Equalizer (5e Subclass)
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Quick Synopsis: Inspiration dice resourced fighter, fills much the same role as champion, sacrifices champion's raw crit power to gain a single bonus dice for use in attack rolls, some fighting style flexibility, and the ability to use a limited number of combat tricks when their inspiration dice is spent.
3 Edge (D8), Flow of Battle
7 Focused Edge
10 Dirty Tactics, Edge (D12)
15 Improved Flow of Battle
18 Locus of Control
An Equalizer is a warrior who has suffered loss and misfortune so often, they have learned to revel in turning what woe fate deals into a boon to carry them through to victory, capitalizing on the overconfidence of their enemies.
When you select equalizer, you gain access to a resource called "Edge". During battle, you can leverage your quick reactions, battle knowledge, and resiliency to use Edge, represented by a dice (D6). You can spend Edge to add to or reduce any attack or damage roll you make or targeting you, but it must be used before any attack is resolved. You must wait until you regain Edge before you can use it again.
Whenever you engage in combat, your quick understanding and reaction to the battlefield manifests in having access to this Edge - a chance to change the odds in your favor. You always start combat having an Edge.
When you are critically hit, or when you make an attack, skill check, or save roll which rolls a 1 during combat, you gain Edge - your resiliency and battle skills capitalize on moments your opponents see as weakness. Edge doesn't stack, you have it or you don't.
You may also gain Edge when you action surge.
At 7th level, your Edge increases to a (D8). At 10th level, your Edge increases to a (D10). At 15th level, your Edge increases to a (D12). At 20th level, your Edge increases to a (D20).
Flow of Battle
When you choose Equalizer, you also gain the ability to more quickly adapt to combat. At the end of each long rest, you spend a short amount of time meditating about past lessons and what you are likely to face on the day, and you may choose to replace your Core Fighting Style with a different one available from the fighter list until you lose consciousness or your next long rest. When you use your Second Wind ability, in a snap of insight you may switch back to your Core Fighting Style.
At 7th level, you may use this feature each short rest instead of a long rest. At 10th level, you may use this feature when you use your second wind ability. At 15th level, you may use this feature as a reaction. At 20th level, gain a additional fighting style.
At 7th level, you begin to learn to do more to affect yourself and your surroundings when you use your edge during combat. You may choose to use either your reaction, bonus, or action as listed to manifest one of the Flow of Battle Actions (see Table at end) after you have used your Edge dice. One of these actions must be triggered before your next turn begins, or the opportunity to use your Edge to shape the battle is lost.
At 10th level, you gain proficiency in the Deception and Intimidate skill, and during combat you can add double your proficiency bonus to either skill as long as you are proficient.
Flow of Battle, Improved
At 15th level, your ability to adapt to the flow of combat intensifies. Whenever you use your action surge ability, you may freely change to any other fighting style from the fighter list, until your next long rest or you choose to revert to your core style with Second Wind.
Locus of Control
Your crits gain 1 extra dice of (non-base) damage, and you may choose to add your Edge to a damage roll, or subtract 1 dice of damage from a damage roll, after an attack has been resolved.
Focused Edge Actions
- Gain 10' of base movement, and you do not trigger attacks of opportunity until the end of your next turn.
- You gain proficiency against your next save, and if it is a fear or charm effect you also have advantage. This ends at the beginning of your next turn.
- Direct a single incoming attack against another target adjacent to you. You must exceed their attack with a deception or intimidation check.
- Ground you threaten is considered difficult terrain until the start of your next turn
- Gain 5' of reach until the end of your next turn.
- The next attack against you is at disadvantage until the start of your next turn
- You may take an attack or shove at the completion of a move action. You gain +5 damage to an attack or +10 movement to any shove that is part of this act
- An enemy within 10' of you believes it is threatened. Make a deception or Intimidation check, and you may substitute this roll for your attack roll for any attack against that creature until the start of your next turn
- Rather than spending your Edge on an attack action, you can use your action surveying the fight, intimidating and threatening your foes, and sending small words of guidance or warning to your allies. For yourself and up to three allies within 30' Roll your Edge Dice, and add your proficiency bonus. You all gain this number in temporary hit points until the end of your next turn