Manhunter (5e Subclass)

Manhunter

Fighter

Some who take up their weapons perform best when they've overwhelmed their opponent. They intimidate and shock the enemy, as close as possible, and leverage superior dexterity and agility to a deadly degree.

One With The Knife

At 3rd level, you gain the benefits of Two-Weapon Fighting and the Dual Wielder feat. You cannot take the fighting style or feat in conjunction with this archetype; you may replace your fighting style if it conflicts.

Superimpose

Also at 3rd level, you commit yourself fully to a fight on the edge of the knife. As long as you are wielding two light melee weapons that do not do bludgeoning damage, you can invade the space of a Medium or smaller foe. While you are in that space, you both gain +2 on attacks against each other, but you have disadvantage on checks to avoid being grappled or shoved, and neither you nor your target can gain the benefits to AC from a shield.

Attacks against you and the invaded creature from other sources have disadvantage to hit. If an attack roll with disadvantage is made against you or the invaded creature and misses, then the attack attempts to strike the other of you using the discarded die's result as the attack roll.

Sharp Whirlwind

At 7th level, if you are wielding two of the same light melee weapons that do not deal bludgeoning damage, you attack so quickly that your weapons move in unison. You lose your bonus action to attack with your offhand weapon - instead, you roll two damage dice for each attack you land, striking with both at once, or one in the heels of the other.

Visceral Strike

At 10th level, with the first attack you land on a turn, you can choose to lodge your weapons in the enemy and dig deeper, as long as it is Large or smaller.

Make a grapple check and forgo your damage. Your grappled target begins bleeding badly, losing health at the start of its turns equal to the damage your weapons would deal in one attack (if you are using daggers, 2d4 in blood loss). This bleeding continues until the target receives first aid (use of a Healer's Kit), or is healed by magic or regeneration. This damage cannot stack with itself from any other source.

You may choose to "let go" of your target, either pulling your weapons out or leaving them in the creature, to move away. If you do this, the target is freed from the grapple, but continues bleeding, as above. Otherwise, both you and your target remain grappled, and the target must attempt to escape as normal.

Vital Chord

At 15th level, your focus and skill with your weapons grants you insight on your enemy's weaknesses. When you use Visceral Strike, you may choose to inflict a grave wound. The target makes a Constitution check with a DC equal to 8 + your proficiency + your Strength or Dexterity modifier (you choose). On a failed save, the target's maximum HP begins to decline as it bleeds, at a value equal to the damage it takes from bleeding. On a successful save, the bleeding damage it takes is cut in half until it is cured, and it cannot be affected by this feature again for eight hours. A subsequent Visceral Strike may resume the target's bleeding at a normal rate. The target's maximum hit points are restored when it completes a long rest.

Close Quarters Master

At 18th level, you have mastered the art of the up-close and personal. Your target no longer gains an attack bonus against you when you use Superimpose. You no longer have disadvantage against being grappled or shoved.


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