Base Class: Fighter
"I wield the leashes of every house and the beasts who were wandering without a Family Hierarch to serve. The twelve beasts are mine to control."
- Jia Baoyu, The first Lord of the Heishou.
Using the strength of the 12 Heishou Packs, the Lord of the Heishou shall slay all who oppose them. Whether it's the Mao Branch directly protecting them, the Wu Branch acting as Cavalry during a siege, or the Si branch carrying out assassinations, they all answer to The Lord.
This subclass is meant to be used with multiple Heishou pack Subclasses
A creature counts as a Heishou ally for this subclass if the creature is your ally (willing, not hostile), and the creature’s class/subclass explicitly has the word “Heishou Pack” in its name (DM may allow NPCs/monsters with that trait to count)
Leash-holder of All Heishou - Level 3
"So this is what Daguanyuan looks like from the zenith of Hongyuan, huh?"
The Heishou Lord
For each Heishou Ally other than yourself, you gain benefits based on the number of Heishou Allies under your command.
Your attacks deal an additional 1 damage for each Heishou Ally, up to 5 additional damage. Whenever you take damage from an attack, reduce that damage by 1 for every two Heishou Allies you have, up to a maximum reduction of 3.
If you have five or more Heishou Allies, your AC increases by 1, and your Heishou Allies deal an additional 2 damage with their attacks.
Cut them Down, Heishou Packs
Once per turn, when you hit a creature with an attack, select 1 other ally within 20 feet of you. That ally can use its reaction to move towards the attacked creature and make 1 melee attack as part of the same reaction. The ally can move up to its speed toward the attacked creature without provoking opportunity attacks, make the attack, and then either remain in its new location or return to the space it occupied before using this reaction.
If the ally is a Heishou Ally, they make 1 additional weapon attack.
If no other allies are within 20 feet of you when this feature is triggered, you may choose to either make 1 unarmed strike against the creature, or move up to half your movement speed without provoking opportunity attacks.
Consultation - level 7
"A Folly to Speak those words"
I wish to Open the Path
You gain proficiency in persuasion, and your charisma score increases by 1, to a max of 21
At level 10, you also gain proficiency in intimidation, and whenever you make an Intimidation check, you gain a bonus to the check equal to the number of Heishou Allies within 60 feet of you.
Dialogues
At the start of your turn, you heal health equal to the amount of Heishou Allies within 60 feet of you. If there is no Heishou Allies within range, heal equal to your charisma modifier instead.
At level 15, the healing from this feature is increased by your charisma modifier even when Heishou Allies are within range.
Uncompromising Imposition
Track the amount of healing you receive, including healing that goes beyond your maximum hit points. When the total healing tracked by this feature reaches 25% of your maximum hit points, you gain a +1 bonus to attack rolls and damage rolls. When it reaches 50%, this bonus increases to +2, and when it reaches 75%, it increases to +3. The bonuses and tracked healing resets at the end of combat.
You gain the bonuses for each threshold reached, even if a single instance of healing causes you to reach multiple thresholds.
I must Push you Further - Level 10
"Do not fear the futility. There will be time for that once you have spoken your mind."
No Matter how many must Bleed
After you or a Heishou Ally within 60 feet of you reduces a hostile creature to 0 hit points, you gain a +1 bonus to the damage rolls of your attacks. This bonus increases by 1 for each additional hostile creature reduced to 0 hit points, up to a maximum of +4. The bonus resets at the end of combat.
At 15th level, whenever a Heishou Ally reduces a hostile creature to 0 hit points, that ally gains the current bonus to damage rolls granted by this feature until the end of combat.
Questions, Answers
When you hit a creature for the first time each round, make a Charisma (Persuasion) check contested by the creature's Charisma (Insight) check. If you win the contest, the hit creature has disadvantage on the next d20 Test it makes.
Life from Death
When a creature other than you within 80 feet of you is reduced to 0 hit points while in combat, you heal equal to your constitution score. This feature does not activate when a Summoned creature is reduced to 0 hit points.
At level 15, the healing from this feature is increased by your proficiency bonus.
Like a Roaring Storm - Level 15
"I ask again, Jia Baoyu, what is it that Hongyuan needs?"
Tears of the Tarnished Blood
Once per day, when damage would reduce you to 0 hit points, you can negate that damage and regain hit points equal to twice your Fighter level.
Heishou Keenclaw - Retreat Order
At the end of your turn, you can choose to issue a Retreat Order to one ally. You can give a Retreat order to any ally within 40 feet of you. When an ally receives a retreat order, they may make 1 weapon attack against a hostile creature if the ally can target the creature with a weapon attack without moving, then the ally becomes invisible until the end of their next turn and may immediately move up to their movement speed. An ally with invisibility from this feature cannot make attacks or cast offensive spells while invisible.
If the ally is a Heishou Ally, they heal 2d8 hit points when exiting the invisibility granted by the retreat order, and may make 2 weapon attacks instead of 1 when receiving the Retreat order.
The Sole, Absolute Lord of Hongyuan - Level 18
"You're ridiculous, Big Brother"
"Evil must be mercilessly wrested from their roots(除惡務盡 斬草除根). The path I have chosen as the Lord of Hongyuan is a path unburdened by the need to seek understanding from others. Thus, Big brother - no, Jia Qiu, this dialogue has met an impasse."
- Jia Baoyu, the Lord of Hongyuan
The One Who Walks The Way of the Hegemon - Tiangang Star
All Heishou allies within 70 feet of you gain the damage reduction bonus from your "The Heishou Lord" feature. You score a critical hit on a roll of 19 or 20 instead of 20. When you critically hit a creature, you inflict 1 stack of "Deathrite - [Wane]. Your attack and damage bonus increases by 1 for each different Deathrite on the creature.
Multiple stacks of the same Deathrite count as one different Deathrite for effects that reference different Deathrites.
When a Deathrite affecting a creature with Deathrite - [Wane] triggers, it triggers one additional time, then the creature loses one stack of Deathrite - [Wane]. If multiple Deathrites on the same creature trigger simultaneously, Wane causes each of those Deathrites to trigger one additional time, then Deathrite - [Wane] is reduced by 1 as normal.
Deathrite - [Wane] does not trigger from Deathrite effects caused by Wane.
Answer me, Heishou Packs
As an action, you can issue an Exalted Command to all Heishou Allies within 50 feet of you. Allies that receive this order immediately move up to their movement speed towards the closest hostile creature and take the attack action. The movement does not provoke opportunity attacks, and after all of their attacks made through this feature resolve, the ally may choose to return to the location they were at when the Exalted Command was given. This feature may only be used once per combat.
After using this feature, you gain the bonuses described in each of the affected Heishou Allies' "Heishou Bolus Contamination - [___] Branch" feature. Multiple of the same Heishou Branch do not give the Heishou Bolus Contamination bonus multiple times.
If a Heishou Ally receives an Exalted Command, but is unable to target any hostile creatures after their movement, you can instead have them teleport to an unoccupied space within 5 feet of you and carry out the Exalted Command from there. If there are still no creatures that would be able to be targeted, the Heishou Ally can choose to either remain beside you, or return to their Original position, then the Ally heals 3d8 hit points.
Previous Versions
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