Base Class: Fighter
"The Strength gap between Martials and Casters SUCKS, I DON'T WANNA BE IN A WORLD WHERE I'M LESS BULLETPROOF THAN GRANDPA OVER THERE! THE WIZARD SHOULD NOT BE MORE TANKY THAN SOMEONE WHO'S ARMOR IS MADE OF AN ACTUAL TANK."
-A very pissed off fighter.
Ever want to throw balance to the wind? Ever just want to slaughter a boss in 2 rounds by yourself? Ever want to make an isekai protagonist in DnD but you can't get their ability scores high enough? Well, no longer! This subclass will ensure you kill everything and ruin the balance of whatever campaign you're in.
Level 3
Boons and Features and Features and Boons: Whenever you get an ASI/Feature, you get an extra ASI/feature, and you can select an epic boon, ignoring any requirements. If you have all epic boons, you gain 2 more features/ASIs instead.
Sub-Subclass: Choose any number of other fighter subclasses to also progress in.
Jump-start: Any Ability score you have that is under 14 is set to 14.
Thick Hide: You gain +1 AC, I'll give you all this stuff, but I better not see you being overpowered.
Ability Score Steroids: When taking an ASI, instead of getting 2 total Ability score point increases, you gain 4.
Broken Limit: Your ability scores are capped at 50 instead of 20/30.
Level 7
The coin flip: When making an attack, flip a coin; on heads, the attack becomes a crit.
Bone-breaking parry: When an attack misses against you, and the creature has multiple attacks, make an attack against the creature. On a hit, the creature's turn ends.
Combo-Mad: Whenever you gain an extra attack, you gain 2 extra attacks instead.
Oh no you stibble-de-abbed me: You gain 3 legendary resistances that you get back on a long rest. When hit by an attack, you can use a Legendary resistance to negate the attack.
IMMA GET YOU: Your movement speed tripples, or is increased by 60, whichever is higher.
Level 10
MORE, MOOOORE!!!!: All your proficiencies become expertise; this applies to all proficiencies you currently have and all proficiencies you get in the future.
Improved Jump-Start: Any base ability scores below 20 are set to 20, all increases to stats that were changed are reapplied, so if you had a 14 in wisdom and you increased it to 18 with an ASI, your wisdom becomes 22.
Unending stamina: Your uses of all base fighter features are tripled, or increased by 4, whichever is higher. This also applies to any limited-use features from Epic Boons.
Get stunned, idiot: All attacks you perform trigger the munk class feature "Stunning Strike" without costing Ki.
Skill Monkey: You gain expertise in one saving throw and 3 skills.
Critical combo: Your Crit ranged is extended by 2, stacking with any other extended crit ranges (ie, champion fighter)
Level 15
Ability Score Supplement: All of your ability scores are increased by 5. Your Proficiency Bonus is also doubled.
GET THAT MOTHER FRICKER: You can apply a Mark to one creature you choose; all attacks made against that creature gain the effects of True Strike. You can apply this mark to another creature after combat ends or the creature dies.
Milti-Hit: When landing an attack, the damage of the attack is repeated 1d4 times.
Duplicity: All damage dice you use are doubled (so 1d4 becomes 2d4, 3d6 becomes 6d6, and so on), and all repeatable features/feats are also doubled (Ie. Extended Crit range, Magic Initiate, ASIs)
Magic Adept: When taking the Magic Initiate feat, you can choose to take higher-level spells depending on your current level. You also gain 2 spell slots for each higher-level spell you take, so taking a level 5 spell will give you 2 level 5 spell slots.
Healthy Boy: Your hit points are doubled, and all hit point increases you get are doubled. Temporary Hit points are also doubled.
Level 18
No more limits: Your ability scores are capped at 1000 instead of 50.
Ability score heroin: Your ability scores increase by 10. This boost is reapplied after killing a creature with a Challenge rating of 25 or higher.
Everyone's getting steroids: All allied martials within 150 feet of you have their ability score modifiers doubled.
Even more stat increases: Your Proficiency bonus is tripled, Expertise has a 4x multiplier instead of 2x, Your extra attacks are doubled, your AC increases by 2, and you gain expertise in all saving throws.
