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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8/13/2018 2:51:24 PM
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This absolutely amazing. You have captured the archetype perfectly
highly cultured man, you are one
This is by far something I’m going to use in a one shot one day. If I can ever play >.>
Kinda funny, but overpowered and not balanced.
It’s Kirito!
I see that you too, are a man of culture.
SUPPA SMASH BROS ULTIMATE FINISHER!!!!
yes
AMAZING!
This is truly beautiful, both as a joke and for its surprisingly viable mechanics.
(I'd tune down the Ridiculously Impractical Attack to 10d8 Force damage over a 40ft radius, with another 10d8 dealt to the target at the start of their next turn if the attack hits, and I would make the initial effect also hit you for half damage.)
Auto-proficiency on busterswords and katanas
*Cries*
Ridiculously Impractical Attack needs some heavy rebalancing. Here is why:
This ability is essentially a watered down Meteor Swarm, a 9-th Level Evocation Spell. Watered down though it may be, it gives a few distinct advantages: no potential self-damage, Fighter capability to prevent foes from escaping their melee range (essentially mandating a large nuumber of enemies in the ability range), and impose disadvantage on a single enemy (meaning it's likely to nearly one-shot anything but a boss even at that level), as well as Fighters can be built to incorporate tons more damage into a single strike, meaning this would be added on top of the 30 damage they can do with the weapon alone. The main issue with giving that kind of firepower to a Fighter is that a Sorcer or Wizard has at maximum only one 9th level spell, and they use their entire turn to cast it. This attack takes one of a Fighter's 4 actions, each action is able to deal upwards of 20 damage per hit. On top of that, this kind of ability is the pinnacle of a Wizard/Sorcerer class, and the whole way up the ladder they have to deal with all the drawbacks of being a squishy caster class at the benefit of having that kind of output in damage. Giving that level of damage (and more with their other actions) to a class that already has a whole crap ton going for it all the way up is what severely unbalances it.
If I believe in the heart of the die, I know I will win.
i agree. it is the best!
I just don't understand the love,it insanely overpowered,you force people into a blind rage.Please explain the love. Although the abilities are somewhat special.I'd give 2/2 stars.
actually hilarious
I have a total of one complaint; the text seems to be a little bit small.
I feel like the Ridiculously Impractical Ultimate Attack needs to have an equally long charge-up time.
this is the best thing to come out of homebrew
This is the most funny thing I have ever read on dnd beyond, bravo. All the stuff said in this subclass is so true with anime, I say this as a weeb lol. Shakespeare couldn't create art like this