Fighter
Base Class: Fighter

As a G.O.A.T., you have both the talent and the work ethic to excel above all other adventurers. You have the athleticism, the knowledge, the work ethic, and most importantly, the mentality to be the best. You don't just have the strength to dominate opponents, you also excel when your back is against the wall; and when the world is about to end and the stakes are at their highest, your party knows that you have the clutch gene. No matter the situation, you have the power to pull through for your friends and take your enemies down no matter the cost. 

Offseason Training

You gain proficiency in both strength and acrobatics if you did not already, and you have expertise in one of these two abilities of your choice. Additionally, you can choose to either add your strength modifier to your initiative rolls, or you can double your dexterity bonus to initiative rolls. 

Rookie Season

You can expend a charge of your Second Wind ability to use Action Surge instead, and vice versa. You can still only use Action Surge once per turn.

Playmaker

Whenever you use the Action Surge ability, you can choose up to two of you allies in a combat encounter to take their turns immediately after yours instead of on their turn in the initiative order. Any allies selected can choose not to take their turns after yours, in which you can select a different ally. 

Clutch Time

Whenever you start your turn with less than 25% of your hit points remaining, or if one of your allies in combat is unconscious and rolling death saves, you can take a reaction to activate Clutch Time. When you activate Clutch Time, you gain an additional use of Action Surge and Second Wind that can only be used on this turn. Additionally, you have a pool of 100 temporary hit points that you can divide amongst your allies. (For example, if you have 4 allies, you can give each of them 25 temporary HP, or you can give two of them 30 temporary HP, and the other two only 20.) If you decide to give an ally that's unconscious and rolling death saves at least 1 temporary HP, they are brought back to consciousness with 1 HP. You can only give each ally a maximum of 50 temporary HP. This ability can be used once per long rest. 

Winning Culture

Whenever you miss a weapon attack, you gain a +2 bonus to your next attack roll. This ability stacks with with itself if you miss consecutive attacks, and resets once you hit an attack.

MVP

You gain two additional uses of Clutch Time. Additionally, whenever you use a reaction to activate Clutch Time, you have advantage on all attack rolls until the end of your turn. Finally, whenever you roll initiative and have no uses of Clutch Time remaining, you get back one use. 

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