Base Class: Fighter
The Home Runner uses a combination of a melee weapon and a magical ball-like object to deal effective damage at a multitude of ranges. The class is primarily built around a magical object that acts as a baseball when hit by a melee attack.
Bonus Speed
Using the fighting archetype of the Home Runner efficiently, takes a lot of running back and forth, thus upon taking this archetype you begin to gain boosts to your speed. Upon taking the archetype you gain a +5 to your walking speed. This +5 grows as you level up: +10 at level 8, +15 at level 11, and +20 at level 16.
Pitch and Hit
The magical ball object has several properties that act as the basis as this archetype:
- As a free action, the ball can be summoned in one of your open hands. This can be done a number of times equal to your proficiency modifier.
- As a bonus action, the ball can be thrown into the air, allowing it to be hit. If it is not hit it will simply hit the ground at the end of your turn.
- While in mid-air, the ball can be hit by a melee attack(Base AC: 6). Once hit, the ball will fly towards a target in sight, within a range of 20 times your fighter level.
- When hit, the ball travels at a speed of 3 times the damage dealt to the ball. When the ball hits a target it does the amount of damage the ball was hit with, plus an extra damage die for every 50 ft of speed the ball has. This damage die starts as a d4 and upgrades as you level up: d6 at level 7, d8 at level 10, d10 at level 15, and d12 at level 18.
- Before a target is hit with the ball they have a chance to dodge out of the way. The target must make a Dexterity saving throw to avoid it. The DC of the save changes based on the speed of the ball. Starting at 12, it increases by 1 every 10ft of speed.
- Instead of dodging, a target can try to hit the ball toward someone else by using their reaction. The AC is 6+1(for every 5ft of speed). If hit the ball will add the damage to its stored damage and increase its speed to account for the new damage.
- When the ball hits an enemy it will bounce back towards you an amount of feet equal to 1d4 times 10. If the ball is going to pass by you as it bounces back, you can make an athletics check(DC:12) to try and catch it. This d4 upgrades as you level up: d6 at level 7, d8 at level 10, d10 at level 15, and d12 at level 18.
Out of the Park
Starting at level 7, upon hitting an enemy with a melee attack you can send them flying up to a distance equal to 10 times your fighter level, in any direction in front of you. An enemy can try to avoid this by making a Con Save(DC: 8+Your Strength Modifier+Your Proficiency Bonus). This can be used a number of times equal to your proficiency modifier per short rest. This can only be done to creatures who are a size medium or smaller but can be done to large enemies once you reach level 14.
Powered Ball
Starting at level 10, after you hit your magic ball and deal damage to it, you can choice to give it a special effect. These effects include:
- Explosive Ball: Upon hitting someone, the ball causes an explosion. This explosion has a spherical radius of 10ft. Anyone in this radius must make a Dexterity saving throw equal to your save dc. Upon failing the creature takes 4d6 fire damage, half on success.
- Spinning Ball: This ball builds up damage the more it spins meaning it does more damage the farther it travels. Every 20ft of distance traveled by the ball it gains an additional damage die.
- Bouncing Ball: Upon hitting an enemy this ball will bounce towards another target within range and sight. If it hits that enemy it can attempt to bounce again, but this requires you to roll a 4 on a d4. This process continues with the dice increasing each time(d4,d6,d8,d10,d12,d20).
At level 14 you gain another option:
- Stunning Ball: When someone gets hit by the ball, they must make a Constitution saving throw equal to your save dc or be stunned until the start of your next turn.
At level 18 you gain your final option:
- Gravity Ball: Upon hitting the target, the ball begins to pull everything within a spherical radius of 30ft towards it. Anyone within this radius must make a strength save equal to your saving throw. On fail, they become prone, are pulled towards the ball, and take 8d6 force damage.
These special properties can only be used a number of times equal to your proficiency modifier per long rest.
Power and Punishment
Starting at level 15, you gain advantage on hitting your magic ball. Starting from this point on, when any creature tries to hit the magical ball while it is charged, and roll and critical failure, they will take critical damage.
Double Ball
Starting at 18th level, you can now summon and throw two balls at the same time.
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