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.
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Me: Sets filters to 500+ points
DnD Beyond: Shows me this
Me: "I should have known"
Could it Baby give you advantage on Deth saves and make it so that you regain 1 hit point on a 19 or 20? Your second one sounds really cool and fitting!
Effects that would instantly kill you, such as Power Word Kill or taking remaining damage exceeding your hit point maximum whilst at 0 hp, instead reduce you to 0 hit points.#
So tru about the lynels, a silver one’s fire breath is the ultimate attack, and it’s op, just like this awesome subclass
Joke Classes are already great to begin with, but an actually BALANCED one!?!? (totally using this if i can)
Hi, and thanks for the feedback!
I won't be supporting this site with updates any longer, but feel free to use your second buff in your game if you use this, it's pretty cool and won't come up often, with the caveat that you must finish a Long Rest before you can use it again after you survive using it.
The first suggestion steps on a lot of other features' toes (like Half-orc), and I wouldn't recommend it personally.
Plot armor is underwhelming. Please consider further buffing the feature by adding one or both of the following effects:
*jaw lowers*
Acouple things I'd change like plot armor buffed to also have something similar to unarmored strike but this is honestly sick as hell
This is actually kind of balanced. Like this is weaker than clerics, wizards, sorcerers, and druids.
Rogues can already sneak attack people in the face by taking two levels in barbarian, so neither of this class's methods of doing that are overly exceptional. Also, basically never failing death saving throws is... fine? Like, it's not incredible, but it's never really a bad thing.
I... I love this...
Dude just pick this subclass and nothing short of an insta kill can kill you
With how Shounen Anime works, Ridiculously Impractical Ultimate Attack should be debuffed down to 2d6 fire damage + 2d6 bludgeoning damage after ending the first "villain". Since y'know, every other villain that appears after seem to be able to shrug off the Ultimate Attack with ease. You can have the Anime Swordsman roll on a d100 to determine if you'll be able to make a stronger version of the Ultimate Attack in the heat of battle.
Balls
It also ends if the ally regains any hit points, so you wouldn't be stuck with it forever.
Shouldn't "The Power of Friendship" have a time limit, like 1 hour? Otherwise, if the enemy escapes, you have disadvantage on all attack rolls until you find and kill them.
YES
This is the dumbest thing, and I am absolutely all for it.
Ridiculously Impractical Ultimate Attack should give you levels of exhaustion rather than being once per long rest. Maybe 3-4 levels per use. I know this makes it a lot worse but it seems more anime-like that it takes you several days to recover after using your ultimate attack.
Thanks!