Base Class: Fighter
Choose from one of the fighting stances below
Dual two-handed - Character can wield two weapons with Heavy, reach or Two-Handed tags to deal 1 attack and one bonus action attack. (Great Axe, Glaive Etc.)
Dual Power grip - Character can use Wield two weapons with the Versatile or Finesse tag (Longsword, rapier etc.)
Quad Wield - Character can wield four weapons with Finesse or light tag (Scimitars, longsword)
Muntant Fighting Stance
You Choose one of the three options below as you mutant fighter stance:
Dual two-handed - Character can wield two weapons with Heavy, reach or Two-Handed tags to deal 1 attack and one bonus action attack. (Great Axe, Glaive Etc.)
Dual Power grip - Character can use Wield two weapons with the Versatile or Finesse tag (Longsword, rapier etc.)
Quad Wield - Character can wield four weapons with Finesse or light tag
Dual Power grip
Character can Wield two weapons with the Versatile or Finesse tag (Longsword, rapier etc.)
Make 1 attack roll and gain bonus action of attack
Dual two-handed
Character can wield two weapons with Heavy, reach or Two-Handed tags to deal 1 attack and one bonus action attack per round
Quad Wield
Character can wield four weapons with Finesse or light tag
You may take the attack action to perform one regular attack and the bonus action to make a second bonus attack. Unrelenting combo granted through the quad wielding combat style then allow you to make a 3rd and fourth attack so long as you have hit with first or second however those rolls will be made at disadvantage until higher levels.
Unrelenting Combo: Due to combat style that you have adopted you are allowed to make 2 additional bonus attacks so long as you have previously hit with either the first attack or the second (similar to flurry of blows features for a monk). The more you level the fighter class the more the unrelenting combo becomes part of your general actions and therefore at higher levels the Unrelenting combo strikes lose disadvantage and eventually are removed as bonus actions. However, at level 20 your damage multiplier is doubled to compensate for that.
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Action Attack |
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Two weapons fighting (BA) |
Unrelenting Combo (BA) |
Unrelenting Combo (BA) |
Action Surge |
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Level 1 |
Attack (S) |
N/A |
N/A |
N/A |
Bonus Attack (S) |
Bonus Attack (D) |
Bonus Attack (D) |
Attack (S) |
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Level 5 |
Attack (S) |
Attack (S) |
N/A |
N/A |
Bonus Attack (S) |
Bonus Attack (S) |
Bonus Attack (D) |
Attack (S) |
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Level 11 |
Attack (S) |
Attack (S) |
Attack (S) |
N/A |
Bonus Attack (S) |
Bonus Attack (S)
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N/A |
Attack (S) |
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Level 20 |
Attack (S) |
Attack(S) |
Attack (S) |
Attack (S) |
Bonus Attack (S) |
N/A |
N/A |
Attack (S) |
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Level 3-20 |
Manoeuvre |
N/A |
N/A |
N/A |
Bonus Attack (S) |
N/A |
N/A |
Attack (S) |
Genetic Dominance
Manoeuvres.
You learn two manoeuvres of your choice, which are listed under "Manoeuvres" below. Many manoeuvres enhance an attack in some way. You can use only one manoeuvre per attack.
You learn two additional manoeuvres of your choice at 7th, 10th, and 15th level. Each time you learn new manoeuvres, you can also replace one manoeuvre you know with a different one.
Manoeuvres. You gain a number of manoeuvres Points equal to your Strength or Dexterity modifier (minimum of 1). You regain all expended Manoeuvre points after a short or long rest.
Saving Throws.
Some of your manoeuvres require your target to make a saving throw to resist the manoeuvre's effects. The saving throw DC is calculated as follows:
Manoeuvre save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Backhanded Strike
Expend a manoeuvre point to spin and strike with added velocity and power. The creature must make strength saving throw or be knocked prone. If the creature makes the saving throw then it only takes half damage
Bop & Bang
Expend a manoeuvre point to choose one creature within range of you as your target. The target has to make a wisdom saving throw to determine if your strike is genuine if it fails you have advantage on your next attack roll this turn against that creature and it cannot take any reactions against you the rest of your turn
Crescents Edge
When you hit a creature with a melee weapon attack expend one manoeuvre point to make two additional swipes against previous target in a fluid/symbiotic motion. The creature makes a dexterity saving throw to half the damage dealt
Dazing Blow
When you make a attack against a creature, you can expend one manoeuvre point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.
