Fighter
Base Class: Fighter

"It all has to do with the fever. Both the deceiver and the deceived are in a fever to change their lives. People get high on the fever and make mistakes. And me? I love the fever! However, without it, people can't even fall in love. Do you know a more direct way of dealing with the fever? Life itself is a gamble. Lots of girls have dumped me 'cause they hate gambling, but they don't understand. Society tramples on guys who can't bet big and guys who don't know when to quit. Everyone gambles. What they hate is losing and going to ruin."
- Kinji Hakari, Gamble Fever Extraordinaire, The First Bigshot

 

Daring Entrance

3rd-level Bigshot Figher Feature
At 3rd level, your entrances are as spectacular as your fighting style. When rolling for initiative, you may roll an additional 1d4 and add or subtract it to from your initiative result. This ability's bonus increases by 1d4 when you reach 10th level (2d4) in this subclass.

Fever

3rd-level Bigshot Figher Feature
Starting at 3rd level, your attacks exude a showman's confidence. Three times per combat, after making an attack with a melee weapon or unarmed strike, you may choose to roll 1d6. If the roll is a either a 5 or a 6, your attack deals extra damage equal to half your Fighter level rounded down. This ability can only be done once per turn.

Bravado's Demeanor

7th-level Bigshot Figher Feature
Your flair for the dramatic, and undeniable presence begins to influence your social interactions beyond the battleground. When you make a Charisma (Intimidation) or Charisma (Deception) check, you add double your proficiency bonus to the roll, instead of your normal proficiency bonus.

Boss Music

10th-level Bigshot Figher Feature
After Fever is activated for the first time in combat, you summon a magical jukebox to play your theme. The music can be heard from up to 300 feet away. This jukebox has an AC of 9, and is immune to all damage sources and cannot be moved against your will. While within 20 feet of this jukebox, every part of you overflows with power as you are invigorated by its tune. Even when deafened, due to the strong bass shaking you to your core, when using Fever, you now roll a 1d8. On a result of 5-7, you deal damage equal to half your Fighter level rounded down, and on a result of 8, you deal damage equal to your Fighter level.

As a bonus action, you can command this jukebox to teleport up to 60 feet in any direction. The music lasts the extent your battle. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end the music on your turn as a bonus action.

High-Roller's Gambit

15th-level Bigshot Figher Feature
Starting at 15th level, you can test your luck in the midst of battle. Once per combat, you can choose a target within reach and roll a d20. If the result is 10 or higher, your next attack's damage dealt is doubled. If the result is 9 or lower, you miss the mark. The next attack made by a hostile creature which hits you deals double damage.

Experienced Under Pressure

18th-level Bigshot Fighter Feature
At 18th level, your combat experience and wisdom culminate, enhancing your ability to luckily make-do when your battles gets intense. You gain an extra charge of Indomitable, with this feature augmenting your Indomitable ability in the following ways:
- When using Indomitable to reroll a saving throw, you may add your Wisdom modifier to the reroll.
- You may use Indomitable to reroll a missed attack roll, adding your Wisdom modifier to the new roll's attack roll.

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