Base Class: Fighter
War incarnate. Pain reborn. You are the eye of the storm and the edge of the blade.
Forged in the crucible of unrelenting combat, you are more than a fighter—you are a living weapon of chaos and control. Drawing upon the relentless fury of the Battlefield Juggernaut and the sinister elegance of the Painkiller, you become a master of battlefield dominance, reactive violence, and surgical execution.
You flow between Aggressive and Defensive stances with supernatural ease, shifting from overwhelming offense to immovable bulwark. In the fray, your awareness sharpens, feeding on the presence of enemies. The more you’re surrounded, the more powerful you become.
But your deadliest trait lies in your mastery of Chain Reaction—a custom mechanic born of the Painkiller’s cruel efficiency. Each time you cut down an enemy, their death becomes a trigger for agony. Explosions of pain ripple outward in psychic waves or lash out with shadowy force, disrupting enemies or teleporting you to new prey. With the right weapon—your True Name weapon, etched into reality itself—these reactions become devastating, bending the battlefield around your will.
This subclass hybrid is perfect for players who want to:
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Control the battlefield with presence and pressure.
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Switch between tank and striker roles mid-fight.
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Exploit death as a tactical tool to break enemy formations.
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Unleash stylish, cinematic combos using stance changes, kill chains, and teleportation.
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Wield unique magical weapons with world-altering flavor and reactive power.
You are the battlefield’s heartbeat—steady, brutal, unrelenting. In your hands, pain is a weapon. In your shadow, armies fall.
Juggernaut’s Stances
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Aggressive Stance
• +1 additional weapon attack when you take the Attack action
• –2 AC
• Must move at least 10 ft toward a hostile creature each turn or exit the stance -
Defensive Stance
• +2 AC, resistance to B/P/S damage
• Cannot willingly move
• Enemies have disadvantage on attacks against allies within 30 ft of you
You can switch stances once per turn as a bonus action.
Battlefield Awareness
“The more bodies press in, the clearer your mind becomes. Fear is a tool. Frenzy is fuel.”
Your senses have been sharpened by countless battles. In the roar of war, you find a strange serenity. Whether surrounded by foes or flanked by friends, your body instinctively adapts to the flow of combat.
While in combat, you gain the following benefits and penalties based on your proximity to other creatures:
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When three or more hostile creatures are within 30 feet of you:
• You have advantage on Strength checks and Strength saving throws.
• You gain temporary hit points equal to your Constitution modifier at the start of your turn. -
When three or more allied creatures are within 30 feet of you:
• Your rage loses focus—your melee weapon damage is reduced by 2 per hit, to a minimum of 1.
This feature represents your ability to draw power from peril and tension from support. You are at your strongest when the world wants you dead—and at your weakest when it stands behind you.
Juggernaut’s Resilience
“The earth may crack beneath you. You will not yield.”
In the heart of battle, you become a bastion no force can shake. While in your Iron Bastion stance, your body absorbs punishment like tempered steel and your will anchors you like a mountain. Magic bends, force breaks, and your footing never fails.
While in Iron Bastion, you gain the following benefits:
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You cannot be knocked prone.
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You cannot be moved against your will by any means—physical, magical, or otherwise.
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When you take damage from a spell or magical effect, you may reduce that damage by an amount equal to your Fighter level, once per round.
This ability reflects your mastery over stillness in chaos. Where others are flung aside or staggered, you remain. An immovable truth in a world of violence.
Fury Strike
“Your strike is not a weapon—it’s a tremor, a ripple of chaos.”
As your rage builds in the heat of battle, your blows grow so forceful that they create violent shockwaves through the air and ground. One well-placed hit doesn’t just fell a foe—it sends nearby enemies flying like broken leaves in a storm.
While in Crimson Advance, when you hit a creature with a melee weapon attack, you may trigger Fury Strike:
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Once per turn, all other creatures within 5 feet of the target must make a Strength saving throw (DC = 8 + your Proficiency Bonus + your Strength modifier).
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On a failed save, each affected creature is pushed 10 feet away from the target and knocked prone.
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On a successful save, the creature resists the shockwave and remains standing.
Fury Strike is not just damage—it’s dominance. You become a storm front, scattering the enemy with a single swing.
Undying Momentum
“Wounds are warnings to others. You are not slowing down—you are becoming inevitable.”
At 18th level, your body no longer obeys the limits of flesh. When pushed near death, something primal ignites within you—pure momentum driven by fury, instinct, and sheer refusal to die. The harder you’re hit, the more unstoppable you become.
At the start of your turn, if you have fewer than half your hit points remaining (rounded down), you gain the following benefits until the start of your next turn:
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Advantage on all attack rolls
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Resistance to all damage types
This surge of unstoppable energy turns desperation into dominance. Whether surrounded or bleeding out, you fight like a creature that cannot fall—because for one more round, you won’t.
Chain Reaction
At 7th level, when you reduce a creature to 0 HP with a Dexterity-based melee or ranged attack, you can unleash a devastating aftermath. Choose one of the following:
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Pain Echo: Nearby enemies (10 ft) make a Dex save or take psychic damage (2d6–4d6 scaling by level) and become Disrupted—losing reactions and suffering disadvantage on their next attack roll. At level 15+, they are also Slowed.
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Shadow Lash: A single creature within 15–30 ft (scaling by level) makes a Dex save or takes necrotic damage equal to your Dex modifier + character level. You may then teleport adjacent to them (no line of sight required at level 15+).
You can use this feature a number of times per long rest equal to your Dexterity modifier (min 1). At level 11, regain 1 use per short rest. At level 15, you may use Chain Reaction once per round for free when you reduce a creature to 0 HP.
True Name Short sword – “Edge of Equilibrium”
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Name Meaning: Speaks the final truth of existence—destruction absolute.
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Chain Reaction Bonus:
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Pain Echo radius increases to 15 feet.
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If 2 or more creatures fail their save, you can make 1 free melee attack against any creature within your reach.
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Triggers Unyielding Strikes:
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For 1 minute: Your melee attacks ignore resistance and deal plus bonus Proficiency force damage.
True Name Pistol – “Judgment Unseen”
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Name Meaning: A verdict passed from shadows—inescapable and silent.
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Chain Reaction Bonus:
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Shadow Lash range becomes 60 feet.
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Target makes save at disadvantage if:
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They are unaware of you, or
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They are already wounded.
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Teleport to target without provoking opportunity attacks (Line of Sight is ignored at level 15+).
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Triggers Unyielding Strikes:
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For 1 minute: Your melee attacks ignore resistance and deal force damage equal to your proficiency bonus.
Dual Wielding Pistol + Short sword Synergy
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If both are wielded:
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You may freely trigger both Pain Echo and Shadow Lash at full effect (no damage halving).
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If both effects hit, you gain Unyielding Strikes as usual plus:
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Enemies that fail their saves are also stunned until the end of their next turn (once per long rest).
True Name Greatsword – “Wrath of the Spoken End”
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Chain Reaction Bonus:
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After triggering Chain Reaction, enemies within 10 feet of you must succeed on a Strength saving throw (DC = 8 + Proficiency Bonus + Strength mod) or be knocked prone and disarmed (if wielding a weapon or item).
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This area quake-style effect represents the Greatsword’s catastrophic weight and presence.
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Unyielding Strikes:
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For 1 minute: Your melee attacks ignore resistance and deal force damage equal to your proficiency bonus.
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Bonus Effect: Your next weapon attack before the end of your next turn automatically crits if it hits.
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