Base Class: Fighter
Those who follow the path of Thunder Breathing focus on channeling strength to their legs to reach dazzling speeds or tremendous strength. Traditionally developed to protect villages from monsters; users are usually called upon by Kings and Lords for the toughest jobs. Not only do they have powerful attacks but keen senses to detect danger.
Keen Sense
Your training with Thunder Breathing has made you in tune with the vibrations of sound. When you choose this archetype at 3rd level, you gain advantage on perception checks involving hearing.
Thunder Clap and Flash
Starting at 3rd level, you steady your breathing to help you strike fast and true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, deal an additional 2d6 thunder damage on a hit. The damage increases when you reach certain levels in this class, increasing to 3d6 at 10th level and 4d6 at 15th level. After using this ability movement during your turn does not give opportunity attacks and ignores difficult terrain.
You can use this feature three times, and you regain all expended uses of it when you finish a long rest.
Lightning Reflexes
Starting at 7th level, Lightning quick reflexes help you protect yourself and allies near you. Whenever you or a creature within 5 feet of you is targeted by an attack, use your reaction to impose disadvantage on the roll.
You can use this feature twice, and regain all uses when you finish a short or long rest.
Tireless Spirit
Starting at 10th level, when you roll initiative and have no uses of Thunderclap and Flash remaining, you regain one use.
Rapid Strike
Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.
Strength before Death
Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.
Once you use this feature, you can’t use it again until you finish a long rest.
Comments