Base Class: Fighter
Fighters who fight like falling stones, Meteor Knights are uniquely specialized in utilizing blunt weaponry to their maximum effectiveness. Fighters of this school typically prefer maces, warhammers, and mauls, although some utilize staves and clubs to resounding effect.
Meteor Knight Features
Fighter Level Feature
3rd - Heavy Hitter, Brace for Impact
7th - Starstruck
10th - Meteor Shower
15th - Impact
18th - Rock Body
Heavy Hitter
Starting at 3rd level, you learn how to accelerate the impact of your blows for maximum effect. Once per turn, whenever you deal more than 10 damage to a creature with a melee attack using a weapon that deals bludgeoning damage, you can force it to make a Strength saving throw or suffer one of the following effects:
The creature is knocked prone.
The creature is pushed 10 feet away from you.
The creature drops one object of your choice that it is holding, which lands at its feet.
The DC for these saving throws is equal to 8 + your proficiency bonus + your Strength modifier.
Brace for Impact
Starting at 3rd level, you learn to brace against otherwise devastating blows. As a reaction to taking more l than 10 damage, you can hold strong against the impact and reduce the damage by 1d10. This increases to 2d10 at 10th level, 3d10 at 15th level, and 4d10 at 18th level.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.
Starstruck
At 7th level, you can daze an opponent with your blows.
Whenever you hit a creature with a melee attack using a weapon that deals bludgeoning damage, you can l force it to make a Constitution saving throw. On a failed save, it becomes stunned until the end of its next turn.
You can use this feature a number of times equal to your Strength modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.
Meteor Shower
At 10th level, you shrug off blows with a shower of sparks.
When you reduce damage from a melee weapon attack using your Brace for Impact feature, the attacker takes fire damage equal to the damage reduced.
Impact
At 15th level, you learn to channel your strikes in a destructive wave.
As an action, you can slam the ground with a weapon that does bludgeoning damage. Each creature within 10 feet of you that is not behind total cover must make a Dexterity saving throw. A creature takes 4d10 bludgeoning damage and is knocked prone on a failed save, or half as much damage and is not knocked prone on a successful one.
If you use this feature immediately after falling, the damage dealt by this feature increases by 1d6 for every 10 feet you fell.
Rock Body
At 18th level, your physical form has become accustomed to the heat and shock from your style of combat. You gain immunity to fire damage and bludgeoning damage from nonmagical attacks.