Fighter
Base Class: Fighter

Combo Partners often fight along side another for many years to develop unique movements and attacks designed to be done by two characters.

Protecting each others weaknesses and playing off of each others strengths, two Combo Partners can decimate a single foe or control the tide of battle. Two walls of force protecting each others flank, Two acrobats launching off one another, one brute and a small friend thrown like a weapon, The Combo Partner subclass is perfect for a dynamic duo of players to hold influence over the battlefield unlike how any one character can.

This subclass designates a partner at level 3. The partner does not need to be another Combo Partner Fighter, However having two would truly be double trouble.

Partners Act Together

Beginning when you choose this archetype at 3rd level, you choose a partner. A partner is a lifelong bond and can only be changed or transferred if the previous partner is dead.

In addition, when you roll initiative you and your partner can choose to both use the lower initiative. At 10th level of this class you and your partner can both use either initiative role.

Sharing tools

Starting at 7th level, you can throw a weapon or item to your partner within 30ft as a free action up to your Strength modifier + Dexterity modifier number of times per short or long rest. Unless they are incapacitated.

in addition, If both you and your partner attack the same enemy with the same weapon in one round of combat, The enemy has their speed reduced to 0ft and cannot make attacks of opportunity until the end of your next turn.

Improved Synergy and Additional Fighting Style

At 10th level, your Partners Act Together feature upgrades allowing you and your partner to both use either initiative role.

At 10th level, you can choose a second option from the Fighting Style class feature.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Everlasting Partnership

Starting at 15th level, Whenever you are within 30ft of your partner, you can use your bonus action aid your partner

Choose one:

Guard your partner's blind spots, they gain a bonus to armor class for one attack this turn equal to your proficiency bonus.

Spur your partner onward, they gain a bonus to the attack roll and damage roll of their next attack equal to 1/2 your proficiency bonus. (rounded up)

Ebb and Flow

At 18th level, you and your partner feel and control the flow of battle. When a partner takes an attack of opportunity, the other partner can move up to 10ft and make one attack on the same target for free. This does not count as your reaction for the round.

Previous Versions

Name Date Modified Views Adds Version Actions
10/15/2019 7:14:35 AM
2
0
--
Coming Soon
5/26/2024 7:18:36 AM
87
9
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes