College of the Edge (5e Subclass)
From D&D Wiki
The Edge is one of twelve closely-guarded fighting styles, known as the Zodiac Of Pain. The Edge revolves around supporting allies and outwitting and stabbing opponents. Originally, the Zodiac Of Pain referred to twelve adventurers who used dark magic to slaughter the forces of darkness. They each founded their own school of combat, and they each chose twelve others to lead their school. The hierarchy of a Zodiac Of Pain school is twelve ranks, each containing twelve students who are sub-ranked within that rank. When a student feels ready, they can challenge the one from the rank above that corresponds to their sub-rank to a duel. If the challenger wins, they swap places. If they lose, they decrease in the standings of their rank. When a student is in the twelfth rank, they can challenge a master. If they win, they become a master too and the school searches for a new recruit. A student has twelve years to learn the ways of their Zodiac Style and to become a master, and if they fail they are killed to keep the order a secret.
- Zodiac Of Pain Induction
You gain a Zodiac Of Pain charge. You can use it to fuel your Zodiac Of Pain abilities. Your Zodiac Of Pain charges are refilled after you finish a long rest. At 10th level, you gain a second Zodiac Of Pain charge. At 15th level, you regain one after you finish a short rest. At 20th level, you gain a third Zodiac Of Pain charge.
Starting at 3rd level, you gain proficiency with martial and improvised weapons.
Starting at 3rd level, you can choose whether to use Dexterity or Strength for any weapon attack and damage roll, and you add half your Proficiency bonus to attack and damage rolls in addition to any other modifiers, including proficiency. You also gain two weapon fighting style.
Starting at 6th level, you can expend a Zodiac Of Pain charge when you give someone inspiration to give them a bonus to attack and damage rolls equal to your Charisma modifier for 1 minute.
Starting at 6th level, you land a critical hit on a roll of 19 or 20.
- Something Memorable
Starting at 14th level, whenever you land a critical hit on a hostile creature or reduce one to 0 hit points, allies within 120 feet of you that can see or hear you gain temporary hit points equal to your Charisma score, or twice your charisma score on a critical hit. This confers half the normal temporary hit points if the creature's challenge rating is less than a quarter of your level, and double the usual temporary hit points if the creature's challenge rating higher that our level.