Oh right, resistances exist: Your attacks and spells bypass resistances and immunites, and you gain 5 resistances of your choice, as well as 1 immunity of your choice.
Every-repeating performance: After killing a creature with a Challenge rating of 25 or higher, you gain another ASI/Feat.
Touch of Death: When landing an attack, roll a d4; on a 4, the attack damage is multiplied by 100.
Level 3 abilities
Boons and Features and Features and Boons: Whenever you get an ASI/Feature, you get an extra ASI/feature, and you can select an epic boon, ignoring any requirements. If you have all epic boons, you gain 2 more features/ASIs instead.
Sub-Subclass: Choose any number of other fighter subclasses to also progress in.
Jump-start: Any Ability score you have that is under 14 is set to 14.
Thick Hide: You gain +1 AC, I'll give you all this stuff, but I better not see you being overpowered.
Ability Score Steroids: When taking an ASI, instead of getting 2 total Ability score point increases, you gain 4.
Broken Limit: Your ability scores are capped at 50 instead of 20/30.
Level 7 abilities
The coin flip: When making an attack, flip a coin; on heads, the attack becomes a crit.
Bone-breaking parry: When an attack misses against you, and the creature has multiple attacks, make an attack against the creature. On a hit, the creature's turn ends.
Combo-Mad: Whenever you gain an extra attack, you gain 2 extra attacks instead.
Oh no you stibble-de-abbed me: You gain 3 legendary resistances that you get back on a long rest. When hit by an attack, you can use a Legendary resistance to negate the attack.
IMMA GET YOU: Your movement speed tripples, or is increased by 60, whichever is higher.
Level 10 abilities
MORE, MOOOORE!!!!: All your proficiencies become expertise; this applies to all proficiencies you currently have and all proficiencies you get in the future.
Improved Jump-Start: Any base ability scores below 20 are set to 20, all increases to stats that were changed are reapplied, so if you had a 14 in wisdom and you increased it to 18 with an ASI, your wisdom becomes 22.
Unending stamina: Your uses of all base fighter features are tripled, or increased by 4, whichever is higher. This also applies to any limited-use features from Epic Boons.
Get stunned, idiot: All attacks you perform trigger the munk class feature "Stunning Strike" without costing Ki.
Skill Monkey: You gain expertise in one saving throw and 3 skills.
Critical combo: Your Crit ranged is extended by 2, stacking with any other extended crit ranges (ie, champion fighter)
Level 15 abilities
Ability Score Supplement: All of your ability scores are increased by 5. Your Proficiency Bonus is also doubled.
GET THAT MOTHER FRICKER: You can apply a Mark to one creature you choose; all attacks made against that creature gain the effects of True Strike. You can apply this mark to another creature after combat ends or the creature dies.
Milti-Hit: When landing an attack, the damage of the attack is repeated 1d4 times.
Duplicity: All damage dice you use are doubled (so 1d4 becomes 2d4, 3d6 becomes 6d6, and so on), and all repeatable features/feats are also doubled (Ie. Extended Crit range, Magic Initiate, ASIs)
Magic Adept: When taking the Magic Initiate feat, you can choose to take higher-level spells depending on your current level. You also gain 2 spell slots for each higher-level spell you take, so taking a level 5 spell will give you 2 level 5 spell slots.
Healthy Boy: Your hit points are doubled, and all hit point increases you get are doubled. Temporary Hit points are also doubled.
Level 18 Abilities
No more limits: Your ability scores are capped at 1000 instead of 50.
Ability score heroin: Your ability scores increase by 10. This boost is reapplied after killing a creature with a Challenge rating of 25 or higher.
Everyone's getting steroids: All allied martials within 150 feet of you have their ability score modifiers doubled.
Even more stat increases: Your Proficiency bonus is tripled, Expertise has a 4x multiplier instead of 2x, Your extra attacks are doubled, your AC increases by 2, and you gain expertise in all saving throws.
Oh right, resistances exist: Your attacks and spells bypass resistances and immunites, and you gain 5 resistances of your choice, as well as 1 immunity of your choice.
Every-repeating performance: After killing a creature with a Challenge rating of 25 or higher, you gain another ASI/Feat.
Touch of Death: When landing an attack, roll a d4; on a 4, the attack damage is multiplied by 100.







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