Combo Master (5e Subclass)

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Combo Master[edit]

Fighter Archetype

Combo masters are fast and fluid warriors, specialized in combining multiple attacks, made in quick and successive fashion, against a single adversary, meant to throw down their defenses and overwhelm them. Combo masters apply constant pressure on their opponents, relying on the quickness of their strikes and fast movement to rampage towards the enemy, leaving them locked behind the tempest of blows.

Repeated Strike

When you choose this archetype at 3rd level, you gain the ability to copy your last attack to some degree. Whenever you attack an enemy you may declare that attack as a Repeated Strike before rolling it. After using Repeated Strike, every attack you do to that same enemy until the start of your next turn uses the result of your last attack roll. You can use this feature a number of time equal to your proficiency bonus, and you regain your use of it after completing a long rest.

Combo Counter

At 3rd level, you gain an understanding of how to string together damage. When you attack an enemy, you gain a combo counter on them and gain a bonus on your damage roll. The higher your combo counter is, the more of a bonus you get. You lose all your Combo Counter when you don't attack that enemy for one turn or when you miss an attack against said enemy.

Combo Counter Table
Number of Counters Damage Bonus
1-3 +0 on damage rolls
4-6 +1 on damage rolls
7-9 +2 on damage rolls
10 + +3 on damage rolls

In addition, you can forgo your damage to shove the target up to 5 feet back per point of damage you choose to forgo, while you move the same distance forward. You can' move target higher than medium size.

Quick Hands

Starting at 7th level, your hand movements are incredibly fast and precise. You gain proficiency with Sleight of Hand checks, and add twice your proficiency bonus in checks with that skill.

In addition, you can take the Use an Object action or make a Sleight of Hand check using a bonus action.

Combo Starter

At 10th level, you gain an understanding of how to string together combos. Your first attack using Repeated Strike gain a bonus equal to your proficiency bonus on its attack roll.

Combo Finisher

At 15th level, you have learn how to end your combo effectively. While using Repeated Strike, you may declare an attack as your Combo Finisher, that attack gain a bonus equal to your proficiency bonus on its attack roll and a damage bonus equal to the number of Counters you have. After that attack your Repeated Strike is counted as finished and you lose all your Combo Counters.

Technique Mastery

At 18th level, you have mastered the your combo technique so you can do it a unlimited amount of times and with greater accuracy. When you roll initiative and have no uses of your Repeated Strike feature left, you regain one use.

In addition, when you use Action Surge, you regain 1 use of Repeated Strike.

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