Base Class: Fighter
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You are not the average fighter. Your background in the investigation of the unknown drove you to find a way to harvest and use this strange power, and how to use these strange creatures. These creatures, known colloquially as 'abnormalities' are manifestations of the deep facets of the human mind, enveloping the ideas of thoughts and feelings... sometimes more abstract concepts too. These abnormalities can be conquered, and their subjugation only seeks to make you stronger.
You currently have the manifested E.G.O states of two abnormalities 'spider bud' (red eyes) and 'one sin and hundreds of good deeds' (penitence). This class is based off of balancing your charges of red eyes and penitence, gaining more stacks to further buff yourself as you continue to fell your enemies.
Spiderhead/Skullface
Condition: 3 stacks of
Red eyes and 3 stacks of
Penitence upon use of coin.
When hitting an enemy with a Coin that applies
Red Eyes:
-Add +(
Red Eyes / 2) to the current coins coin power (max of 3)
-If the enemy you hit is AFTER you in initiative order by a gap of 3 less rolled or more: Deal an additional +(
Red Eyes / 2) to the current coins coin power (maximum of 2)
-If the target has
Bleed, gain 1 extra stack of
Red eyes (maximum 3 per turn)
When hitting an enemy with a coin that applies
Penitence:
-Add +(
Penitence / 2) to the current coins power (max of 3)
-If target's HP is lower than yours: Add an additional +(
Penitence / 2) to the current coins power (max of 2)
-At max HP, gain +1
Penitence (max 3 per turn)
When you are hit, gain +1 stack of
Penitence
Eat and sleep
Requirement: 4 stacks of
Red Eyes and 4 stacks of
Penitence
[Start of round] 1 ally with the lowest HP heals for 1d8 HP.
1 ally that dealt the most damage last turn heals for 1d8 HP.
Red Eyes Recycle
When you kill an enemy that is inflicted with
Bleed: Gain (
Bleed Count)
Red Eyes
Your next attack deals +(
Red Eyes)d6 Radiant damage
Penitence Redemption
You can use an action to consume all current stacks of
Penitence to heal yourself.
1-7
Penitence: heal 1d4 hp for each consumed stack of
Penitence.
8-15
Penitence: heal 1d6 hp for each consumed stack of
Penitence.
16-20
Penitence: heal 1d8 hp for each consumed stack of
Penitence.
Seriously Skullbusting
Once per long rest, you can unleash an attack that is insanely destructive, but you loose all other attacks on that turn, and you cannot gain any
Red Eyes or
Penitence for the next round.
The base damage of your attack becomes 12d12 bludgeoning damage.
[On use] Consume all stacks of
Red Eyes and
Penitence on self
+1 damage for every 2 consumed stacks of
Red Eyes and
Penitence
[On hit] Inflict
bleed potency equal to (
Red Eyes - 10) consumed, inflict bleed count equal to (
Penitence - 10)
Deal 4% extra damage for each
Red Eyes and
Penitence consumed (max 160%)
Heal self and 1 other ally of your choice for (
Penitence consumed x 5) HP (max 100)
Inflict Prone and disadvantage on attack rolls and damage rolls for the next 2 rounds.
Haemorrhaging strikes
Your strikes grow stronger, allowing you to deal more
bleed with your basic strikes.
Whenever you make a basic attack, you inflict 3
bleed count to the enemy you hit.
Red Eyes (status)
Red eyes is one of the main effects within your kit that helps inflict more bleed on your opponents.
The max stacks of
red eyes you can have is 20. Any effect that requires red eyes can also consume the buffed versions.
Stage one-
Red eyes (1-7 stacks)
Whilst in base
red eyes, you gain the following buffs:
- Effects that apply
bleed on basic attacks and/or coin effects apply +1 stack of
bleed - Resource used by certain effects
Stage two-
Red eyes, Alert (8-15)
Red Eyes, Alert causes the large eyes that cover your armour to open, and you begin to glow with a very dim blue light. You emit dim light for 10ft in this stage.
- Effects that apply
bleed on basic attacks and/or coin effects apply +2 stacks of
bleed - This resource is still considered
red eyes.
Stage three-
Red Eyes, Devouring (16-20)
Red Eyes, Devouring causes the large eyes along your armour to open fully and begin rapidly looking around, you also begin to glow with a ferocious red aura. You emit bright light for 10ft and dim light for 15ft in this stage.
- Effects that apply
bleed on basic attacks and/or coin effects apply +3 stacks of
bleed
Penitence (status)
Penitence works slightly differently here than it does in limbus company, as sanity simply does not exist. I have subbed sanity for hp, upping your survivability in the heat of battle.
Stage one-
Penitence (1-7)
- Heal 4hp whenever you gain a stack of
penitence from Skills - [Turn start] gain (
Penitence-2)% of your hp as temporary hp (min 0)
Stage two-
Penitence- Periphery (8-15)
When you enter this state, you glow with a small golden aura, emitting dim light for 5ft around you.
- Heal 6hp whenever you gain a stack of
Penitence from Skills - [Turn start] gain (
Penitence-1)% of your hp as temporary hp
Stage three-
Penitence- Confession
Whilst in this state, your golden aura intensifies, emitting bright light for 10ft and dim light for 15ft.
- Heal 8hp whenever you gain a stack of
Penitence from Skills - [Turn start] gain (
Penitence)% of your hp as temporary hp
Bleed (status)
Bleed is split into 2 sections, potency and count.
Your bleed count is your current turn clock for how many actions the bleed has left, so a count of 3 would be 3 actions before the bleed is gone.
Your potency is how much damage your bleed does, some factors effect this, such as how much potency you're adding and certain things help to add to the potency count. So a potency count of 1 would deal 1d4 damage, a potency of 2 2d4 and so on, so forth.
Whenever a creature makes an attack action, they take bleed damage calculated by the potency and the bleed count is reduced by one, this also counts for reactions, as well as any legendary actions made by a creature. A creature can stem bleeding by making a successful dc:14 + your strength - the creatures constitution medicine check. On a success, all current stacks of bleed are removed, except for one. If only one stack remains when the successful medicine check is made, the bleed is removed completely. The check can be made on a bonus action, or a full action to allow the creature to roll with advantage.
E.G.O Gift manifestation
Using your basic attacks you can manifest your ego gifts, 'Red eyes' and 'Penitence'. You can switch between both weapons without expending any sort of an action or bonus action, allowing you to manage your stacks of
Red eyes and
Penitence.
Whilst manifesting red eyes, your basic strikes give you +1 stack of
Red eyes. Your critical hits also apply +1 stack of bleed.
Whilst manifesting Penitence, your basic strikes give you +1 stack of
Penitence . Your critical hits also deal (
Penitence/4)d8 radiant damage (this damage is not multiplied).
Your ego gifts assume the damage and effects of your currently equipped weapon, as well as damage types.
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