Fighter
Base Class: Fighter

There isn't enough time in your life to hear the backstory of this individual. The anime swordsman's past is shrouded in mystery, and you can bet this fighter's parents were gruesomely murdered in his or her formative years.

Gloating Monologue

When you choose this archetype at 3rd level, as a Bonus action on your turn you can loudly and deliberately make a long-winded monologue aimed at a creature explaining exactly how you've just gained the upper hand and have been holding back in some ridiculous and obscure way. Make a Charisma (Intimidation) or (Performance) check contested by the target's passive Wisdom (Insight). If you succeed, you have advantage on the next melee attack you make against the target creature on this turn.

Haunted Yet Convenient Past

At 3rd level, you gain proficiency in Intimidation or Performance (your choice).

The Power of Friendship

Starting at 7th level, when a creature drops one of your allies to 0 hit points in sight, you go into a blind rage and attempt to REVENGE them. You have advantage on all melee attack rolls against the creature that downed your ally, and disadvantage on all attack rolls against any other target. This effect ends if the target dies or your ally regains at least 1 hit point.

Plot Armor

Starting at 10th level, when rolling for death saving throws you only suffer one failure when rolling a 1, and you regain 1 hit point on a roll of 19 or 20.

Untapped Potential

Starting at 15th level, you gain a climbing speed equal to your current walking speed. This benefit works even when moving up or across completely flat, smooth surfaces, but only in short bursts; you fall if you end your turn on or against a surface and nothing else is holding you aloft. Additionally, the Extra Attack feature from the Fighter class now applies when you take the Ready action to make an attack.

Ridiculously Impractical Ultimate Attack

Starting at 18th level, as an Action you can make a single melee attack against a creature with extra anime power. A massive explosion forms from the power of your convictions and monologues and each creature in a 40-foot-radius from your target excluding yourself must make a Dexterity saving throw. The ability save DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (Your choice).  The sphere spreads around corners. If your attack hits, the target takes the damage as normal and makes its save against the explosion at disadvantage. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

Once you use this feature, you must complete a long rest before you can use it again.

Previous Versions

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5/11/2018 3:40:01 PM
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7/31/2018 6:08:41 PM
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1.3
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