Base Class: Fighter
"Lets make this quick, this pungent smell of Ash and Blood is already irritating me"
The Northern Branch of The Thumb focus on Shutting down the opposition's attacks before shattering their defenses and delivering Summary Judgement. Unlike the other Branches, they do not use ammunition, instead relying on pure talent and strength.
Class and Respect - Level 3
"It doesn't matter if your sword style has no equal, Play by my tempo or get shattered!"
Stigma Workshop Heavy-Impact Modification
While wielding a weapon you are proficient in, it deals bonus fire damage on a hit equal to your Proficiency bonus plus half your strength modifier (rounded down).
When rolling weapon damage, each pair of dice that roll the same number inflicts Tremor on the target equal to half the matching number, rounded down. A die can only be part of one pair for this feature.
When rolling weapon damage, if any die rolls maximum, trigger 'Tremor Burst' on the target.
When a creature is inflicted with Tremor, the DM notes down a 'Stagger Threshold' at 40% of their current hit points (rounded down) if they do not already have a Stagger Threshold. When a creature's hit points drop below the Stagger Threshold, or the Stagger Threshold is increased above their current hit points, the creature becomes Stunned until the end of its turn.
When a creature with Tremor has a Tremor Burst triggered against them, their Stagger Threshold raises by the amount of Tremor stacks they had, then their Tremor Stacks are halved. All stacks of Tremor are removed when combat ends.
After becoming Staggered, the Target's Stagger Threshold is removed.
For future reference, a creature is considered 'Staggered' while stunned due to their Stagger Threshold is triggered.
Brace Up
When a creature misses you with a melee attack, they take damage equal to the difference between their attack roll and your Armor Class. If the difference is 5 or more, they are also inflicted with Tremor equal to Half the difference.
As an action, you can enter a Defensive stance until the start of your next turn. While in this defensive stance, add your Proficiency bonus to your armor class, and double the damage and Tremor applied from a creature missing you. You cannot move or use Action Surge for the remainder of the turn after entering this stance. You can still use your reaction and bonus action normally.
Enforcer of The Thumb Northern Branch
You gain the 'Bad Reputation' feature from the Sailor background. If you already have the Bad Reputation feature, the crimes people are too afraid to report you for increase from Misdemeanors to Gross Misdemeanors.
Additionally, you gain proficiency in Intimidation. If you are already proficient, you gain expertise instead.
When you make a Charisma (Intimidation) check against a creature that recognizes your reputation, you can add your Strength modifier to the roll.
Threefold Tenacity - Level 7
"Target is Broken and Bleeding, that's what happens if you're Contro Le Regole."
Grin and Bear It
When a creature within 30 feet of you is targeted by an attack while you are in your Defensive stance, you can cause that attack to target you instead, even if you would not normally be a valid target for the attack. You cannot redirect Area of Effect Spells, but can redirect spells that target a single creature multiple times, such as Magic Missile.
Whenever you take damage, it is reduced by your proficiency bonus, or twice your proficiency bonus while in your defensive stance. This cannot reduce an attack's damage below 1.
The Sweet Feeling of Fist Meeting Ribs
When you trigger Tremor Burst against a creature, regain hit points equal to the number of Tremor stacks removed from that creature by Tremor Burst.
When you reduce a creature to 0 hit points, gain temporary hit points equal to the Tremor the creature had.
If you reduce a creature to 0 hit points with an attack that triggered Tremor Burst, you Heal hit points and gain temporary hit points equal to the Tremor the creature had before the Tremor Burst instead of the normal benefits from this feature.
Ash and Blood - Level 10
"Even when it's melting, Snow looks better in Crimson. Ain't that right boys?"
Ash Like Snow, Snow Like Ash
When landing a Critical Hit, all of the Creature's Tremor is converted into Tremor; Scorch. Tremor; Scorch functions the same as Tremor, but when a Tremor Burst is triggered, the creature takes Fire damage equal to half of the Tremor; Scorch on the creature. While a creature has Tremor; Scorch, all Tremor inflicted on them becomes Tremor; Scorch.
Tremor Type Conversions happen before Tremor Bursts are triggered if an attack causes both at the same time.
Grit
You gain resistance to Psychic damage, and you gain Immunity to the Charmed and Frightened conditions. When a creature hits you with a melee attack, they take damage equal to your proficiency bonus.
Living On A Razor - Level 15
"Kgh...! Hah... Death's Inevitable in the City I suppose, but I'm going to make the most of Mine!"
Live 'n Die
You gain proficiency in Death Saving Throws, and rolling a Natural 1 on a death saving throw only adds 1 failed death save instead of 2.
When you drop to 0 hit points, you do not fall unconscious, and you start tracking your hit points into the Negatives. You fall unconscious when dropping to -(2x your fighter level) hit points or below. While you are not unconscious, taking damage while at or below 0 hit points does not give you a failed death saving throw.
You remain in the Half-Death state until your hit points are raised to 1 or higher, or until you fall unconscious from reaching the threshold.
You still make Death Saving Throws as normal while at or below 0 hit points.
You may still take bonus actions, reactions, and additional actions while at or below 0 hit points. You still make death saving throws while unconscious from being below -(2x your fighter level) hit points. Failing 3 death saving throws still causes you to die.
Kgh... That... Didn't Hurt a Bit...!
When you become stable, your hit points are immediately set to 1. When you become stable, or otherwise increase your hit points from at or below 0 to above 0, you heal a number of hit points equal to your fighter level. The Threshold for you suffering Instant Death increases by twice your Fighter Level.
Disciplinary Action - Level 18
"Get your ass up, you still got another 8 Deaths to suffer through before your punishment is paid in full"
Discipline
As an action, if there is a Staggered Creature within 10 feet of you, you can carry out Disciplinary Action. Make a melee attack against the Staggered Creature, on a hit, they are knocked prone and you immediately move within 5 feet of that creature, then, you make 8 Unarmed strikes against that Creature, one at a time, using an attack modifier of a weapon you have of your choice. These Unarmed Strikes count as attacks made with the chosen weapon for the purposes of your Stigma Workshop Heavy-Impact Modification. Unarmed Strikes made this way deal additional damage equal to your strength modifier. If you reduce a creature to 0 hit points with this feature, each creature of your choice within 40 feet of you that can see you become Frightened of you until the end of your next turn and gain 10 Tremor.
If you miss the initial melee attack, this feature is canceled.
If a creature is reduced to 0 hit points with this feature before all 8 Unarmed strikes are performed, you may choose if you end the onslaught early or perform the remaining unarmed strikes.
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