So now that I've made a Fighter class, my hack needs another important class: The Fighter But Without Weapons class (often called "monk" or "martial artist"... or "mystic"?).
Where's Judy? |
Class: Fistfighter
Fistfighters start with their fists.
Starting Skill:
1=Scholar (start with quill, notebook, and nice but functional clothing)
2=Street Tough (start with deck of cards, and scrappy clothing)
3=Spirit-Raised (start with very fine alcohol, and threadbare clothing)
A: Fistfighting, Quick Footwork
B: All In, +2 HP
C: Footfighting
D: Grappling
Fistfighting
If you have both hands free, you deal 1d8 damage with unarmed attacks. If you only have one hand free (or only your legs), you only deal 1d6.
Quick Footwork
You have +2 AC, +2 MOVE and +2 ATTACK so long as you are not wearing any armor.
All In
You can choose to make your attack with advantage. If it hits, it deals max damage. After damage is resolved, the target of the attack can immediately perform an attack against you.
Footfighting
You can make an attack each turn that deals 1d6 damage on a hit. This is in addition to any other actions you might take.
Grappling
You may attempt to pin any creature. Make an attack roll with disadvantage. On a success, you pin the target facedown. At the end of each of their turns they may save to escape your pin.
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