Base Class: Fighter
Trained for any combat, you know how to use anything. A barracks amount of weapons on your back, you are more than just the party’s supplier, you can do anything. Magic doesn’t guide you, it’s shear ability, you embrace the embodiment of speed and artillery.
Barrack loader
you lose proficiency in any ranged weapon (not thrown) and gain proficiency in all melee weapons, any weapon you have proficiency in has it’s weight halved and can be drawn and sheathed immediately.
Fast attacker
Attack with one or two proficient weapons as a bonus action twice, but only do half damage with no proficiency bonus added. (can be on a separate enemy)
does not trigger reactions.
Spear thrust
If a spear is being carried, as many times equal to your proficiency bonus, as a bonus action you may thrust your spear forward, running your movement speed towards an enemy (flight speed if flying), attack with the spear like normal, then you may choose to run back to your previous position at no cost.
Master of all
Starting at 7th level, when you attack with a weapon you have not attacked with this turn, add 1d6 damage
Resistance buster
Starting at 7th level, All of your weapons are considered magical for the purpose of resistances, if not already magic the items gain a +1 to hit. This effect ends once you are no longer carrying them or using them.
Battle knowledge
starting at 7th level, any one becomes a 2, and you have a +1 to your initiative rolls for every 2 weapons you carry.
Force depends on speed
Starting at 10th level, add an additive 1d8 after every attack this turn, can only be used an amount of times equal to your level per long rest
(ex: 1st attack roll a 4, do 4 extra damage. 2nd attack roll does 4 +1d8 extra damage and so on.)
Blade swarm
At 15th level Double carry capacity and as an action once per long rest deal 2d8 damage for every weapon you are carrying to any enemy within 15 feet of you. Other class benefits apply. This leaves you stunned until the end of your next turn. Choose an enemy, that enemy must make a saving throw (dc: str or dex modifier + proficiency bonus + half your level) or it becomes badly wounded, becoming vulnerable to all damage types they don’t resist, not resist all attacks they usually resist, and resist all damage they are immune to. This effect persists until the start of your next turn (not including stun). Can be resisted with only a legendary resistance.
Might over magic
Starting at level 18, Your weapons can not be resisted, gain a +2 to attack with each weapon, add 4d4 fire damage after every subsequent attack.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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10/6/2023 12:44:58 AM
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6
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0
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5e
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Coming Soon
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