Fighter
Base Class: Fighter

Wild and unorthodox, the Brass Brawler specializes in using ball bearings for battle. Using them to control the battlefield, or even for decisive attacks.

Level 3: Ball Bearing Tactics

You've learned how to not slip on your weapons of choice, while turning that hazard for your enemies into favorable terrain for yourself. While walking over ball bearings, your movement speed is doubled, as you slide gracefully across the battlefield. 

Furthermore, your strikes are deliberate, targeting specific points to make your target stumble back and move. Every time you deal damage on a creature thats standing on top of ball bearings, the targeted creature must remake the saving throw. For every success, it gains a point of Dizziness, and the next time the creature makes the saving throw, they must subtract half of your fighter level, rounded down if necessary, for that roll. Dizziness stacks up to a maximum of 3 points, and with every point a creature has, the total amount they must subtract from the saving throw increases as well. A creature can only be Dizzied for 1 minute, unless it gains another point, in which case, the duration is reset.

Level 3: Weapons of Brass Destruction

You gain the following benefits:

* As a bonus action, you can fill your hands with a fistful of ball bearings, and add an extra oomf behind your punches. You increase the damage of your unarmed strikes by 1 d6. While encumbered by the extra weight, your hands become a weapon with the heavy property. While in this state, you are unable to properly use your hands, and can only end it with an object interaction to drop your balls, or when you Utilize them. When thrown, they count as a normal use of ball bearings.

* As a bonus action, you can make a ranged improvised weapon attack, of which you are proficient with, to flick two ball bearings onto a target's eyes. On a hit, it deals 1 d8 bludgeoning damage and the target is blinded until the start of their next turn. If this attack is made within 5ft of a target, it does not suffer from disadvantage. When a creature is blinded in this manner and standing on top of ball bearings, they temporarily loose their sense of balance, and gain disadvantage on thier next saving throw to avoid slipping on ball bearings, until the blinded condition is removed. 

* When you take the Attack action, you can substitute one of your attacks to take the Utilize action and throw a bag of ball bearings instead. 

Level 7: Roll Out

You acquire a technique that allows you to roll along the ball bearings under your feet. A time equals to your proficiency bonus, you can masterfully move a 10ft square of ball bearings with you, as long as the terrain isn't stairs, or difficult terrain. While using this feature, any time you move while manipulating the ball bearings, all creatures within that square must make a saving throw for each 5ft of movement you expend. You regain all expended uses of this feature after completing a Short or Long Rest.

Level 10: Rolling Tide

While in an area delineated by ball bearings, you can use one of your attacks to kick a 10ft square beneath your feet, to an area within 30ft of you. Any creatures hit by the square must make a Dexterity saving throw to avoid being Prone.

Alternatively, as a reaction, you can kick the ball bearings towards a creature attempting to attack, or force a saving throw upon you. That creature has disadvantage on that attack roll, or either gives you advantage on the saving throw, as they stumble and attempt to correct their aim.

If a creature has any points of Dizziness when entering contact with a Rolling Tide, they automatically fail the saving throw for the ball bearings, and take 1 d4 of bludgeoning damage per point they accumulated, as they fall and stumble to the ground.

Level 15: Cannon Ball Tactics

You gain the following benefits: 

* Your hands have grown accustomed to grasping a painful amount of ball bearings, and trained to hold on to a few more. The extra die for your unarmed strikes increases to a d8, and your unarmed strikes gain the graze property, as your attacks now leave a devastating impression wherever they hit.

* When you use one of your attacks to throw a bag of ball bearings, you can twirl it like a sling to increase it's range, as well as bring devastation onto creatures who get hit by the descending projectiles. You can now throw a bag of ball bearings at a range of 40ft, and creatures who are within the 10ft square must make a Dexterity saving throw, with a DC equal to 8 + your proficiency bonus + your STR modifier. On a fail, they take 6 d8 bludgeoning damage, or half as much on a success. 

Level 18: Tactical Spillage

When you take the attack action, you can now substitute two attacks to throw a bag of ball bearings.

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