Bone Breaker (5e Subclass)

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Bone Breaker[edit]

Fighter Archetype

A hulking Half-Orc alternates their kicks and punches on three different humans all around him in a tavern, the crowd around the fight cheers as the Half-Orc emerges victorious.

A nimble Human on the run uses his momentum to hop onto, then kick himself off a wall to land a skull-shattering kick on a city guard. He continues running, using his dexterous build to his advantage.

The Bone Breaker does what the name implies, they break bones in battle, always striking at points where their blows would cripple an opponent.

While creating a Bone Breaker, ask yourself "Why does my character use their fists and feet in combat, instead of a sword, club, or another weapon?", perhaps they needed a cheap solution to a weapon, maybe they're a martial artist, maybe they just like the way it feels. Whatever it is, they need to have a reason for using hand weapons instead of handmade weapons.

Brawler

Starting at 3rd level, your body is stronger and sturdier, allowing your fists to hit hard as a club and your skin to endure wounds as hide. You gain the following benefits:

Unarmed Master. Your unarmed strikes are considered light simple weapons that cause 1d6 damage on a hit. You can use either Strength or Dexterity for attack rolls using your unarmed strikes.
Unarmored Defense. While not wearing armor or shield, your AC equals 13 + your Constitution modifier or Dexterity modifier (whichever is higher).
Battle Stance

Starting at 3rd level, you learn how to assume battle stances to help you in combat. As a bonus action while you are wearing no armor nor shield and have at least one of your hands free, you can assume any battle stance known by you. Maintaining a battle stance requires concentration (as if you were concentrating on a spell). Your stance last until you lose concentration. While you are in a battle stance, your unarmed strikes ignore resistances and immunities to non-magical damage.

Once you use one stance, that stance is unavailable to you until you finish a short or a long rest.

You start by knowing two of these stances. You learn one additional stance at 7th, 10th, 15th and 18th levels.

Wall Stance. You stand tall, sturdy, and unmoving, with your hands up to parry incoming attacks. Your AC increases by 2 when you take this stance and Large or smaller creatures have disadvantage on Strength Checks to shove you, however, your movement speed decreases by 5 feet. while in this stance.
Stance of the Kodiak. With this position, you can more easily weave combos of attacks. You can make one additional unarmed strike with your bonus action.
Rabbit Stance. When you take the Dodge action while performing this stance, enemies always have disadvantage on attack rolls against you, even if you can't see them. If you take the Disengage action while in this stance, you can move up to twice your movement speed on your turn.
Reducing Stance. You position yourself so that most attacks will have a reduced amount of power by the time they finally hit. You gain Resistance to piercing, bludgeoning and slashing damage, but your movement speed drops to 10 feet.
Stance of Mithral. While in this stance, you gain resistance to all damage types. When you finish this stance, you suffer one level of exhaustion.
Stance of the Dragon. When you take this stance, you deal additional fire damage equal to 1d6 with your unarmed strikes. You must finish a long rest before using this Stance again.
Bone Shatter

Also at 3rd level, when you hit a creature with a critical hit using an unarmed strike or light weapon, you can break one of the creature's bones. The effects of Bone Shatter end if the target recovers at least 1 hit point. In addition, when you successfully break a bone you also get to roll another unarmed strike at disadvantage. On a hit, you break another bone.

You can choose one of the following effects whenever you trigger this feature:

Ribs. Whenever you hit a creature until it is healed, you can aim for the ribs, causing additional 1d6 piercing damage. In addition, the target have Disadvantage on Constitution saving throws.
Leg. The target have its movement speed reduced in 10 feet until it completes a short or a long rest.
Arm. The creature can't use one of its arms (or similar limbs) until it finishes a short or a long rest.
Vertebrae. The target must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier) or is knocked prone and have its movement speed reduced to 0. This only work on creatures of large size or lower. Starting at 7th level, you can target huge creatures.
Skull. The target must roll a Constitution saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier) or become Stunned until the end of your next turn. This only work on creatures of large size or lower. Starting at 7th level, you can target huge creatures.
Unarmored Movement

Starting at 7th level, you find that armor only serves to slow you down. While not wearing armor, your movement speed increases in 5 feet x your proficiency bonus. In addition, you gain a climbing speed equal to your movement speed.

