Fighter
Base Class: Fighter

Those who practice the Western Blade Arts focus on defensive tactics, becoming steady like the earth. These practitioners are steady on their feet and almost impossible to knock over. They incorporate many different techniques into their attacks, but are more well-known for their defense.

Roots of the Earth

Starting at 3rd level, you gain a steadiness and balance that rivals that of the largest trees. You cannot be knocked prone while your feet are touching the ground and gain +1 to your AC.

Shift

Starting at 3rd level, you gain the ability to shift the ground slightly beneath your opponents feet. When a creature makes a melee attack against you, you can use your reaction to give that creature disadvantage on their attack.

You can use this feature three times per Short Rest

Ferrous Blood

Starting at 7th level, you pull forth the iron in your blood to protect you from dangerous attacks. As a bonus action, you can increase your AC by your CON modifier until the start of your next turn. While you have this ability activated, strikes you make against other creatures deal additional damage equal to your CON modifier as well. 

You can use this feature once per long rest, however, you can activate it again for a point of exhaustion up to a max of 5

Western Style: Erupting Strike

Starting at 10th level, the earth around you begins to pulse slightly, trembling with every step you make. As an action, you shift the earth slightly underneath you to catapult you toward a creature you can see within 30 feet. As you land, you make a strike against the designated creature, dealing your normal weapon damage, however, as you land the earth around you erupts. The creature must make a Dexterity saving throw or take 4d6 bludgeoning damaging, or half as much on a success.

You can use this feature twice per Long Rest

Western Style: Colosseum

At 15th level, you slam your foot down and create a small earthen circle around you. It is a 30 foot circle that is 10 feet high. The Colosseum has 4 sections, each having an AC of 15 and 25 HP. The area within the Colosseum is considered rough terrain, in which you are unaffected by. While creatures are within the walls of the Colosseum, they cannot leave by magical means, as rocks shoot out and disturb their spell process. Any creature that attempts to travel outside by magical means must make a Dexterity saving throw or take 4d6 bludgeoning damage.

You can use this feature once per Long Rest

Western Style: Unparalleled Strength

At 18th level, your strength rivals that of the largest mountain. As an action you may make a single attack against a creature, they must make a strength saving throw or take 10d8 bludgeoning damage or half as much on a success. When your strike hits, the ground beneath them cracks from the weight of your blade. For the next minute after you use this attack, your strength score becomes 30 and your strikes deal an additional 2d10 bludgeoning damage. Once the minute is up, you gain 2 points of exhaustion.

You can use this feature once per Long Rest

Previous Versions

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