Fighter
Base Class: Fighter

A band of cultists are about to perform a ritual when they see a man charging into one of their own and causes a chain reaction of knockback, causing two cultists to be lying unconscious on the floor. The next proceeds to pull out their dagger, which is quickly knocked to the floor, and they join their dagger soon after on the cold floor. The last cultist charges after the attacker, but finds themself on the floor, with a huge gash on their chest, and their vision fades to black. This was the work of a Status Master, who can use their mastery of weapons to inflict status effects on their foes, such as bleeding, knocking foes prone, heavy knockback, and more. It's a minefield of lethal inconvenience when you're fighting with a Status Master.

Status Points

At 3rd level, on any attack action with a weapon, you may use 1 status point after a successful hit to inflict a status effect based on what type of damage it has (if the foe targeted will be immune to the effect for an amount of turns, it will be noted. The immunity "timer" counts down during the status effect as well), as follows:

Bludgeoning: You may knock the foe back 10 feet [On crit: 20 ft knockback] (causing 2d4 + STR damage if it knocks into a wall or creature, the latter causing the other creature to take the same damage) or knock it prone [On crit: must spend entire action to get up, not just movement], not both.

Slashing: You inflict a special 'bleed' status effect that causes the target to take 1d4 damage + your strength for an amount of turns equal to the damage you dealt with the slashing attack divided by 2 (rounded down). It can be fixed though a DC 12 + your STR modifier Medicine check. [On crit: Double damage]

Piercing: You may slow the foe's movement speed by 15ft for 3 turns [On crit: 6 turns duration] (4 turns immunity) or reduce their movement to 0 for only 1 turn. [On crit: 2 turn duration] (2 turns immunity)

This works with magic weapons.

Critical Status Effects

On a critical hit, if you inflict a status effect, it will double in the way specified in the status effect, or you may inflict a status effect you can inflict for free.

Specific Weapon Effects

At 7th level, after a successful attack roll, you may inflict another status effect based on the weapon type for 1 status point (if the foe targeted will be immune to the effect for a number of turns, it will be noted. The immunity "timer" counts down during the status effect as well), independent or along with the damage type statuses, as follows:

Migraine/Light Bludgeoning (Club & Light Hammer): Cause the foe that you hit to have their attack rolls subtracted to by your STR modifier (minimum of -1) (2 turns immunity) [On crit: Disadvantage + -STR on attack rolls]

Concussion/Skull Pick (Great club, Warhammer, War Pick, Sickle): Cause the foe's INT, WIS, & CHA modifiers to drop to 0 for 2 turns, if one has a modifier of 0 or lower, the modifier is subtracted to by 1 for 3 turns. (5 turns immunity) [On crit: 4 turns duration]

Spikey Bludgeoning (Mace, Flail, Maul, & Morningstar): Afflict the 'bleed' status effect (see Status Points) [On crit: double damage]

 Blocking (Quarterstaff, Rapier, & Great Sword) When someone attacks you and you have this effect active, it gives you a +5 AC boost for that attack. The status ends when the +5 AC boost happens, or when your next turn arrives. [On crit: +10 AC for next attack]

Disarming Blades (Short Sword, Long Sword, & Scimitar): You may perform the disarm action, but with an added +2 bonus. This does not work on spellcasting focuses. [On crit: +4 bonus on disarm]

Lances (Javelin, Spear, Glaive, Lance, Pike, & Trident): Unless the weapon was thrown, the enemy is now grappled and may attack you. If the grappled enemy hits you, they immediately get out of the grapple. This only works on medium or smaller foes. [On crit: Works on Large foes as well]

Axes (Hand axe, Great axe, Battleaxe & Halberd): You may try to 'cleave' the foe by doing another attack roll. If it fails, the attack goes normally. If you succeed, the attack does double damage, and the target is now bleeding (unless they are already bleeding). [On crit: Triple damage for cleave]

Bows (Light crossbow, short bow, hand crossbow, great crossbow, long bow): If the foe is 10ft or less away from a wall and is Medium or smaller, they are restrained and pinned to the wall until someone uses their action to pull the arrow out, an attack roll targeting them misses, or they use something that teleports them in some way. The restrained foe cannot use somatic spell requirements until they are no longer restrained.  [On crit: Works on Large foes]