Distracting Strike
When you hit a creature with a weapon attack, you can expend 1 manoeuvre point to distract the creature, giving your allies an opening. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Four Winds
Expend a manoeuvre point (Action) to take 2 giant swings with all weapons attack everything in a 5ft radius
Haemorrhaging Strike
When you hit a creature with a weapon attack, you can expend one manoeuvre point to use this as your second attack, the creature must make a constitution saving throw or suffer the same damage dealt by the this attack at the beginning of it next turn
Impaling Thrust
When you hit a creature with a weapon attack, you can use a manoeuvre point to try and impale the enemy that was previously attacked. The creature must make a strength saving throw, if failed the creature is considered grappled
Leaping Lacerations
When you make the attack action you can use one manoeuvre point to make 2 rising strikes to the enemy. The enemy must make a dexterity saving throw on a fail receive full damage and be knocked prone, on success it half damage. You can also not make another attack action this turn
Leaping Strike
Expend a manoeuvre point to leap the characters Strength or Dexterity modifier x 5ft (strength/dexterity mod= 3x5ft= 15ft leaping distance) you then make two attack rolls as you crash down onto the enemy with your weapons.
Methodical Strike
When you make a attack against a creature, you can expend one manoeuvre point and gain advantage on this attack. Any damage dice and modifiers are doubled
Neutralising Strike
When you hit a creature with a weapon attack, you can expend one Manoeuvre point to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Parrying Retaliation
When a creature misses you with a melee attack, you can use your reaction and expend one manoeuvre point to make a melee weapon attack against the creature. If hit the damage modifier is doubled
Pummelling Blow
Expend a manoeuvre point to hit a creature in an exact spot with both weapon handles at the same time damage for this attack is considered bludgeoning, the creature must make constitution saving throw or be considered slowed reducing is movement speed by half. If it succeeds it takes half damage.
Quad Slice
Expend a manoeuvre point (Action) to symbiotically strike four times a creature within 5ft. The creature must make a dexterity saving throw for half damage of the four damage dice rolled,. Or take full damage from the four dice rolled
Quadrille
Expend a manoeuvre point (Action) to pummel a creature's armour 4 times, for every successful attack lower the armour ac of that creature -1 until the beginning of its next turn. roll damage as normal
Slice & Dice
Expend one manoeuvre point (Action) to make 4 strikes and rend the targets flesh. The target must make a constitution saving throw if it fails it takes quarter damage from the all damage suffered last turn at the beginning of the targets turn
Sweeping Pirouette
When you attack, you can expend one Manoeuvre point to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the first creature hit. The damage is of the same type dealt by the original attack.
Taunting Strike
When you hit a creature with a weapon attack, you can expend one manoeuvre point to attempt to goad the creature into targeting you, the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Whirlwind Strike
Use one manoeuvre point to make your make 4 attacks against an individual target, twice with the weapons held and twice with the bottom of the handles 1d6 per handle. The creature makes a dexterity saving throw if it fails takes full damage, if succeeds takes half.
Healing Factor
At 7th level, your body has reached evolved so that your body recovers faster. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
Volatile Fury
In battle, you fight with primal ferocity. On your turn, you can enter a state Volatile Fury as a bonus action.
While in this state, you gain the following benefits
You have advantage on Strength, Dexterity, Constitution saving throws. Whilst gaining disadvantage on Intelligence, and charisma saving throws
- When you make a melee weapon attack you have advantage on attack rolls
- When creatures make attacks on you they have advantage on their attack rolls
- You have resistance to bludgeoning, piercing, and slashing damage.
This feature last for a minute, at the beginning of every turn after this feature is activated you must make a wisdom saving throw. If you fail the dungeon master gains control of your character until the end of your turn.
Healing Factor 2.0
At 15th level, your body has reached evolved so that your body recovers faster. At the start of each of your turns, you regain hit points equal to 10 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
Controlled Frenzy
In battle, you fight with primal ferocity. On your turn, you can enter a state Controlled Frenzy as a bonus action.
While in this state, you gain the following benefits
You have advantage on Strength, Dexterity, Constitution saving throws. Whilst gaining disadvantage on Intelligence, and charisma saving throws
- When you make a melee weapon attack you have advantage on attack rolls
- When creatures make attacks on you they have advantage on their attack rolls
- You have resistance to bludgeoning, piercing, and slashing damage.