Base Class: Fighter
"Just Your Average Nobody" is a fighter subclass that embodies the ethos of adaptability and innovation in combat. Central to their training is the ability to improvise weapons and tools using objects at hand, giving them a unique edge in any encounter. Whether fashioning impromptu shields or wielding furniture as weapons, these fighters excel at making the most out of any situation. Through the use of Creativity Points, members of this subclass enhance their improvised actions with a variety of special techniques, from restraining foes with makeshift restraints to leveraging environmental advantages for tactical positioning. As they progress, they also become adept at unarmed combat, incorporating improvised maneuvers to disarm, trip, or incapacitate opponents. Inspired by Hutch's fighting style in the movie "Nobody," members of this subclass embody the same spirit of resourcefulness and adaptability. Thriving amidst the chaos, they utilize their surroundings to gain the upper hand, turning adversity into opportunity with their mastery of improvisation. With their unpredictable tactics, fighters of the "Just Your Average Nobody" subclass are anything but average on the battlefield.
Improvisation Mastery
At the 3rd level, you can use your bonus action to improvise a weapon or tool using objects from your surroundings. The improvised weapon has the statistics of a simple weapon most fitting to the object and lasts until the end of your turn. You can use this feature a number of times equal to your proficiency modifier, and these charges are regained after a short or long rest. Moreover, you gain proficiency with improvised weapons and unarmed strikes, and can add your strength or dexterity modifier to both the attack and damage rolls of either.
Creative Combatant
Starting at 3rd level, you gain a pool of Creativity Points, which you can use to enhance your improvised actions. You have a number of Creativity Points equal to your proficiency bonus. You regain all expended Creativity Points when you finish a short or long rest.
Creative Techniques
You gain access to a set of special techniques that you can perform by spending Creativity Points. These techniques might include:
Rope Trick: Spend 1 Creative Point to attempt to restrain a creature within 5 feet of you using a rope or similar object. The target must make a Strength saving throw against your DC or be restrained until it breaks free with a successful Strength check.
Makeshift Shield: Spend 1 Creative Point to raise a makeshift shield, granting yourself a +2 bonus to AC until the start of your next turn.
Environmental Advantage: Spend 2 Creativity Points to gain advantage on your next attack roll or ability check, using the environment to your advantage (e.g., swinging from a chandelier to gain momentum).
Creative Technique: Spend X amount of Creativity Points and discuss with your DM the creative action you want to take.
Unpredictable Combatant
At the 7th level, you become adept at using your environment to your advantage during combat. You gain advantage on attack rolls made with improvised weapons, and when you successfully hit a creature with an improvised weapon, you can spend a Creativity Point to attempt to disarm or trip the target.
Master Improviser
Upon reaching the 10th level, you have become a master of improvisation. When you take the attack action on your turn and make an unarmed strike against a creature, you can spend 2 Creativity Points to attempt an improvised maneuver. The maneuver could include attempting to grapple the target, shove it prone, or deliver a debilitating strike to a vulnerable area. The specific effect is subject to DM discretion and should be thematically appropriate for an improvised combat maneuver. Additionally, you gain advantage on saving throws against effects that would restrict your movement or restrain any of your limbs in combat.
Creative Flurry
At the 15th level, you can spend 3 Creativity Points to enter a state of focused improvisation. For the next minute, whenever you make an attack roll with an improvised weapon, you can roll an additional damage die and add it to the damage dealt.
Resourceful Warrior
At the 18th level, you have honed your improvisational skills to their peak. You regain all expended Creativity Points whenever you roll initiative, allowing you to enter combat fully prepared to utilize your environment to your advantage.
Comments