Base Class: Fighter
You trained yourself in the art of fighting by only using your legs and feet, whether you don't like to get your hands dirty or for some other reason, you've trained your hardest to perfect the form and to utilize it in every situation. Your kicks are devastating enough that you can even kick down walls and precise enough to catch and deflect projectiles with ease. Your legs are constantly drenched with the blood of your evemies hence labeling you the Red Leg Fighter.
With each kick is a step towards your long pursuit dream.
Red Leg Style Training
3rd Level Feature
You train your body to utilize your feet and legs as your only primary weapon.
- You use your Legs and Feet in making your Unarmed Strikes and as a way to block attacks. You don't use your hands or a held weapon in making your attacks.
- Your Unarmed Strike Kick Techniques is considered Unarmed Strikes.
Unrelenting Kicks
3rd Level Feature
You've trained your legs to deal devastating blows and are sturdy enough to block and prevent you from falling over.
Passive Traits
- Your Unarmed Strikes deal an additional 1d4 bludgeoning damage.
- You have an Advantage in saving throws to resist being forcefully knocked prone.
- You gain +10 feet bonus movement speed and +5 more when you reach levels 7, 10, 15, and 18.
- You can use Dash and Jump as a Bonus Action and Dodge as a Reaction.
- Follow Through: Your leaping is so fast that you can deliver a barrage of kicks (up to 3 kicks combo per action), depending on the Combo Technique you use.
Basic Unarmed Strikes Kick Techniques
Party Table Kick Course
An attack for fighting against large groups. You jump into the air and land on the head of one of the opponents in a handstand. Then spins around rapidly to deliver a kick to the face of anyone within range. After you run out of targets, you dismount and kick the person you were spinning on. You can also perform this move with a normal handstand on the ground.
Mutton Shot Combo
This attack forms part of the combo in order of Collier, Épaule, Côtelette, Selle, Poitrine, Gigot, and Mouton Shot. (Total actions consumed: 2 Attack Action & 1 Bonus Action)
- Collier Strike: As an action, you deliver a powerful kick to the opponent's neck. You can follow through as part of the attack action, Épaule and Côtelette. You can use your reaction to use this to block and deflect incoming projectiles big and solid enough to catch, such as cannonballs and solid spells (like Ice).
- Épaule: A downward kick targeting the opponent's shoulder, meant to knock them off balance or drive them into the ground (if they are still standing). As part of the same action of Collier Strike.
- Côtelette: Dropping down into a one-handed handstand position, you kick the opponent hard in the ribs, sending them up flying. As part of Collier Strike & Épaule attack action.
- Selle: As an action or bonus action, using the momentum from the Côtelette attack, you (still in a handstand) spin around in the opposite direction to deliver a fast kick to the opponent's lower back. You can follow through as part of the attack action Poitrine and Gigot (No follow-through if used as a bonus action).
- Poitrine: As an action, you land a stabbing kick into the opponent's chest. You can follow through with Gigot and Mutton Shot as part of the same attack action.
- Gigot: You run toward the opponent delivers a sweeping kick to the kneecaps, with the opponent either sent flying 5 feet up or slammed to the ground as a result. As part of the Poitrine attack action.
- Mutton Shot: You dash forward and channel all your might into one leg to deliver a devastating kick, aiming at the opponent's midsection, or sometimes their head. As part of Poitrine and Gigot attack action and a finishing blow.
Slice Shot
A disarming attack in which you run forward, jump into the air, and kick the opponent's hand to knock a weapon from it.
Brochette
As an action, you jump over the top of your opponent and aim one leg directly downwards. You then drop downwards while spinning like a drill as you strike your opponent with your extended leg.
Concasse
You leap high into the air and start flipping rapidly to gain speed, then bring the heel of your foot down on the opponent's head. You can also perform an alternate version of this attack by balancing on one hand and spinning sideways rapidly before delivering a kick to your opponent's side. In either version, you can use your action to jump and spin or one handstand spin to gain momentum, delivering a powerful, devastating kick to the head or side. You can do this multiple times equal to your proficiency bonus.
