Fighter
Base Class: Fighter

The Weeb: Where Fighting is an Art Form and Every Attack is a Season Finale.

Forget tactical manoeuvres and subtle strikes. This martial archetype is for the fighter who believes combat is less a battle and more a performance. Picture a whirlwind of gravity-defying leaps, attacks named with the dramatic flair of a Shakespearean monologue, and a spirit so unbreakable, it could crack reality itself.

You're not just a warrior; you're the star of your own action-packed saga. Every entrance is a hero's landing, every attack is a shouted declaration of power, and every victory is punctuated with a pose that would make a statue blush.

Level 3: Spirit Surge

You gain the ability to channel your inner spirit into bursts of incredible power. As a bonus action, you can declare a special attack and gain one of the following benefits until the end of your turn:

  •  Flash Step: Your movement speed is doubled, and you do not provoke opportunity attacks. You must shout a movement-based attack name, such as "Lightning Dash!" or "Sudden Vanish!".
  •  Power Strike: Your next weapon attack deals an extra 1d8 damage of the weapon's type. You must declare the name of your attack with dramatic emphasis, such as "Fist of the Eastern Moon!" or "Heavenly Sword Strike!". This damage increases to 2d8 at 10th level and 3d8 at 17th level.
  •  Iron Body: You gain temporary hit points equal to your fighter level + your Strength or Dexterity modifier (your choice). You must declare a defensive stance, such as "Unbreakable Will!" or "Adamantine Guard!".

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest.

Level 3: Heroic Athlete

Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks.

In addition, immediately after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks.

Level 7: Signature Move

You develop a signature attack that becomes your go-to finishing move. Choose one type of weapon you are proficient with. When you make an attack with this weapon and hit, you can choose to declare your "Signature Move" as a bonus action. If you do so, the attack deals an extra 1d10 damage of the weapon's type, and you gain advantage on the next Strength (Athletics) or Dexterity (Acrobatics) check you make before the end of your next turn. You must come up with a unique and suitably epic name for this move.

You can use this feature once per short rest.

Level 10: Unyielding Resolve

Your spirit burns brighter, making you harder to defeat. When you are reduced to 0 hit points but not killed outright, you can make a Strength or Constitution saving throw (DC 10 + the number of times you have been reduced to 0 hit points before). On a success, you drop to 1 hit point instead. You must declare your refusal to fall with a defiant shout, such as "It's not over yet!" or "I will not yield!".

Once you use this feature, you can't use it again until you finish a long rest.

Level 15: Limit Break

You can push your body and spirit beyond their normal limits. As an action, you can enter a "Limit Break" state for 1 minute. While in this state, you gain the following benefits:

  •  You can use your Spirit Surge feature as a bonus action on each of your turns.
  •  The extra damage die from your Power Strike option of Spirit Surge becomes a d12.
  •  You have advantage on all Strength, Dexterity, and Constitution saving throws.

Once you use this feature, you can't use it again until you finish a long rest. You must announce your Limit Break with an earth-shattering cry, such as "This is my ultimate form!" or "Witness the full extent of my power!".

Level 18: Transcendental Technique

You have achieved a level of mastery that transcends mortal limitations, unlocking a technique of unimaginable power. As an action, you can unleash your "Transcendental Technique." When you do so, choose one of the following effects:

  • Reality Rend: You unleash a devastating attack that briefly warps the fabric of reality. Make a single weapon attack against a creature within your reach. If it hits, the target takes weapon damage + 5d10 force damage. Additionally, for one round, the area within a 20-foot radius of the target is considered difficult terrain, and any creature within that area (excluding you) must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier) or be knocked prone. 1  
  • Aethereal Barrage: You launch a flurry of attacks with impossible speed and precision. Make a number of weapon attacks equal to your proficiency bonus against creatures within your reach. You can target the same creature multiple times. Each attack deals an extra 1d6 force damage on a hit.
  • Absolute Defence: You create an impenetrable barrier of pure willpower. For 1 minute, you gain resistance to all damage. Additionally, you can use your reaction to impose disadvantage on an attack roll made against a creature within 10 feet of you.

You can use this feature once per long rest. When you use this feature, you must declare the name of your technique with a voice that resonates with overwhelming power, such as "Infinite Zenith Rupture!" or "Dimensional Decimation Wave!".

Comments

Posts Quoted:
Reply
Clear All Quotes