Base Class: Fighter
"She left nothing in the wake of her rampage, except a fine, red mist..." -Excerpt from the Legend of the Red Mist.
Through some way or another, you have the combat prowess and strength of the legendary adventurer, The Red Mist. You might be a reincarnation, their student, or perhaps even child. How you have the power is irrelevant though, as now that your powers have awakened, there will be no stopping you from turning your enemies into a fine Red Mist.
Level 3
Focus Spirit: As a bonus action, you can enter a defensive stance, while in this stance, your AC is increased by your strength mod (Max of +3), and if an enemy misses an attack against you in this stance, your next attack has a +1 to Hit and Damage. Multiple Misses increase the number of attacks the bonus lasts (Max of 3), not the bonus itself. The defensive stance lasts until the end of your next turn, or until you attack
At Level 7, the bonus increases to +2.
At Level 15, the bonus increases to +3.
Legendary: Your Constitution, Dexterity, and Strength scores increase by 1, to a max of 22. This happens again at level 15.
EGO: Mimicry: At this level, you gain a Magical Greatsword of an appearance of your choice. It has the base stats of a +1 Greatsword, as well as one special feature;
'Goodbye; When killing a creature, heal health equal to half of excess damage dealt during the killing blow.'
At level 7, it becomes a +2 Greatsword.
At level 18, it becomes a +3 Greatsword.
Level 7
Onrush: As an attack replacement, you can choose to rush forward in a straight 60 Ft line towards an enemy (this can provoke opportunity attacks) and make a melee weapon attack. If you kill the creature, or lower the creature below half health, you can target a different creature to rush and attack, this goes on until you fail to meet the reuse conditionals, Miss, or if no more valid targets remain. You cannot target a creature you already hit with onrush with a Onrush Reuse. You can use this feature a number of times equal to your proficiency bonus each long rest.
At level 15, once per short rest, when you fail to reuse Onrush, you can instead choose to take 2d8 Psychic damage and forcibly continue the reuse chain, the first attack after restarting the chain has a 120 Ft range. Restarting the Chain allows for you to target creatures you have already hit with onrush.
Courage to Protect: Your allies have their AC increased by half your proficiency bonus while within 10 feet of you, and while in your defensive stance, you can choose to redirect attacks aimed at allies within 20 feet of you to yourself, up to 2 times per ally, per turn, AoE effects cannot be redirected. Critical Hits cannot be fully redirected, The ally takes 1d6 less damage, and the damage reduced is redirected to you
At level 15, the AC bonus increases to Your proficiency bonus.
Level 10
Legend's Prowess: At the start of combat, before initiative is rolled you can choose to activate this feature. While this feature is active, at the end of every second round of combat, you re-roll initiative and use the new result. This feature cannot be disabled during combat. While this feature is active, you deal bonus damage when attacking a creature with a lower initiative, every 2 points of initiative difference gives you +1 damage against that creature, max of +5.
At level 15, while Legend's Prowess is active, you also add a d6 to your initiative roll.
Retaliate: When a creature misses an attack against you, you can make a melee weapon attack against that creature. This can only happen once per round, and cannot be used during your defensive stance.
At level 15, you can use retaliate twice per round.
At level 18, you can use retaliate 3 times per round.
Level 15
The Strongest: During the first round of combat, if Legend's Prowess is active, your initiative is set to 30. After this feature is activated, you have a +2 to initiative rolls for the rest of combat.
At level 18, Your initiative is set to 30 on the 2nd round of combat as well.
Great Split: Vertical: As an action, you can attempt to split a creature in two. Make a melee weapon attack against a creature, That creature must make a DC (8 + Your proficiency bonus + your strength Modifier) Constitution saving throw, on a failure, the creature takes Double damage from the attack, and becomes paralyzed until the end of their turn. On a Success, the creature takes +1 die of damage from the attack. After using this feature, you cannot use it again until you deal 250 damage, or after a long rest. Damage from this feature cannot be used to recharge this feature.
At level 18, the attack made during G.S.V. deals +1 base dice of damage.
Level 18
"What will remain if I keep washing away blood with blood? Would only a Bloodstained Shell be left?" - Kali, The Red Mist, shortly before manifesting her EGO for the first time.
EGO Manifestation: After dealing 250 damage, You can choose to manifest your EGO at the start of your turn. Red and black armor coats your body, while a thick mist of blood flows like a cape behind you. While your EGO is manifested, your AC increases by 3, your strength and dexterity scores increase by 4, and all of your attacks deal an extra d6 of damage. The Following features are also strengthened:
The Strongest: Your initiative is always set to 30 while EGO is manifested.
Retaliate: Triggers when hit as well, limit increased to your Proficiency bonus.
Great Split: Vertical: DC changed to 15 + your strength modifier.
Courage to Protect: Range doubled.
Onrush: When used while ego is manifested, you don't consume uses of Onrush, however you can still only use it once per turn. You can also Restart the Onrush chain for free once per turn.
Action Surge: You can choose to deal 4d8 Psychic damage to yourself to activate action surge instead of spending a use.
If you failed to deal damage while EGO manifestation is activated, it ends and you take 10d8 Psychic damage, and the requirements to activate it again increases by 150 damage. The requirement increase resets after a long rest. At the start of your turn, you can also choose to end your EGO manifestation without increasing the requirement.
At Level 20, you take 5d8 psychic damage when EGO manifestation breaks instead of 10d8, and the requirement only increases by 100 instead of 150.
Great Split: Horizontal: Requires EGO to be Manifested. As an action, you can increase the size of your weapon and slash forward, any enemies with a 40 x 40 ft line Infront of you must make a DC (10 + Your proficiency bonus + your strength modifier) dexterity saving throw, on a failure, they take three instances of damage from the weapon you used, on a success they take half damage. After use, this feature cannot be used until you deal 300 damage, or after a long rest. Damage from this feature cannot be used to recharge this feature.
At level 20, the range increases to a 50 ft wide x 40 ft long line
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
6/10/2026 12:58:58 AM
|
24
|
2
|
--
|
Coming Soon
|
Comments