Base Class: Fighter
Using reach weapons to create space between you and the enemy, so that you can strike while they can't. You gain mastery of various stick maneuvers to defend yourself and Defeat your enemies.
Mastery of Sticks
Extension
Stick Maneuvers
More Stick Maneuvers
Beating the Milkyway
Mastery of Sticks
You have certain skills that make you a better fighter with glaives, halberds, quarterstaffs, or spears.
When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals bludgeoning damage.
While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter your reach.
Keep away
When a creature moves within 5ft of you, during their movement phase (or if the take the dash action) you can use your reaction to move 5ft away from them. This movement doesn't provoke opportunity attacks. You can then make an attack against them if the strike hits their speed becomes 0 until the start of their next turn.
Extension
You learn how to make the best use of your reach extending it.
At 7th level, any weapon with the reach weapon property has its reach range increased by 5ft.
If you take the dodge action, then if attacked by a creature within the reach of your weapon then your receive a plus 2 to your ac.
Stick Maneuvers
At 10th level you learn one of the following stick maneuvers. If a maneuver requires a saving throw the dc is equal to (8+strength modifier+proficiency bonus)
Stick maneuvers:
- Sweeping attack. As an action all creatures within 5ft of you must make a dc (8+strength modifier+proficiency bonus) dexterity saving throw taking 3d6 bludgeoning damage and being knocked prone on a fail and taking half damage on a success.
- Polevault. As a bonus action you can use this maneuver to move to a space up to twice your reach in distance. (ie 10ft reach you can move to a spot 20ft away) This movement does not provoke attacks of opportunity.
- Thrust attack. When you make a melee attack, the target must make a strength saving throw dc (8+strength modifier+proficiency bonus). on a fail you can push the target up to your reach distance in a straight line.
- Overhead Slam. you can use your bonus action to hit all creatures in a line equal to your reach. Each target must make a Dexterity saving throw taking 3d6 bludgeoning damage on a fail and half on a success.
- Rapid Jab. When you make an attack of opportunity you can make the same number of attacks you would make if you had taken the attack action.
- Skull blow. When you make a melee attack the target must make a Intelligence saving throw dc (8+strength modifier+proficiency bonus) or be stunned until the end of your next turn.
- Twin blow. When you hit with a melee attack against one target and there is a second target within your reach. The second makes a wisdom saving throw or takes the same damage as the first target.
- Precision strike. As an action you can strike a creature within your reach, that creature must make a Constitution saving throw or be paralysed until the end of their turn.
You can use this maneuver an number of times equal to your strength modifier(minimum of 1). You recharge expended uses on a long rest. You can change maneuver known on a long rest.
Overhead Slam
You can use your bonus action to hit all creatures in a line equal to your reach. Each target must make a Dexterity saving throw taking 3d6 bludgeoning damage on a fail and half on a success.
Polevault
As a bonus action you can use this maneuver to move to a space up to twice your reach in distance. (ie 10ft reach you can move to a spot 20ft away) This movement does not provoke attacks of opportunity.
Precision strike
As an action you can strike a creature within your reach, that creature must make a Constitution saving throw or be paralysed until the end of their turn.
Rapid Jab.
When you make an attack of opportunity you can make the same number of attacks you would make if you had taken the attack action.
Skull blow
When you make a melee attack the target must make a intelligence saving throw dc (8+strength modifier+proficiency bonus) or be stunned until the end of your next turn
Sweeping attack
As an action all creatures within 5ft of you must make a dc (8+strength modifier+proficiency bonus) dexterity saving throw taking 3d6 bludgeoning damage and being knocked prone on a fail and taking half damage on a success.
Thrust Attack
When you make a melee attack you can push the target up to your reach distance in a straight line.
Twin blow
When you hit with a melee attack against one target and there is a second target within your reach. The second makes a wisdom saving throw or takes the same damage as the first target.
More Stick Maneuvers
You can choose a second maneuver, this maneuver you can use an number of times equal to your strength modifier (min of 1). You recharge expended uses of this ability on a short rest.
Polevault
As a bonus action you can use this maneuver to move to a space up to twice your reach in distance. (ie 10ft reach you can move to a spot 20ft away) This movement does not provoke attacks of opportunity.
Precision Strike
As an action you can strike a creature within your reach, that creature must make a Constitution saving throw or be paralysed until the end of their turn.
Skull Blow
When you make a melee attack the target must make a intelligence saving throw dc (8+strength modifier+proficiency bonus) or be stunned until the end of your next turn.
Thrust attack
When you make a melee attack, the target makes a strength saving throw dc (8+strength modifier+proficiency bonus). on a fail, you can push the target up to your reach distance in a straight line.
Twin Blow
When you hit with a melee attack against one target and there is a second target within your reach. The second makes a wisdom saving throw or takes the same damage as the first target.
Overhead Slam
you can use your bonus action to hit all creatures in a line equal to your reach. Each target must make a dexterity saving throw taking 3d6 bludgeoning damage on a fail and half on a success.
Rapid Jab
When you make an attack of opportunity you can make the same number of attacks you would make if you had taken the attack action.
Sweeping attack
As an action all creatures within 5ft of you must make a dc (8+strength modifier+proficiency bonus) dexterity saving throw taking 3d6 bludgeoning damage and being knocked prone on a fail and taking half damage on a success.
Beating the Milkyway
As an action by expending both your second wind and your action surge, you unleash a short burst of incredible power. You magically extend your staff filled with power to as far as you can get it. (max of 300ft)
All creatures in a line 300ft long must make a dexterity saving throw DC (15+strength modifier+proficiency bonus). On a fail they take 10d12 bludgeoning damage and 10d12 force damage. half on a success. This damage counts as magical for the purpose of overcoming immunity even if the base weapon is not.
You can use this ability once and it recharges after 1d4 days.
.
dndbeyond error feature
Comments