Base Class: Fighter
You have worked hard to practice and become adept at such an unorthodox fighting style. You have likely spent many hours in a training yard or been beaten into the ground more than a few times in pursuit of such an odd style. But the payoff has been worth it. You weave sword, spear, and, hammer together like a bloody tapestry. Your opponents are never sure what to expect next and find themselves having difficulty preparing for your next attack. The DC of any save that this class requires opponents make is 8+(the attack roll modifiers of the triggering weapon).
3rd Flurry of Steel
Practicing with many different weapons your enemies are now met with a veritable armories worth of weapons when facing you. You may now freely equip/unequip weapons, these swaps do not consume your free item interaction. Provided that the weapon you are attacking with has not been used this turn and this is part of your attack action your attacks deal an additional 1d4 of the triggering weapons type. Effects from this class will often reference needing to be under the effect of Flurry of Steel. This is referring to the extra damage added.
3rd Finale
On the final attack you can make as part of your attack action (even if it's your first) provided that it's benefiting from Flurry of Steel it has an additional effect based on it's damage type. If you weapon deals multiple types declare the effect you wish to enact before or as you make your attack roll.
Slashing Weapons, Blood Loss - The Opponent makes a CON save or takes an extra roll of triggering weapons damage die (No Modifiers) if they move before the end of their next turn.
Piercing Weapons, Vicious Wound - The Opponent makes a CON save or their ac is reduced by 2 until the start of your next turn.
Bludgeoning Weapons, Overwhelmed - The Opponent makes a STR save or is knocked prone.
Elemental/Magical Weapons, Crackling - The Opponent makes a CON save or becomes encompassed in the energy type you hit them with until the start of your next turn. If someone hits them with a spell or magical weapon or heals them with a spell they take an extra roll of the triggering weapons damage die (No Modifiers). They can only take this damage once and the effect then ends.
7th Dance of the Steelweaver
Combat is less of a messy affair and more of a dance for you. Your skills have grown to reflect this.
When you land an attack under the benefit of your Flurry of Steel feature you may use your bonus action to take the disengage or dodge action. You may do so 3 times per short rest. Additionally you gain proficiency in the performance skill or another skill of your choice if you are already proficient.
10th The Favorite
Every parent loves all their children, but they always have a favorite.
As part of a long rest or when you gain this feature you may pick a weapon as your favorite weapon. When you attack with this weapon while benefiting from Flurry of Steel you can choose from the following effects.
Bolt - You move up to 20 feet in any one direction including vertically even if you are airborne. You may move before or after the attack. If you are not in range to attack but using this would put you in range you may do so. You must make the attack before doing anything else. This movement does not provoke attacks of opportunity.
Cripple - On a hit the opponent must make STR save or move at half speed until the start of your next turn.
Discombobulate - On a hit the opponent must make a CON save or have disadvantage on their next attack roll until the end of their turn.
15th Coup De Grâce
Your hands move so fast sometimes your opponents find themselves opening themselves up to attacks they didn't even know where possible.
When you make a critical hit you may forgo the extra damage and instead hit the opponent with another weapon. This attack is not considered to be part of your attack action. You do not roll for this attack and it automatically hits. This attack occurs at the same time as the triggering attack. You may swap weapons in order to hit with a weapon you are not wielding for this special attack if you so wish. This attack must be made against the same opponent as the triggering attack.
18th Divine Steel
Weapons become more in your hands.
You are considered proficient with any weapon including improvised weapons.
Any weapon you use is considered magical for the purposes of overcoming damage resistance/immunity.
Any weapon you use that is not magical gains a +2 to all attack and damage rolls.
Weapons you are using gain the light and thrown(20/60) properties if they don't already have them. They lose the heavy or two-handed property.
Any feats, features, etc. that require a weapon to have a certain property (heavy, two-handed) still function as normal as long as that weapon has that property normally. They also work if the weapon now fulfills the requirements based on gaining or losing properties.
Previous Versions
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8/21/2020 2:44:14 PM
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8/22/2020 1:56:55 AM
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Coming Soon
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