Fighter
Base Class: Fighter

When Whirling Dervishes do combat, it is almost like watching a bouncing ball - kinetic, erratic, always moving. These warriors have a keen sense for the flow of battle, darting around the battlefield between swings of the sword. Moving mostly on instinct, they attack recklessly and aggressively, wildly slashing or shooting at foes.

Adrenaline Building

Beginning when you choose this archetype at 3rd level, you can build charges of Adrenaline. Up to 3 charges can be held at once. After making a weapon attack, you can roll a d6. If the number rolled is a 4 or a 5, you gain 1 charge of Adrenaline. If the number rolled is a 6, your charges are maximized. You cannot expend Adrenaline and build Adrenaline as part of the same attack. Charges are lost at the end of combat. 

Adrenaline charges can be expended to augment your attacks and movement. Choose 3 Techniques to learn. You can learn an additional technique at levels 7, 10, 15, 18. Each time you learn new techniques, you can also replace one technique you know with a different one.

Breakthrough

You can expend 1 charge of Adrenaline to push past creatures. For the duration of your movement, you can move through spaces occupied by creatures. Your movement does not provoke opportunity attacks.

Evasive Escape

As a reaction, you can expend 1 charge of Adrenaline to move up to 10 feet. You also gain advantage on Dexterity saves until the beginning of your turn. 

Grounding Slam

When grappling a creature, you can expend 1 charge to knock the creature prone as a bonus action.

Revenge

When a creature makes an attack roll against you, you can expend 1 charge of Adrenaline to make a weapon attack as a reaction.

Rushing Tackle

When grappling a creature, you can expend up to 3 charges to shove the creature with you. You can push the creature 5 feet for every charge expended. 

Sliding Strike

When making a weapon attack, you can expend up to 3 charges of Adrenaline. After the attack, you can move up to 10 feet in a straight line for each charge expended. This movement does not provoke opportunity attacks. You must be grounded to use this feature, although it can be used to ascend. If multiple charges are used, the movement must be in the same direction.

Sparking Strike

You attack so viciously that your attacks cause flurries of sparks on impact. When making a weapon attack, you can expend up to 3 charges of Adrenaline. If the attack hits, you deal an additional 1d6 fire damage for each charge expended. 

Sprint

You can expend 1 charge of Adrenaline to take the Dash action as a bonus action.

Thrusting Strike

When making a weapon attack, you can expend up to 3 charges of Adrenaline. For each charge expended, you can move up to 10 feet in a straight line before the attack. You must be grounded to use this feature, although it can be used to ascend. If multiple charges are used, the movement must be in the same direction.

Weaving Dodge

You can expend 1 charge of Adrenaline to take the Dodge action as a reaction.

Wild Attack

Your attacks are swift and unrelenting. When making a weapon attack, you can expend up 1 charge of Adrenaline to make an additional weapon attack with disadvantage as a bonus action. 

Unstoppable Momentum

Beginning at 7th level, moving through non-magical difficult terrain and climbing costs you no extra movement.

Rushing Blows

Beginning at 10th level, each 10 feet of movement in a straight line taken before a weapon attack grants a +1 bonus to attack and damage rolls. 

Adrenaline Flowing

Starting at 15th level, you begin combat with the maximum number of Adrenaline charges.

Unrelenting Stamina

At 18th level, you can push your stamina beyond your limits. For a minute, your speed is doubled. Additionally, when you use the Attack action, you can make one weapon attack as a bonus action. This feature can be used once per long rest.

Previous Versions

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7/18/2019 4:55:31 AM
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