Annoying (Sling & Dart): The targeted foe must make an effort to attack you next turn. (2 turns immunity) [On crit: Effect lasts for 2 turns]

Backstab (Dagger): If the targeted foe did not move towards you (unless explicitly stated that they had their back turned), attack you or something in a 10ft radius centered on you last turn, you may backstab them and deal 6 + STR modifier damage, along with bleed. [On crit: Double Damage]

Poison (Blow gun): The targeted foe is poisoned for 1 turn. (3 turns immunity) [On crit: 2 turns duration]

Friction Burn (Whip): The targeted foe takes an extra (your level/2 rounded down + your STR modifier) fire damage and their AC drops by 2 for 1 turn. (The extra damage always happens, but the AC drop has a 2 turn immunity) [On crit: 2 turn AC drop]

This works with magic weapons.

Magic Weapon Effects

At 10th level, you can use a status point to inflict a status effect that is based off of the element of the magic weapon, along with or independent of the other features. It is up to your DM to decide what element a magic weapon has. If the foe inflicted with the status effect is immune to that effect for a certain number of turns, it will be specified. The elements go as follows:

Fire: You may inflict the 'burned' status effect, which is similar to the bleed status effect (see above), but the check to fix it is Survival instead of Medicine, and it uses fire damage instead of regular damage. [On crit: Double damage]

Water: The foe is now prone, and they must use their movement & their bonus action to stand up for the first turn of the condition, becoming normally prone after a turn. [On crit: Must always use movement + bonus action, even after 1st turn of the special prone]

Earth: Slow the foe's movement speed by 10ft for 3 turns. (4 turns immunity) [On crit: 6 turn duration]

Air: Knock the foe back 20ft. If they hit a wall or another creature, they take 2d4 + STR extra damage (if knocked back into a creature, they also take the same amount of damage) [On crit: 40 ft knockback]

Electric: Paralyze the foe for a max of 3 turns, they roll a CON save at the start of their turns with a DC equal to what you rolled to hit. On a fail, they stay paralyzed and take 1d4 lightning damage. On a success, they are no longer paralyzed. (5 turns immunity) [On crit: 6 turns maximum duration]

Ice: 'Freeze' the foe for a max of 3 turns, causing a status effect like petrified but it can be broken out of by causing 10 dmg to the ice block that the target is stuck in. (3 turns immunity) They must roll a CON save with a DC equal to what you rolled to hit. [On crit: 6 turns maximum duration]

Poison: Inflicts poisoned for the foe's next attack. They must roll a CON save at the start of their turn, with a DC equal to what you rolled to hit. On a fail, they take 1d8 + STR poison damage, on a success, they take half of that. [On crit: Poisoned for next 2 attacks]

Acid: Decreases the foe's current active weapon's damage by half for 2 turns (does not stack) [On crit: 4 turn duration]

Light: Cause the target to attack the closest creature (including allies). (3 turns immunity) [On crit: Closest creature attack for next 2 attacks]

Dark: Decreases the foe's spell save DC by your STR mod for 2 turns. (does not stack) [On crit: 4 turn duration]

Plant: Use the 'Grasping Vine' spell on the foe with a DC equal to what you rolled to hit. On a fail, they are grappled and take 1d8 + STR damage, on a success they are not grappled. They roll this save at the start of the turn until they are not grappled or they are incapacitated. [On crit: Double damage]

Force/Generic Magic Weapon: You may infuse this weapon with one of the above elements using a d12 (reroll on 12) for 3 turns using a bonus action, making you able to use its magic status effect. Also, you may infuse it with an element based on its environment (eg. tundra = ice, desert = fire, forest = plant, etc.) [No crit effect]

Status Detonator

At 15th level, you may spend a status point to 'detonate' an enemy's status effects, which deals 1d8 per status effect that is still active which you inflicted on the target (+STR) to 1 enemy within 20 ft of you. However, this deactivates the status effects which you inflicted and resets the cooldown of deactivated status effects which have one.

Status Effects Improvement

At 18th level, all status effect cooldowns are reduced by your DEX modifier/2 (minimum of - 1 turn) turns and saving throws that were caused by a status effect inflicted by you have an increased DC (+DEX, minimum of +1).

Previous Versions

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6/28/2025 5:00:54 AM
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