Fighter
Base Class: Fighter

You have been exposed to something... alien. Perhaps you somehow survived weeks in the aura of an Elder Brain or a mysterious falling star bathed you in an unknown color. Whatever the source, you have learned to tap into the mysterious forces beyond mortal ken to perform mind shattering feats of martial prowess.

Warp Strike

Beginning at 3rd level your tie to the far realm allows your melee attacks to reveal a tiny fraction of its unnatural nature through which you can evoke the following effects.

Portal Strike. When you hit a creature with an attack on your turn you can forego damage to teleport the target to an empty space you can see within 30 feet. Alternatively, you can expend a use of this feature and forego an attack roll to teleport yourself 30 feet by attacking the space before you directly. You or your target emerge from these teleports covered in a harmless but disgusting mucous that quickly dissolves.

Rending Terror. When you take the attack action on your turn, on a hit, the target's perception of reality shreds and spectral limbs emerge from the tears to savage your target dealing an additional 1d8 Psychic damage. Additionally you can force the target to make a Wisdom saving throw or become Frightened until the end of your next turn. You decide if this DC is Strength or Dexterity based.

Incontiguous Weapon. On a hit your blade is wreathed in the uncanny darkness of the unknowable cosmos and the target becomes surrounded by tiny tears in spacetime. The blade disappears as you slash and thrust, emerging from the tiny portals haunting your target. Until the end of your next turn your melee attacks ignore cover and can strike the target regardless of its distance from you.

You can use this feature to evoke one of these effects a number of times equal to your Strength or Dexterity modifier, whichever is higher. You regain one use of this feature when you use your Action Surge and all uses when you complete a short or long rest.

Aberrant Warrior

At 7th level, between your continued use of the Warp Slash and delving into mysterious tomes and learning from questionable tutors, your exposure to that which should not be now warps your physical form. You gain proficiency in Arcana or Nature and you have advantage on Intelligence and Charisma tests regarding Aberrations, Monstrosities, and Oozes. Additionally, you acquire one of the Mutations found on the table below.

Mutations
1. Bulging Eyes like that of a fish or insect.
2. Squamous Flesh like that of a fish or reptile.
3. Vestigial Limbs similar to cephalopods or crustaceans emerge from your torso.
4. Unnatural Joints too many and in the wrong locations.
5. Deviant Proportions stretched limbs, squished or lengthened features.
6. Tentacular Phalanges that twist and writhe when not actively gripping something.

Unstable Biology

Beginning at 18th level your biology becomes less stable and more powerful. Whenever you use your Second Wind you can choose a different mutation to afflict you and it provides a benefit as follows:

  1. Bulging Eyes. grant you a Blindsight of 30'.
  2. Squamous Flesh. grants you a swim speed equal to your speed and can choose to end any grappled or restrained condition you suffer at the start of your turn.
  3. Vestigial Limbs. can now hold objects and perform tasks as well as your hands and arms allowing you interact with objects or grapple normally even if your hands are full. They do not grant any additional actions or attacks.
  4. Unnatural Joints. allow you to wrap yourself around targets and find purchase on the most awkward surfaces. You gain a climb speed equal to your speed and have advantage on attacks made to Grapple. The DC to escape your grapple can be Strength or Dexterity based.
  5. Deviant Proportions. allow you to assume a wide stance in combat or squeeze through tight spaces. You can fit normally through any space intended for a creature one size smaller than yourself and as a bonus action you can increase your size to Large until you move or are knocked prone.
  6. Tentacular Phalanges. increase their strength allowing you to freely wield weapons in your hands or feet and your reach increases by 5 feet.

Improved Warp Slash

Beginning at 10th level your Warp Slashes gain the following improvements.

Portal Strike. On a hit you can teleport the target, yourself, or both up to 60 feet.

Rending Terror. When you take the attack action on your turn, on a hit, the target's perception of reality shreds and your choice of spectral or physical limbs emerge from the tears to savage your target dealing an additional 1d8 Psychic damage if spectral or Force if physical. Additionally you can force the target affected by spectral limbs to make a Wisdom saving throw or become Frightened until the end of your next turn. A target affected by physical limbs must succeed on a Dexterity saving throw or become Restrained until the end of your next turn. You may use your Strength or Dexterity to determine the DC of these saves.

Incontiguous Weapon. For the duration of the effect, if you can see the target, its movement provokes an attack of opportunity from you regardless of your relative positions.

Shatter Reality

At 18th level you can allow unnatural things to fully enter our world. When you take the Attack action you can forego making two of your attacks to cast Summon Aberration without components and your concentration on this spell cannot be broken by taking damage. Your choice of Strength or Dexterity is your Spellcasting Ability for this spell.  You can use this feature once and must complete a long rest or expend 2 uses of your Warp Slash feature to so again.

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