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Jul 16th, 2019
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  1. C-C-C-Combo Breaker
  2. You treat one-handed small arms as melee weapons when attacking targets at 5 feet or closer. Additionally, all ranged attacks with one-handed small arms made against targets 5 feet or closed can be considered melee attacks.
  3.  
  4. Calisthenics
  5. You gain a +2 damage bonus to melee damage rolls.
  6. You can select this exploit a second time and increase the damage bonus to +4, and select it a third time and increase the damage bonus to +6.
  7.  
  8. Gun-Something-Something
  9. You treat one-handed small arms as melee weapons when attacking targets at 5 feet or closer.
  10.  
  11. Maintain Chain
  12. Instead of using your Hit Dice to recover hit points during a short rest, you can expend them to prevent a break in your combo chain. If you miss (but don’t roll a natural 1), spend a Hit Die as part of your attack to turn that miss into a non-critical hit. There is no limit of how many Hit Dice you can expend this way per turn.
  13.  
  14. Marker
  15. When you hit an enemy that is in reach of you with a melee attack, it has disadvantage on any attacks that don’t include you as a target until the end of your next turn. The effect ends if you are reduced to 0 hit points, you move out of reach of that enemy, but not if the enemy moves out of reach of you.
  16.  
  17. Newaza
  18. You are a master at ground fighting. You gain the following benefits:
  19. • If a creature breaks from your grapple, you can use your reaction to attempt a grapple check on the same target.
  20. • You have a +2 bonus to AC against any creature you are grappling.
  21. • You do not have disadvantage on melee attacks while prone. Enemies do not have advantage on you with non-reach melee attacks if you are prone.
  22.  
  23. Pound For Pound
  24. You are a superior fighter in all respects. You gain the following benefits:
  25. • If a creature moves away from you, even with the disengage action, you can use your reaction to move up to your speed with it.
  26.  
  27. Redirection Of Energy
  28. When an enemy scores a critical hit on you with a melee attack, you gain temporary hit points equal to the amount of damage dealt. When you use this exploit, you cannot use it again until you finish a long rest.
  29. Additionally, any time a creature scores a critical hit on you with a melee attack, you have advantage on melee attacks against that creature until the end of your next turn.
  30.  
  31. Rhythm String
  32. After performing a finishing move, the tier of said finishing move is a bonus you receive on your next melee attack at tier 1 (for example, if you perform a tier 5 finishing move, your next attack at tier 1 receives a +5 bonus).
  33.  
  34. Tag Team
  35. If an ally hits an enemy within 5-feet of you with a melee attack, you can deal additional damage to that hit equal to your Strength or Dexterity modifier as a reaction. This does not count towards your combo-chain.
  36.  
  37. Ultra
  38. After hitting a creature, increase your combo chain tier by one and perform a finishing move. You must have access to the higher tier, and after using ultra, you can’t use it again until you finish a long rest.
  39.  
  40. Unarmed Expanded Profile
  41. Spend 30 feet of movement, and your unarmed attacks have reach until the beginning of your next turn. If you use this exploit, you cannot voluntarily move until the beginning of your next turn.
  42.  
  43. Vicious Hook
  44. Prerequisite: 10th Level
  45. Your melee attacks score a critical hit on a natural roll of 19 or 20.
  46.  
  47. Wrestler
  48. You’re a classic brawler. You gain the following benefits:
  49. • If you are grappling a target, you have half cover from attacks from other targets. Additionally, any attack that misses you by 5 or less hits your grappled target instead.
  50. • When moving a grabbed creature your size or smaller, your speed is not reduced.
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