Anti-Manner Kick Course
Ydeliverers a massive kick in which yoliftts one of your legs a full 180 degrees in the air. This attack is usually aimed at the very centre of the opponent's torso (front or back) and is almost always enough to defeat any opponent with one strike. For much taller and gigantic targets, canjumps to the desired height to execute the move, even targeting the jaw. Using your action, ion you deliver this devastating blow targeting vital parts of the body. You can do this multiple times equals to your proficiency bonus.
Diable's Passion
7th Level Feature
You train your legs even further, faster, and with your burning passion, you could even light up your legs into red-hot flaming kicks, making your kicks even more deadly. Your burning passion is so hot that it says that you could even light up your enemies in flames upon making contact with one of your kicks.
Passive Traits
- Sky Walk: At will, you learn the ability to make your leg strong enough to kick air, launching yourself 10 feet up in the sky per kick.
- Each kick uses 5 feet of your movement speed to launch yourself 10 feet up. You can end your turn in the air by maintaining at least 10 feet of movement to keep yourself from falling. (Ex. You have 30ft of movement, you can spend 20 feet to launch yourself 40 feet in the air, and keep the 10ft remaining to remain upfloat.)
- Blue Walk: The underwater version of Sky Walk.
- You can make your attacks up in the sky as long as the enemy is 5ft near you.
- You can carry creatures equal to or one size smaller than you; you can carry multiple creature equals to your STR modifier to easily carry them in the air.
- At level 10, Sky Walk doesn't trigger opportunity attacks.
- Your unarmed strikes deal an additional 1d6 bludgeoning damage
- Your burning passion gives you Resistance to fire damage.
Intermediate Unarmed Strikes Kick Techniques
Armée de L'Air Shot
It is a team attack where you propel the combo partner with your leg to a distant target. You can use your reaction to launch one willing creature towards a distant target; you can safely launch that creature to a distance equal to your maximum movement speed.
- Creatures launched this way have an advantage on their next attack action, and they deal an additional force damage equal to your unarmed strike dice.
Diable Jambe
Is a technique where you heat your leg, adding extreme heat to the impact of your kicks. While doing so, you can burn your opponents or set them on fire due to the high temperature. You can utilize this technique with either the left or right leg, as well as both at the same time. As a Bonus Action, you spin rapidly in place, heating your legs with the friction of the spin, making your legs glow red-hot. Your unarmed strikes (Kicks) deal an additional 2d8 fire/radiant damage; the target needs to make a CON saving throw, or they will be set on fire, taking 1d6 fire/radiant damage upon ignition and at the start of their next turn. Diable Jambe lasts for 1 minute. You can do this multiple times equal to your proficiency bonus per long rest.
Flambage Shot
While in the air, you kick the side of an opponent with your foot as Diable Jambe's heat greatly increases the power, often with explosive effect. The target is usually kicked downwards, causing them to come crashing into the ground. As an action, while Diable Jambe is active, you kick the target creature's side, making them make a CON saving throw on a fail. The creature takes 4d8 bludgeoning + Diable Hambe damage and is set on fire upon hitting the ground. The creature explodes in a fiery explosion, and creatures within 15 feet where the target lands take 1d6 fire damage.
Frites Assorties
As an action, jumping high into the air, you deliver three simultaneous kicks in three directions (left, right, and forward) while Diable Jambe is activated, resulting in flames spiraling towards the target at the point of impact. Creatures within a 20ft cone must make a STR saving throw or take 3d8 bludgeoning + Diable Jambe damage and be knocked back 15ft towards the direction the kick travels.
Extra Hachis
As an action, you performs a barrage of strong kicks from multiple directions at close range. You make 3 rapid unarmed strikes (kicks) per action, you can target this kick to one creature within your reach or target multiple creature within 5 feet of your primary target.
Parage Shot Combo
Also called Plastic Surgery Shot. You perform this move as a finishing blow after using his combo of Œil, Nez, Joue, Bouche, Dents, and Menton. (This combo requires 3 attack action)
- Œil: As an action, you perform a precise straight kick to the opponent's eyes. As part of the same action you can Follow Up the combo Nez & Joue.
