Fighter
Base Class: Fighter

Wylders have suffered every inch of the way through life. They have adapted to a harsh living environment with resolve and indomitability.

Made my some guy on Youtube.

Level 3: Claw Shot

You create a wrist mounted device. You can use this device as you are proficient with it. As a bonus action you can shoot out a grappling hook from the device. The grappling hook can pull something toward you, or launch you forward. When you use your claw shot you can either choose to pull or launch.

Pull:

You shoot out a grappling hook to any point within 30 feet of yourself. If the point is on an object you can attempt to pull that object toward you. If the point is on a creature, the creature must make a strength saving throw against your save DC (8 + your proficiency bonus + your strength modifier). On a successful save, the creature is not moved. On a failed save you pull the creature, in a straight line, to any point between you and it.

Launch:

You shoot out a grappling hook to any point within 30 feet of yourself. If the point is on the ground, a large creature, or an object that is anchored enough, you can attempt to pull yourself toward that in a straight line. 

Whether you choose to pull or launch, if the grappling hook hits a creature, the creature takes piercing damage equal to your proficiency bonus.

Level 3: Battle Ready

You learn Distracting Strike and Goading Attack from the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength/Dexterity modifier (whichever is higher).

You gain two superiority die, which is a d6 (this die is added to any superiority dice you have from another source). At level 10 it becomes a d8, and at level 18 it becomes a d10. This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

You gain one additional superiority die (3 in total) at level 7.

Maneuvers

You know Distracting Strike and Goading Attack. You can only use one maneuver per attack.

If a maneuver requires a saving throw, the DC equals 8 + Strength/Dexterity modifier (your choice) + Proficiency Bonus.

Distracting Strike

When you hit a creature with an attack roll, you can expend one Superiority Die to distract the target. Add the Superiority Die roll to the attack’s damage roll. The next attack roll against the target by an attacker other than you has Advantage if the attack is made before the start of your next turn.

Goading Attack

When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to goad the target into attacking you. Add the Superiority Die to the attack’s damage roll. The target must succeed on a Wisdom saving throw or have Disadvantage on attack rolls against targets other than you until the end of your next turn.

Onslaught Stake

Your wrist mounted device can now harm your foes with explosive force.

As an action, you shoot a fiery explosion from your wrist mounted device. Each creature in a 20ft cube originating from you must make a dexterity saving throw. On a failed save, a creature takes 6d6+5 fire damage, is pushed 5ft away, and is knocked prone. On successful save, the creature takes half damage, is not pushed back, and is not knocked prone.

You regain use of this ability when you finish a long or short rest. You also regain use of this ability whenever you roll damage against a creature with a great sword or maul and both of the numbers on the rolled damage die are the same. The damage must be dealt to a hostile enemy and not a defenseless creature, you psychopath.

The damage increases to 8d6+5 at level 10, and 10d6+5 at level 15.

Sixth Sense

When you are about to meet an untimely end, you can immediately dodge to safety.

When you are reduced to 0 hit points, you can ignore that instance of damage instead and move up to half your speed, without provoking attacks of opportunity. This feature does not use your reaction. 

You can't use this feature again until you finish a short or long rest.

Fiery Follow Up

When you use your Claw Shot, and immediately after make a melee weapon attack, you may cause that melee weapon held in your hands to ignite with flames for 1 minute. While ignited, the weapon deals 1d6 extra fire damage and sheds bright light a 10ft. radius and dim light for an additional 10 ft.

If your fighting style is great weapon fighting, you may use that feature for the extra damage die granted from this feature.

Struggler

Your ability to sense danger and avoid it has become on par with a demi-god.

When you use your onslaught stake, you gain temporary hit points equal to double your fighter level. These temporary hit points last until the end of your next turn.

Additionally, you gain one more use of your sixth sense feature.

Wylder Image

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