Fighter
Base Class: Fighter

Most fighters can wield a blade, hammer, or bow with peerless efficiency, but those who are First Class warriors are a cut above the rest. Able to pull energies from the weave directly to fuel their assaults, First Class warriors are masters of unique techniques called Limit Breaks.

 

 

 Based directly off of UnearthedArcana's First Class Warrior Subclass, go check them out on Reddit (I can't post the link)

 

Stance Switch

When you choose this archetype at 3rd level, your body begins to fill with the residual energies of the weave known as Mako. You learn two fighting stances that best make use of this energy. While you are not wearing heavy armor or holding a shield and wielding a melee weapon, as a bonus action you can enter either of the following stances.

Operator Stance - The operator stance is one designed for balanced martial combat. It strikes a perfect balance between offense and defense and allows you to be more mobile, making you much better at chasing down foes. While in this stance, your movement speed increases by 5 feet, and using your dash action allows you to ignore speed drops imposed by difficult terrain. Additionally, you can use your reaction to enter a defensive stance and gain a +1 to AC until the start of your next turn.

Punisher Stance - The Punisher Stance is one designed to increase your offensive potential. This allows you to make swifter, more powerful slashes at the cost of your defense and mobility. While in this stance, your movement speed is decreased by 15 feet, and you reduce your AC by -1. However, you gain a +1 bonus to attack and damage rolls, and you can use your bonus action to make another attack if you made an attack with your action.

Limit Break

Starting at 3rd Level, you can focus your Mako energy into powerful martial techniques known as Limit Breaks. You get a choice between two Limit Breaks to specialize in. You can only use one Limit Break per short rest. Upon reaching 7th, 10th and 15th level, you get access to more Limit Breaks.

 

Blade Beam

Expending two bars of limit, you enhance both your body and weapon with mako energy as you swing your weapon, unleashing a wave of energy at all enemies in front of you. All creatures in a 20-foot cone originating from you must make a Dexterity saving throw. A creature takes 6d6 force damage on a failed save, or half as much on a success. Beginning at 18th level, the size of the cone becomes a 30-foot cone.

Braver

You enhance your body with Mako energy for a powerful strike with enough force to crush stone. As an action, make a melee attack. On a hit, the target suffers the weapon's normal effects, and takes an additional damage equal to 2d6. All other hostile creatures within 2 feet of the target creature must succeed a Dexterity saving throw. Upon failure, the creature takes 2d6 damage of the weapon's type, or half as much on success.

Climhazzard

Expending two bars of Limit, you focus Mako energy into your legs, making an enormous leap as you slash up into the air. As an action, you slash upward through an opponent, making an attack roll and dragging them up 20 feet in the air upon hit. You can then choose to attack again, slashing them down into the ground. You take no fall damage, but your opponent does. Regardless of whether the first hit lands, you raise into the air and can still take the second hit.

Cross Slash

You draw power into your weapon with mako energy, unleash a flurry of slashes and summoning the incantation for bad luck. As an action, you make an attack against an enemy in range with disadvantage. If the target is grappled, incapacitated, paralyzed, prone, restrained or stunned, the attack is made without disadvantage. Upon a successful hit, you hit the opponent 5 times, dealing 5d6 slashing damage. Additionally, the target must make a Constitution saving throw. Upon failure, the target is paralyzed until your next turn.

Finishing Touch

Expending two bars of Limit, your Mako energy releases from within you, forming a massive, concentrated gust of wind as you hit an opponent into the air. As an action, make an attack roll against an opponent in range. Upon hit, instead of dealing damage, you force the opponent to make a constitution saving throw. Upon failure, you send the opponent 100 feet into the air, as long as they are a large creature or smaller.

Mako Enhanced Body

Starting at 7th level, mako is constantly coursing through your muscles, leaving you prepared for anything. You add your strength modifier to your initiative rolls, and you gain an additional Limit Break for every short rest.

Limitless Potential

Beginning at 10th level, you can learn two additional limit breaks of your choice from the additional limit breaks. You learn an additional one at 18th level.

Improved Limit Break

Beginning at 15th level, you can now use 3 bars of Limit Break per short or long rest. Additionally, when you use Stance Switch, you can choose to gain the effects of Second Wind without expending your Second Wind feature. You can use it this way once per long rest.

Ultimate Heights

Upon reaching 18th level, you have become the best of the best among the First Class Warriors, representing the pinnacle of human(oid) strength. You gain access to the Ultimate Limit, Omnislash.

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10/1/2024 5:33:01 PM
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