Wall Attack

Also at 7th level, you can make a special attack using your action on your turn. You can run to a wall or vertical surface within 5 feet and leap towards it. You then can use your action to make an unarmed strike against your opponent within a range equal to your movement speed. This leap is considered flying, but you must end your turn on the ground or else you fall. On a hit, you cause 3d8 + your ability modifier bludgeoning damage, and this damage ignore resistance to non-magical damage. You then can use a bonus action to make an unarmed strike.

Running Fling

At 10th level, you have become so agile that you can now throw with strong velocity. On your turn, if you have moved 10 feet or more and see an enemy within 10 feet, you can take an action to pounce at them.

You make a grapple attempt against the target. If you win, you can throw the target to a range up to 30 feet forward, causing the target to be knocked prone and take 1d6 bludgeoning for each 10 feet of throw.

If you throw the target towards another creature, that creature must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier) or take the same damage and is knocked prone.

Redirecting Hits

At 15th level, you have trained to gain the ability in redirecting attacks. As a reaction, when you are hit by a melee weapon attack, you can use the momentum of it and reduce the damage you take by 1d12 + your Dexterity modifier or Strength modifier. If you reduce the damage to 0 or below, you can then counterattack and make an unarmed strike against the attacker.

You can perform this technique a number of times equal to 1 + your Dexterity modifier or Strength modifier (minimum of 1) and regain the uses when you finish a short or long rest.

Spine Snap

Starting at 18th level, when you hit a creature with a Bone Shatter, the target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failed save, the target take 3d10 piercing damage is knocked prone and have its movement speed reduced to 0 for 1 minute. On a success, it takes half that amount and suffer no other effect

The target can make another saving throw in the end of each of its turns to end the effect.

In addition, on a failed save, if the target has less than 65 hit points when this attack is made, the target is reduced to 0 hit points.

The DC for this throw is equal to 8 + your Strength Modifier + your Proficiency bonus.

Stance Mastery

Also at 18th level, you become so adept with your martial arts that you can temporarily boost your power. When you assume your stance, you gain the following benefits for 1 minute:

  • Your AC increases by an amount equal to your Strength modifier (minimum of 1).
  • You gain advantage on melee weapon attacks.
  • Whenever you hit a creature with a bone shatter, you can choose one additional effect.
  • You suffer one level of exhaustion.

Alternative Class Features[edit]

Martial Arts Training (Replaces Fighting Style)

Starting at 1st level, your roll a d4, instead of the normal damage for unarmed strikes. In addition, you gain one of the following martial arts.

Boxing. You start hitting harder, and start finding it easier to hit your opponents. You score a critical hit on a roll of 19-20 with your unarmed strikes.
Judo. After grappling an opponent, you are able to throw them 5 feet in the direction of your choice, after which they are knocked prone.
Karate. You are able to make a Heavy Kick as once per attack action. This attack deals 2d10 bludgeoning damage (without modifiers), and target must make a Dexterity saving throw. On a successful save, the target suffers no other effects. On a failed save, the target is knocked prone. The DC for this saving throw is equal to 8 + your proficiency bonus onus + your ability modifier used on the attack.
Taekwondo. You can make a spinning jump kick on an opponent once per attack action, and this attack deals 1d10 + 2 points of damage for each 5 feet moved before the attack.
Kung Fu.On your turn, you can replace one of your attacks with a palm strike, dealing 1d8 additional damage and pushing the target 10 feet back. You can use this palm strike once, being unable to use it again until you finish a short or a long rest.
Systema. On your turn, you can use your action to disarm a target within 5 ft of you. The target make a Dexterity Saving throw to keep their weapon. The DC for this saving throw is equal to 8 + your Proficiency bonus + your Dexterity Modifier. This feature cannot be used on targets that are more than one size category larger than you
Rapid Strike. On your turn, you may use your action to rapidly attack one opponent in pressure points on their body. You make five unarmed attacks, and you must roll for each attack. On a hit, you cause 1d4 damage for each attack, without modifiers. This attacks can be made against the same target or versus different ones within range. You can't use this ability again until you finish a short or a long rest.
Evasive. When you are attacked by a creature, you can use your reaction to dodge away. You can make a Dexterity saving throw with a DC equal to the target's attack. On a success, you take half damage.
Focused Slash. When using a dagger or a shortsword, you score a critical hit on a 19-20. In addition, when you make an unarmed strike, you can use a bonus action to attack with a dagger or shortsword.
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