Base Class: Fighter
Among the shadows of dark alleys and forgotten streets, where madness and fury intertwine, the Mad Hounds roam. More than just warriors, they are relentless, unpredictable forces of chaos, their blood boiling with explosive energy, spilling over in battle and erupting like a volcano. Every strike they make is wild and calculated chaos, every dodge a deadly dance of death. Fueled by a burning ferocity in their gut known as the Heat Gauge, a Mad Hound grows more dangerous the longer they stay in the fray. Their power builds in the heat of battle, as fury blazes in their heart and laughter erupts from their lips.
Unlike those bound by honor or tradition, The Mad Hounds live for the thrill of the fight. Their erratic style defies all prediction. They charge headlong into danger, finding ecstasy in chaos, turning overwhelming odds into a symphony of shattered bones and broken spirits, whilst the fire in their eyes and soul burns forever brighter.
Heat Gauge
3rd Level
You tap into your inner well of chaotic energy, gaining the ability to build and expend Heat Points in combat. The Heat Gauge starts empty, and you can fill it by engaging in battle. You gain Heat Points in the following ways:
- 1 Heat Point when you hit an enemy creature with a melee weapon attack or an unarmed strike (maximum twice per turn).
- 1 Heat Point when you take damage from an enemy’s attack.
- 1 Heat Point when the Dungeon Master finds your attack to be narratively appropriate or well-described.
- 2 Heat Points when you score a critical hit against an enemy creature.
- 2 Heat Points when a critical hit is scored against you by an enemy creature.
- 3 Heat Points when you reduce an enemy creature to 0 hit points. When reducing a creature to 0 hit points, you only gain the 3, and do not gain any Heat Points from hit or critical hit.
Your Heat Gauge can hold up to a number of Heat Points equal to your fighter level, and you can expend them to use the following techniques:
- Heat Burst (1 Point): Once per turn, when you hit with a melee weapon attack or an unarmed strike, you deal an extra 1d8 damage and push the target 5 feet. This damage increases to 2d8 at level 7, 3d8 at level 10 and 4d8 at level 15.
- Heat Recovery (2 Points): When you are hit by an attack, you can use your reaction to reduce the damage you take by one quarter of the total damage.
- Heat Step (2 Points): As a bonus action, move up to 15 feet to an unoccupied space you can see and make a melee attack against a creature within range.
- Whirling Assault (5 Points): As an action, you can make one melee weapon attack or unarmed strike against each creature of your choice within 5 feet of you. Any kills or critical hits scored by use of this feature do not generate any heat points.
Your Heat Points reset to 0 if you go 1 minute without attacking or taking damage from an enemy creature. If you gain Heat Points while your Heat Gauge is full, you instead regain hit points equal to your Constitution modifier for each Heat Point that would have been gained. This feature has no effect if you are at 0 hit points or if an attack reduces you to 0 hit points.
Chaotic Charisma
3rd level
Your larger than life presence, coupled with your unorthodox style, allows you to leave an impression wherever you go. You gain proficiency in either Persuasion or Intimidation. When you introduce yourself, you can use your chaotic reputation to gain advantage on social interaction checks with the creatures you introduced yourself to for the next hour. Creatures may approach you with more interest, fear, or respect, depending on the situation.
You can use this feature an amount of times equal to your proficiency bonus.
Dance of Chaos
7th level
You fully embrace the chaotic nature of battle, letting your erratic movements confuse and overwhelm your enemies. As a bonus action, you can enter a Dance of Chaos, which lasts for 1 minute or until you are incapacitated. While in this state, you gain the following benefits:
- Your speed increases by 10 feet
- You can take the Dash action as a bonus action
- Whenever you hit a creature with a melee weapon attack or an unarmed strike, you can expend two heat points and roll a d6 to determine an additional effect. You can use this feature any number of times on your turn, but each creature can only be affected once per turn:
| Roll | Effect | |------|--------| | 1 | The target is knocked prone. | | 2 | The target is silenced until the end of your next turn. | | 3 | On a hit, the target is blinded until the end of your next turn. | | 4 | On a hit, the target is dazed until the end of its next turn (it can’t take reactions and can use either an action, a bonus action, or its movement on its turn, but not more than one of these). | | 5 | The target has a -2 penalty on its next saving throw before the end of your next turn. | | 6 | You can make another attack against the same target as part of the same action. |
You can enter the Dance of Chaos a number of times equal to half your proficiency bonus, regaining all expended uses after a short or long rest.
