Base Class: Fighter
Shieldbreaker are warriors from desert regions. They train to be nimble like a snake and deliver precise attacks. Shieldbreakers get around the strongest defense with quick movements and strike with the utmost accuracy. They are hard to pin down and are always shifting across the battlefield.
Pole Weapon Adept
Being 3rd Level in this class means you have had training with pole weapons. You fight well at range and know how to use weapons that may be difficult for others to wield. For you, glaive, halberd, quarterstaff, spear, or Trident gain the Finesse property. Glaives and Halberds lose the Heavy property.
When you take the Attack action and attack with only a glaive, halberd, quarterstaff, trident, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage.
Serpent's Alacrity
Your movements mimic those of a snake in battle, able to weave your way through a battlefield. Starting at 3rd Level, after you hit on a melee attack, you may immediately move up to 10 feet. This movement does not provoke opportunity attacks and does not count against your normal movement. You can use this feature once per round. You do not gain this benefit if you are wearing heavy armor.
Guard Break
Your attacks deteriorate the defenses of your enemies, making it easier for follow-up attacks from yourself and allies. Beginning at 7th level, if you make two or more melee weapon attacks against the same target from different spaces, you gain advantage on all attacks after the first against that target.
If you hit a creature twice in a single turn and end your turn within 10 feet of that creature, the next attack roll made against this target before the end of your next turn has advantage.
Snake Skin
You learn to shrug off damage in battle just as a snake shed skin. Starting at 10th Level, after completing a long rest, you gain temporary hit points equal to your Fighter level plus your Constitution modifier. These temporary hit points last until you complete your next long rest.
Adder’s Kiss
You no longer just strike like a serpent, you have learned to create a venom similar to a snake’s bite which you coat your weapons in. Starting at 15th level, when you hit on a melee weapon attack, you deal an additional 1d8 poison damage. The target must make a Constitution saving throw, the DC is 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). On a failure, the target is poisoned and has disadvantage on attack rolls and ability checks made until the start of its next turn. The target is unaffected on a successful save.
Additionally, your training with poisonous and venom has given you immunity to the poisoned condition and resistance to poison damage.
Dance of the Viper
You are the most nimble combatant on the battlefield. You appear to dance past enemies, making quick strikes like a viper. Beginning at 18th Level, you can move each time after you hit with an attack. When you hit with a melee weapon attack, you can immediately move 15 feet. This movement does not provoke opportunity attacks and does not count against your normal movement. You can use this feature anytime after you hit with a melee weapon attack, even opportunity or sentinel attacks. You do not gain this benefit if you are wearing heavy armor.
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