Base Class: Fighter
As a Potemkin Warrior, you have honed your physical prowess to unprecedented levels, channeling the spirit of the zepp nation an ancient flying kingdom guarded by the fierce potemkin warriors before it was lost to time. With your immense strength and unparalleled jumping abilities, you become a force to be reckoned with on the battlefield.
You excel in grappling opponents, utilizing your raw strength to overpower them. Through Thunderous Leaps, you can cover great distances with ease, leaping into the air and bringing down devastating force upon your foes. The very ground trembles beneath your feet as you execute your signature move, the Potemkin Buster, slamming your grappled enemies to the ground with bone-crushing impact. The sheer force of your leap inflicts additional falling damage, leaving your adversaries reeling from the impact.
Your mighty leaps are not limited by mere mortal bounds. With Aerobatic Ascendancy, you defy gravity itself, doubling your maximum jump height and achieving unparalleled heights with unmatched strength and precision. The mastery of your jumps extends to complete immunity to fall damage, ensuring that you can descend from any height unharmed. much like the first guardian of zepp for who the potemkins were named after. who could fall from the towering heights of zepp's capitol to ground level and get up unharmed.
Those who face you in battle quiver in fear, for your presence is truly titanic. With each grapple, you impose your will upon your opponents, restraining their movements and sowing terror in their hearts. The awe-inspiring sight of your physical might strikes fear into even the most stalwart of foes.
You might have trained extensively in solitude, dedicating yourself to mastering the art of grappling and jumping. Alternatively, you might have found guidance from a mentor who recognized your potential and guided you along the path of the aerial guardians of old. Regardless of your origins, your abilities set you apart as a legend, capable of inflicting devastating damage and instilling fear with each mighty leap.
Potemkin Buster
Beginning when you choose this archetype at 3rd level, creatures grappled by you are carried up with you when you jump and will take 1d6 bludgeoning damage for every 10 feet of height you achieved during the jump plus an additional 1d6 bludgeoning.
Expert Grappler
starting at third level you gain the following abilities:
- you gain twice proficiency in the athletics skill.
- while moving with a grappled creature that is your size or smaller, your movement speed is not halved.
Mighty Leap
Starting at 7th level, you can cover your full jump distance with a standing jump. you also gain resistance to bludgeoning damage dealt by falling. you can also add your constitution modifier to your high jump height and long jump distance.
Hammerfall
At 10th level, as a bonus action, you can unleash a powerful Hammerfall attack, delivering a devastating blow to your grappled target and those in the immediate area. any creatures within a 10-foot radius of you must make a Strength saving throw, grappled creatures have disadvantage on this saving throw, on a failed save a creature takes 2d8 bludgeoning damage + your strength modifier and falls prone. a creature that succeeds this saving throw takes half damage and does not fall prone. the dc for this saving throw is equal to 8 + your proficiency bonus + your strength modifier.
Unyielding Fortress
Your physical presence becomes truly intimidating. When a creature starts its turn within 15 feet of you, you can choose to force it to make a Wisdom saving throw against a DC of {{savedc:str}} or be frightened of you until the start of its next turn. A frightened creature has disadvantage on ability checks and attack rolls while within your reach. you also gain proficiency in the intimidation skill.
Aerobatic Ascendancy
Starting at 18th level, your mastery of jumping and grappling reaches its apex. When you use your Potemkin Buster feature, the target takes double the falling damage they would normally take. Additionally, the target must make a Strength saving throw against a DC of 8 + your proficiency bonus + your Strength modifier or be stunned until the end of their next turn.
Your expertise in navigating heights and landings becomes unparalleled. You gain immunity to all forms of fall damage, allowing you to leap from great heights without fear of harm.
Once per short rest, if you have not expended movement this turn, you can unleash a Thunderous Leap that transcends mortal bounds. This extraordinary leap allows you to exceed your normal jump distance and reach heights previously thought impossible. Furthermore, your maximum jump height is doubled, showcasing your unparalleled strength and mobility.
Previous Versions
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