Variant Fighter- The Striker

by arh12

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Striker

Class Features

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

(a) Hide or (b) leather armor

(a) a martial weapon and a shield or (b) two martial weapons

(a) a longbow and 20 arrows or (b) light crossbow and 20 bolts

(a) a dungeoneer's pack or (b) an explorer's pack

Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

Hit Points


  • Hit Dice: 1d12 per Striker level
  • Hit Points at 1st Level: 12 + your Constitution score
  • Hit Points at Higher Levels: 1d12 + your Constitution modifier per Striker level after 1st

Proficiencies


  • Armor: Light armor, medium armor, knuckle guards, kite and tower shields
  • Weapons: All simple and martial weapons
  • Tools: none

  • Saving Throws: Dexterity, Constitution
  • Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Striker

Level Proficiency Bonus Striker Dice Features Critical Focus Martial Maneuvers Superiority Dice Combat Knacks
1st +2 1d6 Combat Prowess, Challenger, Superiority Dice (D6) 3 2
2nd +2 1d6 Fighting Style, Unwavering 19 3 2
3rd +2 1d6 Striker Specialization 19 3 3 3
4th +2 1d6 Ability Score Improvement, Martial Versatility (Optional) 19 3 3 3
5th +3 1d6 Extra Attack, Jack of All Trades 18 5 4 4
6th +3 1d8 Ability Score Improvement, Striker Specialization 18 5 4 4
7th +3 1d8 Break through Barriers 18 5 5 5
8th +3 1d8 Ability Score Improvement, Improved Superiority Dice (D8) 17 5 5 5
9th +4 1d8 Fast Movement, Take a Breather 17 7 6 6
10th +4 1d8 Striker Specialization 17 7 6 6
11th +4 1d10 Extra Attack (2) 16 7 7 7
12th +4 1d10 Ability Score Improvement 16 7 7 7
13th +5 1d10 Death Can Wait, Hardiness 16 9 8 8
14th +5 1d10 Striker Specialization 15 9 8 8
15th +5 1d10 Extra Attack (3), Improved Superiority Dice (D10) 15 9 9 9
16th +5 1d12 Ability Score Improvement 15 9 9 9
17th +6 1d12 Elusive 14 11 10 10
18th +6 1d12 Honed Senses 14 11 10 10
19th +6 1d12 Ability Score Improvement 14 11 11 11
20th +6 1d12 EPIC BOON 14 11 11 11

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Combat Prowess

Beginning at 1st level, your path towards strengthening your body gives you mastery of your unarmed strikes and all weapons.

You gain the following benefits while you aren't wearing Heavy armor or wielding a shield:

  • You can perform an unarmed strike as a bonus action.
  • Your quick thinking and agility allow you to move and act quickly. You can use a bonus action to take the Dodge action.
  • You can use your striker die in place of the normal damage of your unarmed strike or weapons that lack the heavy property.

Challenger

At 1st level, tackling challenges is paramount for your constant pursuit of improvement.

When you hit a creature with an attack roll, you can mark it as your Challenger for 1 minute or until you lose consciousness.

Each time you hit the target and deal damage to it, including when you mark it, you increase that damage by rolling an additional Striker die.

You can use this feature to choose a challenger a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest

Unwavering

Starting at 2nd level, when you make your first attack on your turn, you can give yourself advantage on your weapon attack rolls and you gain resistance to bludgeoning, piercing, and slashing damage during this turn.

You can use this feature only if you haven't moved during this turn, but if you do; attack rolls against you have advantage until your next turn.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

  • Arcana Armoire You learn two cantrips of your choice from the Wizard spell list. They count as Striker spells for you, and Intelligence is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Wizard spell list.

  • Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.

  • Blind Fighting. You have blind sight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

  • Defense. Accustomed to the rough and tumble of adevnturing, you've learned to protect yourself better. You gain a +2 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. But when wielding a melee weapon with both hands you gain a +3 bonus to damage rolls with that weapon.

  • Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction

  • Superior Technique. You learn one maneuver of your choice from among those available to the Battle Master archetype. You gain one superiority die, which is a d6 (this die is added to any superiority dice you have). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

  • Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, you gain a +1 bonus to the attack and damage rolls, when you hit with a ranged attack using a thrown weapon.

  • Two-Weapon Fighting. You gain a +1 bonus to AC while you are wielding a separate weapon in each hand. Moreover, Once per turn you can add an additional attack to the attack action from your off-hand weapon.

Striker Specialization

At 3rd level, you choose a Fighter specialization that lets you emulate their combat styles and techniques. The specialization you choose grants you features at 3rd level and again at 6th, 10th and 14th level.

Ability Score Improvement

When you reach 4th level, and again at 6th,8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Martial Versatility (Optional)

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:

Replace a fighting style you know with another fighting style available to Striker s. If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Jack of All Trades

At 5th level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Break through Barriers

Starting at 7th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Fast Movement

Starting at 9th level, when you aren't wearing Heavy armor your speed increases by 10 feet.

Take a Breather

Also at 9th level, as an action, you can roll a Striker die. You or one of your allies that you touch regain a number of hit points equal to the number rolled plus your proficiency bonus.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short rest.

Extra Attack (2)

At 11th level, you can attack three times whenever you take the Attack action on your turn.

Death Can Wait

Starting at 13th level, your resilience keeps you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Hardiness

By 13th level, your hardy body makes you immune to disease and poison.

Extra Attack (3)

At 15th level, you can attack four times whenever you take the Attack action on your turn.

Honed Senses

Beginning at 17th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

Elusive

At 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

 

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