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 all melee attacks you make against the target creature until the end of your current turn. You automatically fail if the target can't hear or understand you.
Haunted Yet Convenient Past
At 3rd level, you gain proficiency in Intimidation or Performance.
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 you kill the target 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, your Extra Attack feature now applies to all Reaction attacks such as Ready action attacks and attacks of opportunity.
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 sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. If your attack hits, the target takes the damage as normal and makes its save against the explosion at disadvantage.
Once you use this feature, you must complete a long rest before you can use it again.
Previous Versions
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This Subclass is OP as all let out, but I clearly see that is the joke here. When I was scrolling through the subclass page, I saw this one and immediately knew it was great. I was not wrong. This subclass is hilarious!
Using a bonus action to grant yourself advantage on all melee attacks every turn is too much for a 3rd level fighter feature. While the ability contest helps with this, quite a few targets aren't going to have good Wisdom (Insight) scores. This effect is exacerbated at higher levels as the fighter gets more attacks and proficiency creates a bigger gulf between PC and NPC. The biggest balancing factor is the flat immunity for creatures that can't understand you. That turns this feature from "broken" to "swingy". I'd expect to see results where this effect completely dominates the encounter, and others where its effect is negligible.
I don't like Power of Friendship, but it's fine mechanically. My biggest complaint is that 7th level is traditionally the spot for exploration/interaction features. The two skill proficiencies at 3rd helped counterbalance this feature, but I'd really have preferred to see some kind of super-jump/wall-run power here. A nerfed version of the Monk's 9th level Unarmored Movement upgrade won't go amiss.
Untapped Potential is really what breaks the bank for me. 3-4 attacks on an AoO is just nuts, especially with sentinel/polearm master builds.