Fighter
Base Class: Fighter

Level 3: Toppling Blow

When you hit with a Heavy melee weapon, you gain a "Stance Break" Die (D4), and you may choose to attempt to break the targets stance, by rolling all active "Stance Break" dice against a Constitution saving throw made by the target. On a success, the target is knocked prone. "Stance Break" dice are discarded upon use, you may have a maximum of 6 at any given time.

Level 3: Training Weights

Your time spent with your giant weapon has caused normal items to feel like playthings, you have Advantage on all Strength (Athletics) checks.

In addition, your carrying capacity increases by 50lbs, so long as you are carrying a Heavy weapon.

Level 7: Rod from God

When making an attack with a Heavy Melee weapon, you may choose to expend 10ft of movement to extend the reach of the weapon by 5ft and add double your strength modifier to the damage roll. However, the force generated by this attack is so drastically overkill, that in the event that you miss, your weapon is embedded deep within the earth and cannot be used until you remove it, expending either your full movement or a bonus action.

Level 10: Tremorous Cleave

Your "Stance Break" dice are now D6s.

Additionally, your weapon is now so unbelievably heavy that upon performing a "Rod from God" attack, (even on a miss) you may choose to expend a "Stance Break" die to cause a small earthquake, rolling the die and causing anyone within range equal to the rolled number must succeed a DC 10 Strength saving throw or take Bludgeoning damage equal to 1D6 + your strength modifier, on a success they take half damage. If the "Rod from God" attack that caused this missed, the weapon is instantly removed from the earth, and does not require any form of action to remove.

Level 15: Hyperdensity

Your "Stance Break" dice are now D8s.

Additionally, the very existence of your weapon is a direct and flagrant insult to the fundamental underpinnings of the universe. It is so unthinkably, comically, disgustingly large that it warps the fabric of reality around it. Upon a successful attack with a Heavy weapon, you may choose one of the following effects:

Gravitate: All prone creatures within 20ft must succeed a DC 12 Strength saving throw or be unable to stand up until the end of their next turn.

Shockwave: Any creatures of your choice within 20ft are knocked away from you a number of feet equal to 5 times your strength modifier, up to a maximum of their speed.

Level 18: Titanslayer

Your "Stance Break" dice are now D10s.

Your weapon is too big, far too big,  its so big in fact, that any creatures other than you must perform a DC 18 Strength check every time they attempt to wield or swing it. Its size is beyond description, towering above you, turning your silhouette into that of a small building, rather than a person. Your physical ability has grown so absurd due to carrying it that you are able to wield any Two-Handed weapon with one hand, incurring no negative effects. 

Additionally, due to the aforementioned grotesque magnitude of your armament, you may embed it in the earth as a bonus action, creating a veritable monument in front of you. This provides Total Cover to anyone behind it until it is removed and reequipped as an action. This cannot be removed via Tremorous Cleave.

All attacks made with Heavy, Two-Handed weapons gain +1D6 on all attacks made against Huge creatures, and +1D8 on all attacks made against Gargantuan creatures.

 

 

 

 

 

 

Level 3: Toppling Blow

When you hit with a Heavy melee weapon, you gain a "Stance Break" Die (D4), and you may choose to attempt to break the targets stance, by rolling all active "Stance Break" dice against a Constitution saving throw made by the target. On a success, the target is knocked prone. "Stance Break" dice are discarded upon use, you may have a maximum of 6 at any given time.

Level 3: Training Weights

Your time spent with your giant weapon has caused normal items to feel like playthings, you have Advantage on all Strength (Athletics) checks.

In addition, your carrying capacity increases by 50lbs, so long as you are carrying a Heavy weapon.

Level 7: Rod from God

When making an attack with a Heavy Melee weapon, you may choose to expend 10ft of movement to extend the reach of the weapon by 5ft and add double your strength modifier to the damage roll. However, the force generated by this attack is so drastically overkill, that in the event that you miss, your weapon is embedded deep within the earth and cannot be used until you remove it, expending either your full movement or a bonus action.

Level 10: Tremorous Cleave

Your "Stance Break" dice are now D6s.

Additionally, your weapon is now so unbelievably heavy that upon performing a "Rod from God" attack, (even on a miss) you may choose to expend a "Stance Break" die to cause a small earthquake, rolling the die and causing anyone within range equal to the rolled number must succeed a DC 10 Strength saving throw or take Bludgeoning damage equal to 1D6 + your strength modifier, on a success they take half damage. If the "Rod from God" attack that caused this missed, the weapon is instantly removed from the earth, and does not require any form of action to remove.

Level 15: Hyperdensity

Your "Stance Break" dice are now D8s.

Additionally, the very existence of your weapon is a direct and flagrant insult to the fundamental underpinnings of the universe. It is so unthinkably, comically, disgustingly large that it warps the fabric of reality around it. Upon a successful attack with a Heavy weapon, you may choose one of the following effects:

Gravitate: All prone creatures within 20ft must succeed a DC 12 Strength saving throw or be unable to stand up until the end of their next turn.

Shockwave: Any creatures of your choice within 20ft are knocked away from you a number of feet equal to 5 times your strength modifier, up to a maximum of their speed.

Level 18: Titanslayer

Your "Stance Break" dice are now D10s.

Your weapon is too big, far too big,  its so big in fact, that any creatures other than you must perform a DC 18 Strength check every time they attempt to wield or swing it. Its size is beyond description, towering above you, turning your silhouette into that of a small building, rather than a person. Your physical ability has grown so absurd due to carrying it that you are able to wield any Two-Handed weapon with one hand, incurring no negative effects. 

Additionally, due to the aforementioned grotesque magnitude of your armament, you may embed it in the earth as a bonus action, creating a veritable monument in front of you. This provides Total Cover to anyone behind it until it is removed and reequipped as an action. This cannot be removed via Tremorous Cleave.

All attacks made with Heavy, Two-Handed weapons gain +1D6 when made against Huge creatures, and +1D8 when made against Gargantuan creatures.

 

 

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