Fighter
Base Class: Fighter

When taking this subclass, be sure that your Constitution stat is pretty high as your fighting capabilities will heavily lean on it as the levels go on. This determines how many times you can use your power, or Quirk, as well as your attacking ability.

With this in mind, make sure that you become equipped to handle the Quirk you have gained, especially if it just manifested. The earlier you train the power, the better in the long run. An Explosion Quirk user might not want to wear heavy armor if they want to launch themselves into the air, and an Acid Quirk user might want some small holes in their shoes to be able to use their Quirk from their hands and feet.

With this said, don't let the above dictate any idea you have. Go crazy and test it and make whatever character you want.

Quirk Manifestation

Beginning when you choose this archetype at 3rd level, you manifest your Quirk and it's abilities. With your Quirk, you don't have spell slots but Quirk Limit with Quirk Uses. Your Quirk Limit is how many times you can use a Quirk's related spell per long rest, each use being called a Quirk Use, the limit equaling twice your Constitution modifier + your Proficiency Bonus (minimum of one). Even if the Quirk spell is a cantrip, using one counts as a Quirk Use.

You may use your leveled Quirk spells up to 2nd level. Also, you ignore verbal and material components for casting Quirk spells. You can use multiple Quirk spells on a combat turn if it is for Extra Attack. When you use a Quirk spell that requires an attack roll, you are considered proficient in using Quirk spells and can add your Proficiency bonus + your Constitution modifier to your Quirk spell attack roll.

Either roll two percentiles and choose the percentile that went further left than the other or choose one.

100-83 Electrification - you store electricity in your body and can let it surge through your body for an attack. You have resistance to lightning damage if you have all uses of Electrification remaining and aren't already resistant or immune to it, and absorb lightning damage instead of being damaged by it to restore a Electrification Quirk Use if you have used any Electrification Quirk Uses. Your Quirk spells are: Lightning Lure, Shocking Grasp, Witch Bolt, Chromatic Orb (Lightning damage only), and Absorb Elements (Lightning damage only).

82-67 Acid - you can secrete a grey acid from your hands and feet. This Quirk gives you resistance to acid damage if you don't already have resistance or an immunity to it. Your Quirk spells are: Acid Splash, Primal Savagery, Chromatic Orb (Acid Damage Only), and Acid Arrow. You can also spray acid from your feet to attack. Once per day, you can spray acid from your feet to almost skate with the acid to double your movement speed, without using a Quirk Use.

66-50 Kiss Recovery - you can heal and stabilize others by a kiss, but only a kiss. Not by slapping, poking, or a gentle touch on the head [no more abuse-healing, play a cleric if you want to Cure Wounds an ally by slapping them]. Your Quirk spells are: Spare the Dying, Cure Wounds, Lessor Restoration.

49-34 Voice - your voice naturally strengthens, which allows you to damage your enemies by shouting at them. But you can only use the Quirk's spells with you voice. Additionally, instead of ignoring verbal components since you use your voice for this Quirk, you ignore somatic components. Your Quirk spells are: Thunderclap, Thunderwave, and Shatter

33-16 Warp Gate - you can emit a purple mist from your body, allowing you and those close by you to teleport. Your Quirk spell is Misty Step, but with a range of 5 feet around you, and you teleport yourself and those within 5 feet up to 35 feet away.

15-1 Explosion - sweating a nitroglycerin-like substance from your hands, you can create explosions from you hands which is how you activate your Quirk spells. Although your range for all your Quirk spells are reduced by half, you suffer no recoil from the blasts. If not wearing heavy armor, you can launch yourself 20 feet in a by blasting Fire Bolt in the opposite direction as an action or an attack. You gain resistance to both fire and force damage if you already don't have resistance or an immunity to it and your Quirk spells are: Fire Bolt, Create Bonfire, Burning Hands, Scorching Ray, and Aganazzer's Scorcher.

Durable Quirk

Starting at 7th level, you can regain a number of Quirk Uses equal to half of your Quirk Limit on a short rest. Additionally, you can now use your Quirk spells up to 4th level and gain the following spells from you Quirk type.

Electrification - Gained: Call Lightning, Elemental Bane (lightning damage only), Lightning Arrow, Elemental Weapon (lightning damage only), and Lightning Bolt.

Acid - Gained: Vitriolic Sphere, Elemental Bane, and Poison Spray.

Kiss Recovery - Gained: Revivify, Mass Healing Word (kiss one, the others are healed through strange magic related to your Quirk), Life Transference (still kiss range), Aura of Vitality (kiss in the general direction of the one you are healing, but doesn't have to be in touch range), and Vampiric Touch (kiss to activate).

Voice - Gained: Elemental Bane (thunder damage only).

Warp Gate - Gained: Dimension Door and Thunder Step.

Explosion - Gained: Elemental Bane (fire and/ force damage only) and Fireball. Also, when you make an attack with your Quirk spell that hits the ground, anyone within 5 feet takes 1d4 piercing damage.

Stronger and Stronger

At 10th level, you gain even more Quirk spells and can cast them up to 5th level.

Electrification - Gained: While not gaining any spells, you know are immune to lightning damage when you have a full Quirk Limit..

Acid - Gained: Cloudkill.

Kiss Recovery - Gained: Mass Cure Wounds (same activation as Mass Healing Word), Reincarnate, and Greater Restoration.