Disruptive Presence
10th level
Your wild behavior draws the attention of those around you, compelling foes and captivating crowds. You can use one of the following features:
- Baiting Fury: As a bonus action, you taunt a creature within 30 feet of you that can see and hear you. The target must succeed on a Wisdom saving throw contested by your choice of an Intimidation or Persuasion check, or it has disadvantage on attack rolls against creatures other than you until the end of your next turn.
- Chaotic Charm: As an action, you perform a chaotic or unpredictable act to charm or unnerve a creature. Choose one of the following options: Gain advantage and a bonus equal to your Strength or Dexterity modifier (your choice) on a Charisma (Persuasion, Intimidation, or Deception) check, Or Force a creature within 30 feet of you that can see and hear you to make a Wisdom saving throw (DC = 10 + your proficiency bonus + your Charisma modifier). On a failed save, the creature is charmed or frightened by you (your choice) for 1 minute.
You can use this feature a number of times equal to your Charisma modifier (minimum of 1), and you regain all expended uses when you finish a short or long rest.
Feel The Heat
15th level
You gain further mastery over your Heat Gauge, allowing for greater power and more potent techniques. While you have 10 or more Heat Points, you gain the following benefits:
- You have advantage on Dexterity saving throws and Acrobatics checks.
- Your melee weapon attacks and unarmed strikes deal an extra 1d6 fire or thunder damage (your choice).
In addition, you gain access to the following Heat Techniques:
- Blazing Dash (2 Points): As a bonus action, you move up to your speed without provoking opportunity attacks. At the end of this movement, you can make a melee weapon attack or an unarmed strike with advantage. On a hit, the attack deals an extra 1d6 fire damage.
- Roaring Taunt (3 Points): As an action, you unleash a terrifying shout. Each creature of your choice within 30 feet that can hear you must succeed on a Wisdom saving throw (DC = 10 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. Creatures immune to the frightened condition have disadvantage on their next attack roll instead.
- Reckless Barrage (8 Points): When you take the Attack action on your turn, you can expend 5 Heat Points to make three additional melee weapon attacks or unarmed strikes. Attack rolls against you have advantage until the start of your next turn. This technique can be used only once per turn and does not trigger your Dance of Chaos feature, nor does it generate any heat points.
- Overpowering Slam (5 Points): As an action, you make a single melee weapon attack against a creature within range. On a hit, the target takes an additional 6d8 damage, is pushed 15 feet away from you, and must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier) or be stunned until the end of its next turn. If the creature is immune to the stunned condition, they instead have disadvantage on their next saving throw until the start of your next turn.
Finally, your frenzy drives you wild. While your Heat Gauge is not empty, you are immune to the frightened condition.
Burning Hot Chaos
18th level
You’ve mastered your chaotic energy and can now unleash its full destructive potential. You gain the following benefit:
-
Burning Heaven: You do not expend Heat Points to activate Heat Burst, Heat Recovery, or Heat Step.
Additionally, you gain access to the following powerful technique:
Last Resort (Cost 10 Heat Points): If you are reduced to 0 hit points while in Maximum Heat Mode, you can use expend 10 heat points as a free action to drop to 1 hit point instead, gaining temporary hit points equal to twice your fighter level. You can immediately take the Dash action without provoking opportunity attacks. Each creature of your choice within 20 feet must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failed save, a creature takes fire damage equal to 1d6 for each Heat Point currently in your Heat Gauge(when using this feature) and is knocked prone. On a successful save, the creature takes half damage and isn’t knocked prone.
For the next 1 minute, your melee attacks deal an extra 4d6 fire or thunder damage (your choice), you gain resistance to fire damage, and you are immune to the charmed and paralyzed conditions. However, if you are reduced to 0 hit points again during this time and lack 10 Heat Points to use this feature again, you become incapacitated. You remain incapacitated regardless of healing until the end of this 1-minute period. Afterward, you are paralyzed for 2d4 hours as your body recovers from the strain
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