Base Class: Fighter
Wreckage Warden is a master of improvised weapons.
Combat Readiness
You gain proficiency with Improvised Weapons.
On your first turn of combat, you may as a free action, move 10ft and pickup an improvised weapon. This movement does not provoke opportunity attacks and does not count towards your regular movement speed for your turn.
Adapted Combatant
You have learned to make effective use of whatever you find around you. Whenever you deal damage with an improvised weapon, it deals damage equal to 1d6 + your wreckage die. Your wreckage die grows as you level up.
- 3rd lvl: d4
- 7th lvl: d6
- 10th lvl: d8
- 15th lvl: d10
- 18th lvl: d12
Perfect Improv
For one hour you can enter a state of intense concentration that enables you to flow from object to strike with uncanny smoothness. As a bonus action, you can enter a state of flow for one hour. This has the same requirements as casting a spell with concentration and as such, ends early if your concentration is broken. During this time, your attacks with improvised weapons gain special abilities subject to the type of damage the improvised weapon deals. You also deal additional damage with improvised weapons equal to a roll of your warden die. You can enter this state of flow a number of times per day equal to your proficiency modifier and regain all expended uses upon a long rest. The abilities gained by Perfect Improv may require your target to make a saving throw to resist it's effect. That saving throw is equal to your Warden Save DC and is calculated as follows.
Warden Save DC = 8 + your proficiency bonus + your Strength modifier
- Bludgeoning - Whenever you hit another creature with an attack made by a weapon that deals bludgeoning damage, you may force the target to make a Strength saving throw equal to your Warden Save DC or be knocked prone.
- Piercing - You gain a bonus to hit equal to your proficiency modifier whenever you make an attack with an improvised weapon that deals piercing damage.
- Slashing - Whenever you hit another creature with an attack made by a weapon that deals slashing damage, you may force it to make a Constitution saving through equal to your Warden Save DC. On a fail, it takes damage at the start of it's turn equal to your Warden Die. The creature can then make another Constitution saving throw to end the effect. Creature that do not have a circulatory system are immune to this effect.
- Elemental - Whenever yo hit another creature with an attack made by a weapon that does not deal bludgeoning, piercing, or slashing damage you may have the target make a Dexterity saving throw. On a fail, the creature takes damage of the same damage type equal to twice your Warden die at the start of your turn.
LVL 7 PLACEHOLDER
LVL 7 PLACEHOLDER
LVL 10 PLACEHOLDER
LVL 10 PLACEHOLDER
LVL 15 PLACEHOLDER
LVL 15 PLACEHOLDER
LVL 18 PLACEHOLDER
LVL 18 PLACEHOLDER
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