Fighter
Base Class: Fighter

He isn't

Spiked Armor Crafter

Beginning when you choose this archetype at 3rd level, you become proficient with smith's tools. If you are already proficient with smith's tools you can double your proficiency bonus for any ability check using it instead. You can also spend set amount of time as shown in the Spiked Armor table, provided that you have access to smith's tools, forge and animal bones worth at least 5 gp, iron worth 20 gp, steel worth 200 gp, dragon bones worth 2000 gp or adamantine worth 4000 gp to change any armor you have into spiked armor. The armor's statistics change as shown in the Spiked Armor table. To efficiently use light spiked armor you have to be proficient with medium armors and to efficiently use medium spiked armor you need to be proficient with heavy armors.

Spiked Armor table
Material used            Time needed (hours)       Cost (gp)           Damage             Strength (required)        Weight           Stealth               Don time (minutes)     Doff time (minutes)
Animal Bones                           2                               +15                     1d1                            +0                             +5             Not changed                    +1                               +0
Iron                                             4                               +50                     1d4                            +1                            +15           Disadvantage                   +5                               +1
Steel                                           4                              +250                    1d6                            +1                            +15           Disadvantage                   +5                               +1
Dragon Bones                           8                             +2500                  1d6 (magical)          +2                            +20            Not changed                    +5                               +1
Adamantine                             48                            +5000                 1d10 (mag. adam.)  +4                            +40            Disadvantage                  +10                             +5

While you wear spiked armor you can use it to make unarmed strikes with it, dealing piercing damage shown in the table + your Strength modifier. When you successfuly grapple a creature with your both free hands, while wearing spiked armor, the creature takes piercing damage as shown in table and again everytime it fails its ability check to escape your grapple. Additionally, everytime a creature hits you with an unarmed strike or natural weapon (claws, jaw, etc.) while you are wearing this armor, it takes piercing damage as shown in the table.

Living Battering Ram

Starting at 7th level, if you move at least 20 feet in a straight line and then shove, you have advantage on your Strength (Athletics) ability check and the creature takes 1 + your Strength modifier points of bludgeoning damage on a successfull shove. If you are wearing spiked armor, instead the creature takes piercing damage shown in the Spiked Armor table + your Strength modifier.

Unstoppable Charge

Starting at 10th level, you can use Dash action as a bonus action.

Grounding

Starting at 15th level, whenever a creature within 5 feet of you is knocked prone, you can use your reaction to fall prone and attempt to grapple it.

Additionally, you don't provoke opportunity attacks if you move at least 15 feet in a straight line, unless right after leaving opponent's reach you decide to stop or change the direction of your move during your next 5 feets of movement.

Imbreakoutable Grasp

Starting at 18th level, everytime a creature that you are grappling with both your hands try to attack or cast a spell with somatic components for the first time during it's turn, you can use your reaction to repeat a grapple check against it before it makes an attack roll or the spell it is trying to cast has any impact. . If you succeed, the creature takes bludgeoning damage equal to your Strength modifier and the spell it was casting fails having no effect or the attack it was trying to make is stopped and has no impact. If you are wearing spiked armor, the creature takes piercing damage shown in the Spiked Armor table + your Strength modifier instead.

Additionally, if you move at least 20 feet in a straight line before hitting an object with an unarmed strike, you can double the damage the object takes. If you are making this unarmed strike with a spiked armor, you can additionally convert piercing damage into bludgeoning.

You now can also attempt to shove the creatures that are two sizes bigger than you.

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