Combo Combatant (5e Subclass)

Combo Combatant

Fighter Subclass

Combo Combatants are very good at stringing together attacks. They are swift and fluid, and they are unique in their ability to land blow after blow.

Fluid Movement

Starting at 3rd level, while not wearing heavy armor, your walking speed increases by 10 feet and you gain advantage on Dexterity (Acrobatics) checks.


Breezy Weapon

At 3rd level, any melee weapon that doesn’t have the two-handed or heavy properties has the finesse property for you. If you decide to use two hands with a versatile weapon, it loses the finesse property until you go back to using one hand.


Combo Attacks

When you choose this archetype at 3rd level, you've learned how to land tons of blows within short periods of time. However, with each attack, your accuracy lowers. When you hit a creature with an attack from a weapon that lacks the heavy or two-handed property, you can make an additional attack at disadvantage. On a hit, you deal damage equal to the damage die of the weapon, without adding any modifiers. You can only do this once per turn.


Like the Wind

Starting at 7th level, you gain proficiency in Dexterity saving throws. Additionally, your walking speed increases by an additional 10 feet, and whenever you make a Dexterity (Acrobatics) check, you add your proficiency bonus twice to the roll.


Swift Defeat

Starting at 10th level, your attacks get stronger with every blow. After the first time you hit a creature on your turn, your next attack gains a +1 bonus to its damage roll. This bonus is cumulative, for example: On your fourth strike, you would deal your weapon's damage die + 3.


Improved Combo Attacks

At 15th level, any weapon with the two-handed property now has the finesse property for you, and you can use two-handed weapons to pull off combos. Additionally, when you hit a creature with an attack that was at disadvantage due to your Combo Attacks feature, you can make another attack (also at disadvantage). On a hit, you deal damage equal to the damage die of the weapon, without adding any modifiers.


Unhittable

At 18th level, if you took the Attack action on your turn, you can take the Dodge action as a bonus action. Additionally, whenever you take the Dodge action, you gain a bonus to your AC equal to half your Dexterity modifier (rounded down) until the start of your next turn.



Back to Main Page 5e Homebrew Character Options Subclasses

gollark: The dunning-kruger effect is an actual thing, no, not just a comeback?
gollark: Huh, 67% chance of working.
gollark: So you could try 8 times with a 10% chance each time? Hmmm.
gollark: Hmm, what if you try 10 times?
gollark: If you know someone who knows someone else who knows interesting stuff, that's indirectly pretty good for you.
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.