Fighter
Base Class: Fighter

You are a fixer from the Shi Association South Sector 1, an immensely powerful mercenary group that hunts dangerous monsters or powerful criminals. However, you were recently caught out in an intense battle, leaving you scared and unable to fight at the same level you used to. These scars weaken your abilities, however you might be able to overcome them later

Placeholder abilities are only here so I can post this, please ignore them.


IMPORTANT: This subclass gives you downsides and debuffs as you level up; these downsides are removed at level 18, though. Please read carefully so you don't come complaining because you didn't read the downside and died because of it.

Level 3
You gain the following abilities:

To Overcome Crisis/Treading Lightly: You can replace an attack with Guarding or Evading. When guarding, roll 2d4; the next attack that hits you deals that much less damage, this can reduce damage to 0, but not into the negatives. When evading, roll 1d12. If an attack hits you and its damage is lower than the number you rolled, the attack deals no damage, and you can reuse the evade dice, but if the damage is higher than the number you rolled, the attack deals its normal damage.
Downside:
You have disadvantage on rolls to avoid falling prone.

At Level 7, your guard dice are increased to 3d4, and your evade dice are increased to 1d4+1d12.
At level 12, your guard dice are increased to 4d4, and your evade dice are increased to 1d6+1d12.
At level 15, your guard dice are increased to 5d4, and your evade dice are increased to 1d8+1d12.
At level 18, your passive "Treading Lightly" is removed, removing this ability's Downside (disadvantage on rolls to avoid falling prone). When landing an attack, you gain 1d4 Haste*.

*Haste: Increase your current initiative roll by the amount of haste on self ([Initiative roll] + [haste]); this can change your initiative position. Haste is considered an Initiative bonus.
Haste is halved at the end of each round. If your haste is higher than 10, your haste is divided by 4 at the end of the round instead (round up). If you only have 1 haste at the end of the round, that stack of haste is removed.



Level 7
You gain the following abilities:

Eye of Death/Enervation: As an action, you can wait and observe an enemy's patterns and weak points, and the next attack you do on that creature gains +4 damage and advantage on the Hit roll. You can also choose to use 1d6 damage instead of the flat +4.

Downside:
All damage you deal is reduced by 1d4, with a minimum damage of 1. Your hit bonus is lowered by 3, which can be reduced to a negative (ie, 2-3= -1).

At level 12, your Eye of Death damage bonus is increased to +6 (or 2d4), and you can do an Interruption* attack on the Observed creature.
At level 15, your Eye of Death damage bonus is increased to +10 (or 2d6), and you can decide not to gain advantage on the hit roll to instead deal critical damage on a hit.
At level 18, the passive "Enervation" is removed, removing this ability's Downside. Your Eye of Death damage bonus is increased to +12 (or 2d8).

*Interruption: Triggered whenever the target does an action, interrupt attacks happen before the interrupted action, and cancel the interrupted creature's action on a hit. Interruption attacks are considered an opportunity attack for feats and other similar features.


Singular Strike/Overbreathing: The first attack you do per round deals (1d6 + Initiative bonus) bonus damage. At the start of each round, you heal 1d6 Health and gain 1 focus*.
The initiative bonus part of the damage calculation is capped at 15.

Downside:

At the end of each round, roll a d6; on a 1, you gain the Hyperventilation status. When hyperventilating, you automatically fail charisma saving throws, attack creatures within 5 Ft. of you (including allies), you have a -2 to damage, and you use an Interrupt attack on any creature that moves within 10 Ft of you, including allies. You stop hyperventilating after receiving magical healing, after 3 rounds, after combat ends, or after rolling a 1 or 6 on the end-of-round roll.

At level 12, your Singular Strike bonus damage is increased to (1d6 + 1.5x initiative bonus)[round down]. At the start of each round, you heal 1d4+2 health instead, and you also gain 1 Haste. Initiative bonus cap increased to 20.
At level 15, your singular strike bonus damage is increased to (1d8 + 1.5x Initiative bonus +2)[round up]. At the start of each round, you heal 1d4+4 health instead, and your Focus & Haste gain is increased to 2. Initiative bonus cap increased to 25.
At Level 18, you can no longer Hyperventilate; rolling a 1 or 6 instead prevents buff decay until the end of the next round (Haste, Focus, & Power).

*Focus: Your Crit range is increased by the amount of focus on self, you lose 1 focus when landing a hit, and you lose all focus on a natural crit (Eye of Death Level 15 auto-crit does not consume all focus, only the normal 1 focus). You can have up to 5 Focus stored at a time. Focus also does not decay after combat.


Level 12
You gain the following abilities:

Kizuna/Extreme Fatigue: When any creature you are in combat with (including allies) dies or is incapacitated, you gain 1 Power* that decays 1 round later than normal.

Downside:
When rolling a 1 or 2 on any d20 roll, you gain one level of exhaustion, to a limit of 2.

At level 15, you gain 2 strength instead of 1.
At level 18, your passive "Extreme Fatigue" is removed, and your Power decays 2 rounds later than normal instead of 1. Your exhaustion level cannot go above 2.

*Power: Your hit bonus and attack damage are increased by Power ([x] + [Power]). Your current Power is halved at the end of each round. If you only have 1 stack of power at the end of the round, that stack is removed.

Deflect assault: When an attack hits you, respond with a 1d6 Guard attempt if you don't have an active guard already.
At level 15, your Guard response die is increased to 1d8.
At level 18, your Guard response die is increased to 2d6.


Level 15
You gain the following ability:

Flashing Strike/Desperate struggle: Your movement speed increased by 5, and you deal 1d6 extra damage after moving 15 Ft or more in the same turn.

Downside:
You gain disadvantage on all strength rolls while under 80% of your max HP (round up).

At level 18, your movement speed is increased by 10 instead, your extra damage after moving is increased to 2d6, and Desperate Struggle only takes effect while under 30% (round down) of your max HP instead.


Level 18
You gain the following attack:

Boundary of Death: You can use your action to attempt to Land Boundary of Death once per Shortrest.
When attempting Boundary of Death, roll a d4; on a 4, Boundary of Death succeeds, else, you hit the enemy for slashing damage equal to the number you rolled.
When Boundary of Death succeeds, roll your weapon damage, and add 50 to the damage. If this attack kills an enemy, their soul is severed, and they cannot be revived or raised as an undead with anything less than a Wish spell, or after anything that can mend one's soul is used.


Version 1.2

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