Fighter
Base Class: Fighter

The biggest. The baddest. The Behemoth is a larger-than-life figure on and off the battlefield, commanding attention with their massive size. Thriving on confrontation and adversity, they take the initiative and tackle problems head-on, sometimes literally. Their unbelievable durability is part relentlessly honed physical gifts, a little bit of luck, and a little more skill; a healthy dash of concentrated power of will, a small pinch of pleasure, and two fistfuls of pain, all adding up to a reason to remember their name.

While known for their brash attitude and forceful approach, a behemoth can still be a force for good: making the difficult decisions and refusing to accept defeat, holding the line for their allies when things seem bleak. And with mountains of swagger and muscle, there is little holding you back from achieving your goals- when you grow into this archetype, you become the worst case scenario.

Size Matters

Beginning when you choose this archetype at 3rd level, your physical presence and capabilities exceed expectations and defy description. You were likely born big, and then you decided that you were even bigger. Competitors who thought they were on a level playing field before suddenly find the scales are not balanced in their favor.

Your height increases 25% and your weight increases 100%, though your size class doesn't change. In addition, you count as a size larger when determining your carry, drag, and push weights, and you gain +1 bonus Hit Points per level.

Sheer Force

Starting at 7th level, you know how to put on a burst of actual effort to flatten your opponents and prepare to deal with who's left standing.

When you score a critical hit with a two-handed melee weapon, the target is knocked prone and you gain Constitution modifier temporary hit points. In addition, you gain +1 bonus hit points per level.

Beast Mode

At 10th level, you can almost literally make the earth rumble with your bulk and determination, becoming able to shrug off most blows that make contact.

You can enter a stance that causes you to take Constitution modifier less non-magical Bludgeoning, Slashing, and Piercing damage for one minute. You can do this up to proficiency times after a long rest. In addition, you gain +1 bonus hit points per level.

Punch First, Questions Later

Starting at 15th level, you prefer to let your fists do the talking and engage in high-speed knuckle first diplomacy.

When you make an Intimidation check against a creature that you are Grappling or have damaged within the last minute, you have a bonus to the check equal to your Constitution modifier. If the creature still passes the check, then you can deal extra damage to it on your next melee weapon attack against it equal to your check result; you can deal this bonus damage proficiency times after a long rest. In addition, you gain +1 bonus Hit Points per level.

Just Built Different

At 18th level, you reach the pinnacle of defiance in battle. Even if hordes of enemies throw themselves at you, they will soon find out the hard way that there are some levels you just can't reach with training.

At the start of each of your turns, you regain hit points equal to the number of melee attacks that hit you the previous round + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points. In addition, you gain +1 bonus hit points per level.

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