Voice - Gained: Destructive Wave, which you shout at the ground to use.

Warp Gate - Gained: Tree Stride and Far step. Also, you no longer need to concentrate to cast a Quirk spell.

Explosion - Gained: Immolation.

Additionally, you can use your Constitution modifier for attack and damage rolls with weapons that don't use your Quirk instead of Strength of Dexterity.

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.

Ultimate Quirk

Starting at 15th level, your Quirk Limit is now three times you Constitution Modifier + you Proficiency bonus.

Also starting at 15th level, when you use a Quirk spell and either roll the maximum damage or roll a critical on an attack roll, you can choose to use three Quirk Uses instead of one to activate an Ultimate Quirk Spell. Emphasis on -you can choose to-. If you don't have the necessary Quirk Uses from your Quirk Limit left, you can still use the critical with some whiplash.

Ultimate Quirk Spells are as followed:

Storm of Electrification Vengeance - You become a living lightning storm trapped in a body for a split second from the heat of the moment and all of the electricity flowing through you, allowing you can activate Storm of Vengeance. If you don't have enough quirk uses, it takes 1d20 - your Constitution modifier hours (minimum of 1) to regain a single use of your Quirk Use.

Orbital Acid Splash - the rush of the battle forces the acid pouch inside you to work overtime, producing more acid than you anticipated. You can activate two Chromatic Orb spells (same damage type as the original spell) at 9th level. Hit or miss, a 25 diameter foot puddle of the damage type appears with the landing point as the center for each Orb. Any creature that walks through the puddle takes 2d4 of the damage type damage. Additionally, a target becomes poisoned if the damage type was poison.Both Chromatic Orbs spells combined count as a single spell, not two separate spells. If you don't have enough Quirk Uses, you can still use the Ultimate Quirk but take 3d12 force damage.

Vital Kiss Recovery - this/these criticals happen when you either roll the maximum on a healing Quirk spell or you have 10 or less hit points left but still takes three Quirk uses to cast. From either the dire need to heal someone or with the adrenaline rush powering you, you overdose on your healing capability. When the condition(s) for this Ultimate Quirk Spell is met, you either cast; Power Word Heal, True Resurrection, or Mass Heal (similar activation to Aura of Vitality). If you don't have enough Quirk Uses, you can still use the Ultimate Quirk but now gain two levels of exhaustion.

Hyper Voice Eardrum Burst/Wave - your desperation to succeed gives you strength. With this Ultimate Quirk, you shout/scream a sound wave more powerful than the rest. If the original Quirk spell blasts in one direction, like Chromatic Orb, your shout/scream magnifies into a concentrated burst. The range of the Quirk spell becomes 100 feet and is 15 feet wide. Any who are caught in the burst suffer 10d12 thunder damage and are flung back 20 feet, gaining an additional 5d6 force damage. Those in the burst are knocked prone and are now deaf for a round after your turn.

If you use a Quirk spell that sends a shock wave out from you, like Destructive Wave, you shout at the ground to create a shock wave with a 50 radius (you at the center). Any who are caught in the shock wave suffer 10d12 thunder damage and are flung back 20 feet, gaining an additional 5d6 force damage. Those in the burst are knocked prone and are now deaf for a round after your turn.

For both, any structures caught in the area of affect gain 10d12 thunder damage, and glass objects shatter immediately (unless given magical protection or durability) and metal objects gain small fractures and cracks (unless given magical protection or durability). And for both, if you don't have enough quirk uses, you can still use the Ultimate Quirk spell, but you lose your voice for 1d20 -  your Constitution modifier hours (minimum of 1).

Cosmic Warp Gate Mist- roll a d20 whenever you use a Quirk spell. You don't modify or reroll the roll unless you are adding Inspiration. On a roll of 19 or 20, you temporarily have a surge of power, which triples the distance of the Quirk spell you are using and doubles the overall damage if the Quirk spell delivers damage. If you don't have enough Quirk Uses, the purple mist that you use to teleport explodes. Anyone within 10 feet of the explosion must make a Constitution saving throw, taking 8d12 force damage on a failed save or half as much on a success. After the explosion, your range for you Quirk spells is reduced to half for 1d4 days.

Howitzer Impact/Stun Grenade Explosion - the fight, which has been putting a strain on you, causes you to sweat more, which delivers a bigger explosion. You can choose one of the three options: gain full range for the attack and add up to four more targets, use Meteor Swarm at full range with and add 5d4 piercing damage to those in the 40 feet of range, or you can weave your hand with a less powerful yet blinding explosion that leaves your target both stunned and blinded for two of it's turns. You can cast the Ultimate Quirk spell if you don't have enough Quirk Uses left, but you take 25 internal fire damage per Quirk Use you are missing (ex. if you have one Quirk Use left and score a critical, you do 50 internal fire damage to yourself). You do not factor in your resistance to the damage when taking the damage.

Mastered Quirk: Elite

At 18th level, you are in complete control and harmony with your Quirk. You can now choose to use an Ultimate Quirk instead of the previous weird rules, but you still use three Quirk Uses to use it. The rules about not having enough Quirk Uses left stays the same.

In addition, you can use your Quirk spells up to 7th level.

Comments

Posts Quoted:
Reply
Clear All Quotes