon attack to each enemy individually.
If you hit with a 19 or a 20, you knock the creature prone.
Confusing Attacks
At 7th level, your attack patterns become unpredictable and confuse the average mind.
If you have advantage on an Attack roll you can choose to forego that advantage to either Stun the creature until the start of your next turn or automatically disarm the creature you attack. (These effects only apply if you hit.)
Advantageous Strike
Once per combat you can choose to make an attack of opportunity to make a monster temporarily vulnerable to the type of damage you dealt. (Lasts until the end of your next turn.)
Situational Activities
At 15th level, you learn to use your surroundings to your advantage, granting you new strategies. (These Strategies cost 1 Action each.)
Elevated Position: You may perform a jump attack on an enemy below you, adding one additional dice to your damage roll, if you are next to a cliff that's at least 10 ft. high and the enemy is within long jump distance. If you are next to a cliff that is at least 10 ft. high you can make a contesting Strength check with the enemy, if you win you throw them off the cliff, if you fail you wasted an action.
Body of Water: If you are within 5 ft. of a body of water, you can make a contesting Strength check with an enemy of your choice if you win you throw the enemy into the body of water if you fail, you land in the water.
Burning Element: If you are within 5 ft. of a Burning or hot object/entity you can heat your weapon, allowing it to deal an additional 1d8+2 fire damage
Unpredictable
You can start every combat with a surprise round.
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