Base Class: Fighter
Becoming a Super Ultra Sexy Hero is not a task for any fighter, but only for those who can provide the flashy techniques needed to master wielding a firearm and a melee weapon.
"Once upon a time, a blue-eyed boy from the old west learned one of life's cruelest lessons; that evil was bigger than his gun. So he followed the footsteps of a mysterious master to the far east, where he learned the secrets of the sword. He came back home with the heart of a gunman, and the soul of a samurai."
Dualist
You have trained to dual wield a melee weapon and ranged weapon of your choice, regardless of the hand requirements. Grants proficiency in firearms.
Heroic Impacts
You have a pool of 4 Hero Points. These can be spent to perform Heroic Impacts of your choice. Your Hero Points use 1d8 per point if needed in the Impact description.
After using a Heroic Impact that utilize either your melee weapon or your ranged weapon, you can use your bonus action to make an attack with the opposite.
(Example: using an Impact with a short sword allows you to make an attack with a hand crossbow as a bonus action)
Hero Points are restored whenever you take a short or long rest.
You choose 3 at Level 3, and then one more each time you gain a new feature for this subclass.
Your pool of Hero Points increases at level 10 and again at level 18.
Dodge Roll
As a reaction, you can roll up to 10ft away in any direction. Adding a Hero Die to your AC for that attack only. This roll does not provoke opportunity attacks.
Fan the Hammer
Using your ranged weapon, you can make all your Attack actions with one roll to hit, adding a Hero Die to the total and damage rolls.
Fancy Flying
During your movement, as a bonus action, you can triple your jump height by swinging your melee weapon in a helicopter-like motion. This lasts for an amount of minutes equal to 1 Hero Die. It also has the effect of slowing your falling speed, treating fall damage as half. (Example: falling 60ft is only equal to 3D6 Bludgeoning damage)
Flashy First Impression
During your first turn as a free action, you can spend a Hero Point to attempt to intimidate any creature who can see or hear you. The targets must succeed on a Wisdom Saving Throw with a DC equal to your Martial Save DC + a Hero Die. On a failure, the creatures are Frightened of you until the end of your next turn.
Guard Breaker
During an Attack action with either of your weapons, you can reduce your to hit total by 2 Hero Die, if the attack connects, you reduce the target’s AC by 2 until the end of your next turn.
Hit Back
As a reaction, you can reflect a ranged attack targeting you by rolling any number of Hero Die. If the total number rolled exceeds half the damage of the attack, it is reflected back towards whatever sent it to you.
Hurricane Slash
Using your Attack action, you can strike any number of creatures in a 5ft area around you by performing a spinning slash. All creatures in this range must succeed on a Dexterity saving throw equal to your Martial DC or else be struck by your blade, taking the normal damage plus a Hero Die.
Improvised Ammunition
During an Attack action made with your ranged weapon, you can choose to replace the normal ammunition with a melee weapon you have on you. The damage changes to that of the chosen melee weapon plus 1 Hero Die.
Lock On
As a bonus action, you can roll a Hero Die to gain the ability to lock on to enemies for an amount of minutes equal to the roll. When you lock on to an enemy, your effective range for your ranged weapon increases by 25ft. You also get a bonus to hit that target equal to the Hero Die roll, however, you have a penalty to hit equaling that same number if you attempt to attack anyone else.
Stinger
With an Attack action, you can charge 15ft in any direction with your blade, thi movement does not provoke opportunity attacks. Any creature caught in this line must succeed on a Dexterity saving throw equal to your Martial DC. On a failure, the creature takes your weapon damage as normal and is pushed up to 10ft out of the way of your charge in a direction of your choosing. On a success, the creature takes half damage and is not pushed, but you still move through their space to the end of the line.
If the line would end with you occupying the space of another creature, two things may occur. If it is a friendly creature, they can move up to 5ft in any direction to make space. If it is a hostile creature, they perform the save as normal, but on a success, the line ends prematurely at 10ft.
Super Ultra Sexy Pep Talk
As a bonus action, you can harden your resolve to fight, gaining any number of Hero Dice worth of Temporary Hit Points.
Sweeping Slash
Using your melee weapon, you can put all your strength into one mighty slash. Using all your Attack actions, you can make a ranged sword slash up to 30ft away. Roll to hit and add a Hero Die to the total. The damage is equal to all your attacks you can make with the Attack action.
Finisher
When you reduce an enemy to 0 hit points you can use your reaction to activate a finisher on them. Roll to hit an amount of times equal to your total number of attack actions, and perform the subsequent number of attacks. Total up the damage and compare it to the target’s maximum hit points. If you deal an amount greater than or equal to half their hit point maximum, you regain a Hero Die.
You can only use this feature once per long rest.
Super Ultra Sexy Combo
Further training with both of your weapons has granted you 2 extra Hero Dice for a total of 6. You also ignore the loading property on your ranged weapons and disadvantage imposed by an enemy being within 5ft of you.
Super Ultra Sexy Combo
By hitting once with each of your weapons, you can use your bonus action to attack with both weapons at once. Roll to hit with both weapons, if either miss, the entire attack misses.
You can use this feature a number of times equal to your proficiency bonus, and uses are restored on a long rest.
Hustle Time
As a Bonus Action, you enter Hustle Time costing 1 Hero Die to activate, it also passively drains 1 Die per round you keep it up. It can be ended as a free action.
During Hustle Time, your melee weapon glows a color of your choosing and generates an energy field around it, granting triple reach. Your ranged weapon boosts in firing speed, allowing for an extra attack to be made with it. As well as, your Heroic Impacts no longer cost Hero Dice to use, but the rolls can still be added where it applies.
You can only use this feature once each day.
Heart of a Gunman, Soul of a Swordsman
Your Hero Dice count increases by 2 again for a total of 8, and while in Hustle Time, your Hero Dice become D10’s.







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