Base Class: Fighter
I took the best subclass on the site, and gave it my own take. It's probably way worse than the original but I just get satisfaction from completing something. There are way more anime tropes that weren't used in the original and I wanted to think something up. I'm not original, I just wanted to take a spin on this idea. I'm not claiming to be original in any way. Please don't give me comments saying "Wow you're so unoriginal you copied this idea".
Lend Me Your Strength
Beginning when you choose this archetype at 3rd level, your allies can strengthen your attacks through the power of friendship. When you make a melee attack you can choose one ally within 30 feet of you. As long as they are willing, you can deal extra damage on the attack up to a maximum of your Fighter level. However, that ally suffers the same amount in necrotic damage. In addition, any creatures within 30 feet of you can take the Help action as a bonus action.
Fierce Rivalry
Starting at 7th level, you always attempt to be the best out of your team. As a bonus action, you can choose one ally within 30 feet of you. Until the end of your next turn, if that ally attacks a creature, you gain advantage on attacks you make against the same creature before the end of your next turn.
You can use this feature a number of times equal to your Strength modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.
Time Skip
At 10th level, you've spent time away from the action to hone your skills. You gain proficiency in one skill of your choice, and one saving throw of your choice. You can also choose a second option from the Fighting Style class feature.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Too Angry To Die
Starting at 15th level, your sheer anger can keep you in the fight. If you drop to 0 hit points and don't die outright, you can make a Constitution saving throw. If you succeed, you can drop to 1 hit point instead. The DC equals 10 or half the damage you take, whichever number is higher.
Once you use this feature you cannot use it again until you finish a Short or Long Rest.
Unnecessary Sacrifice
At 18th level, you sacrifice yourself to help your allies, giving away an enemy's tactics or a weakness of theirs. You choose one hostile creature you can see and you are immediately killed in some over the top way. Your allies gain Advantage on all Attack rolls against that creature as well as Saving throws caused by that creature. They also gain a bonus to all damage they deal to that creature equal to your Fighter Level. After you die, you reappear at a spot of your choice 1d4 days later on the plane of existence where you died, having gained the benefits of one long rest. Having survived in some ridiculous and miraculous way.







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Posted Sep 26, 2021this is great I saw the original but this is good too I like the tropes you yoused.