Base Class: Fighter
While most spend their time honing their mighty martial prowess you’ve instead focused on creating a powerful machine you can use to rip enemies to shreds. Your skills grow in parallel with the efficiency of the machine making for a deadly combo that will send the enemies running at the mere sound of you.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: engineering, intimidation, acrobatics, survival, or investigation. Alternatively, you learn one language of your choice.
The Roaring Maw
Starting at 3rd level you gain the ability to wield The Roaring Maw, a heavy two handed weapon. While wielding this weapon you count as a large creature and can only move in straight lines. Whenever you would move at least one space and end your movement adjacent to an enemies you can attempt an attack to run them over. If the attack succeeds you automatically move to the space directly across from the space you attacked from, dealing 2d6 slashing damage and forcing them to make a dc 13 strength save or be knocked prone. When a target is knocked prone in this way you provoke no opportunity attacks when moving away from them the turn they were knocked prone.
Additionally, so long as you move at least one space across terrain consisting of loose material you can make a ranged attack against a target perpendicular to your direction of movement. If the attack succeeds the target takes 1d6 bludgeoning damage and must pass a dc 13 constitution save or be blinded until the end of their next turn.
You are only able to make as many attacks a turn as your level would allow.
Self Propulsion
At 7th level you add a standalone motor to the wheels of your Roaring Maw allowing it move under its own power. Whenever you move with The Roaring Maw your speed is increased by 10 feet. In addition as an action you can spur The Roaring Maw into moving on its own. When you take this action the roaring maw moves 20 feet on your turn in a straight line of your choice. Each time it comes into contact with a creature it makes an attack using your proficiency bonus. This continues until The Roaring Maw fails an attack roll or strikes a sizable obstruction, at which point it stops and shuts off.
Mulcher
At 10th level you add a stronger set of blades to your Roaring Maw. Whenever you succeed an attack against a creature with natural armor or a wooden shield you lower their AC by one until the end of combat. If this would negate their ac bonus completely their natural armor or shield is permanently destroyed.
In addition you are no longer affected by difficult terrain who's source is vegetation.
Rider of The Maw
At 15th level you have modified your Roaring Maw to include a seat and a powerful enough motor to carry you into battle. You count as mounted when using the Roaring Maw. Your damage for melee attacks changes to 3d6 slashing damage, your damage for ranged attacks changes to 2d6 bludgeoning damage, and your movement speed bonus increases to 30ft.
Omnidirectional movement
Starting at 18th level you no longer have any movement restrictions when using The Roaring Maw. Allowing you to fire ranged attacks in any direction, and make multiple melee attacks on the same target.
Previous Versions
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