- Nez: As an action, as part of the Follow Up, you perform a precise straight kick to the opponent's nose.
- Joue: As an action, and part of the Follow Up, you perform a precise straight kick to the opponent's cheek.
- Bouche: As an action, you perform a precise straight kick to the opponent's upper jaw. This attack targets the roof of their mouth, and thus can only be performed when the opponent's mouth is open. As part of the same action you can Follow UP the combo Dents & Menton.
- Dents: As an action, and as part of the Follow Up, you perform a precise straight kick to the opponent's teeth. You hits both the upper and lower sets of teeth at the same time, and thus can only use his attack when the opponent's mouth is closed.
- Menton: As an action, and as part of the Follow Up, you perform a precise straight kick to the opponent's chin.
- Parage Shot: As an action, and as a finisher of the combo, you delivers a barrage of kicks to each section of the opponent's face. These kicks are so powerful that they can alter the structure of the opponent's face, resulting in an effect similar to plastic surgery.
Hell Memories
11th Level Feature
Your soul no longer flees from pain. Your fears, trauma, and buried rage burn within you-and when you fight, they ignite your body into a living inferno.
Passive Traits
- You are now immune to fire damage.
- Your unarmed strikes deal an additional 2d6 bludgeoning damage.
- You gain the Feat Blessing of the Blue Star: Haki
Expert Unarmed Strike Kick Techniques
Hell Memories
As an action, you close your eyes and recall a painful memory, and you immediately become enraged, with your whole body catching fire. You then leap into the air and deliver a powerful kick to your opponent, setting their entire body on fire and causing significant damage.
Poêle à Frire: Spectre
After using Sky Walk at least 20 feet up as an action, you kick repeatedly downward with your flaming leg (Diable Jambe) to take out multiple opponents. Bolts of colorful fire rain down in a 20-foot area below you.
Bien Cuit: Grill Shot
As an action, running at your target at incredible speeds, you spin around (Diable Jambe) and deliver a strong back kick to the center of your target. This will burn a significant portion of the target around the kicked area and leave a grill-shaped burn.
Ifrit Resolve
15th Level Feature
You trained your body, muscles, and speed, making it tougher, faster, and even stronger. Your body is tough enough to support even stronger flames.
Passive Traits
- Ifrit Jambe: A much stronger variant of Diable Jambe. As a bonus action, you spin rapidly as your legs become capable of enduring much hotter flames than before, turning blue and producing blazes resembling lightning.
- Your unarmed strikes (Kicks) deal an additional 2d8 fire/radiant/lightning damage; the target needs to make a CON saving throw, or they will be set on fire, taking 2d6 fire/radiant/lightning damage upon ignition and at the start of their next turn.
- While Ifrit Jambe is active, you gain a +20 feet bonus movement speed.
- Ifrit Jambe lasts for 1 minute.
- You can do this multiple times equal to your proficiency bonus per long rest.
- Your Unarmed Strikes deal an additional 2d6 bludgeoning damage.
- You gain Resistance to Lightning Damage.
- You gain +2AC as your body becomes stronger and tougher.
Dreamkindled Ascension
18th Level Feature
You no longer burn because of what hurt you. You burn because of what you believe in, what you dream of, and the future you refuse to abandon. Your fire becomes purer, brighter—and far more terrifying.
Passive Traits
Dreamfire
Hell Memories now last for 1 minute after activating. While Hell Memories is active, it transforms into Dreamfire:
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Your kick attacks deal an additional 1d12 radiant or fire damage (your choice per hit) and ignite the target ,dealing 1d10 fire or radiant damage at the start of their turn.
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Your unarmed strikes ignore resistance to fire and radiant damage
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You have an advantage on all saving throws against being charmed, frightened, or magically put to sleep
The flames now shine like dawn fire—golden, crimson, and white.
When Hope Refuses to Fall
If you would be reduced to 0 hit points while Dreamfire is active, you can instead drop to 1 hit point, and Dreamfire erupts outward.
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All hostile creatures within 15 feet take 4d10 radiant/fire damage
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You may immediately move up to your speed and make one kick attack
Once this happens, Dreamfire ends.
This feature can be used once per long rest.
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