Gladio et Animo (5e Subclass)

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Gladio et Animo[edit]

<Caleido and Percival Solace
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Fighter Subclass

An equilibrium between offense and defense, with a strong emphasis on the knowledge of combat techniques. Dedication of both Mind and Body to achieve one's ideals and dreams is the path of this subclass, usually chosen by Heroes, Knights, and Masters of Battle.

Icore

Upon reaching 3rd Level, you have tempered your body and gained a great amount of "Icore." This seems to be similar to a sort of resistance of the body or energy available to you. The Icore manifests in your body like the Ki of a Monk, an aura that is sometimes invisible and can grow with dedication.

You gain Icore equal to your Fighter level + Proficiency Bonus + Constitution modifier, and it recharges at the end of a Long Rest, while with a short rest, you restore half of it. You can use your Icore to display certain Combat Techniques. You can only use those techniques with which you are proficient with the respective weapon.

Additionally, by using "Second Wind," you can recover 1d4 + 1 Icore Points.

Techniques:


Rotation [Icore cost 2, Any Melee Weapon without Reach]: Perform an attack roll with your attack action, subtracting -3 from the attack roll, around you within 1.5m with your weapon, adding 1d6 extra damage of the weapon’s type.


Wrong Defense [Icore cost 1, Any Melee Weapon]: Using your Reaction, when you are about to be hit by a melee weapon attack, you can use the pommel or opposite end of your weapon to attempt to deflect the blow, increasing your Armor Class by +1 until the start of your next turn.


Accurate Strike [Icore cost 3, Any Melee Weapon]: With your Bonus Action, you prepare to make a targeted strike against an enemy, gaining +2 to your attack roll and lowering your critical hit range to 19-20 (if your critical range is already 19-20, it drops by 1), this technique cannot be used with "Rotation."


Mad Defense [Icore cost 1, Any Melee Weapon]: Using your Reaction, you can spin your weapon to deflect a ranged attack, increasing your AC by +2 only against ranged attacks until the start of your next turn.


Violent Push [Icore cost 2, Any Melee Weapon]: Make an attack action with a wide swing of your weapon. Enemies within 1.5m in front of you must make a Dexterity saving throw (DC 8 + your Strength or Dexterity modifier + your Proficiency Bonus). On a failed save, they take 1d6 damage of the weapon's type and are pushed 1.5m back.


Companion's Guardian [Icore cost 2, Any Melee Weapon]: Without using your movement this round and using your Bonus Action, you can choose one of your allies within your available movement + 3 meters. If they are about to be attacked and are within range, you can step between the attack and your ally, becoming the target instead.


Sweep [Icore cost 2, Any Melee Weapon without Light property]: Make an attack action with a sudden sweep of your weapon aiming at your enemy's legs. A target within 1.5m of you must make a Dexterity saving throw (DC 8 + your Strength or Dexterity modifier + your Proficiency Bonus). If they fail, they take 1d4 damage of the weapon's type and are knocked prone.


Preventive Parry [Icore cost 2, Any Melee Weapon with two-handed, heavy property or Shield]: By giving up your Action, you prepare your body to receive the attack and your instincts to deflect it. You gain a +3 bonus to Armor Class and gain Temporary Hit Points equal to your Fighter level + Constitution, until the start of your next turn.


Devastating Strike [Icore cost 2, Any Melee Weapon with Heavy property]: Make an attack action with disadvantage. If it hits, you deal an extra 2d6 damage.


Disarming Strike [Icore cost 3, Any Melee Weapon]: With your attack action, you attempt to disarm the enemy with a -2 penalty to your attack roll. If the enemy is hit, they must make a Strength saving throw (DC 8 + your Strength or Dexterity modifier + your Proficiency Bonus). On a failed save, their weapon is thrown 3 meters away. On a success, they keep their weapon. You gain advantage on your next attack roll.


Frenzied Assault [Icore cost 2, Any Melee Weapon]: With your attack action, make an attack roll with a -4 penalty. If the attack hits, you add 10 extra damage. If it misses, you take 1 unpreventable damage.


Icore Chain [Icore cost 1, One free hand]: With your Bonus Action, create a chain from your Icore for 1 minute. Target an enemy within 12 meters of you. They must make a Strength saving throw (DC 8 + your Strength or Dexterity modifier + your Proficiency Bonus). On a failed save, they are pulled 4.5 meters closer to you. If they succeed, they are not pulled, but as long as they are within 18 meters of you, you can use your Bonus Action to attempt the save again without spending more Icore.



Advanced Techniques and Icore Bond

Upon reaching Level 7, you gain a broader list of techniques you can use. Additionally, your Icore has expanded your perception of your surroundings, granting you Blindsight up to 3 meters. You can now also bind weapons to your competence by investing them with your Icore. When you do, your Icore drastically changes the appearance of your weapon. To return it to normal and have it enhanced by a blacksmith, you must sever the bond. Creating an Icore bond costs 4 Icore Points and your Action. Severing it is a reaction and grants you back half the Icore spent.

Techniques:


Thunderous Start [Icore Cost 2, Weapon: Javelin, Spear, Halberd, Longsword, Trident]: Make an attack action against an enemy you haven’t hit in the last minute. Roll to hit with advantage. Increase the damage die of the weapon you’re throwing by one size and add 1d4 extra damage. The range increases by a number of meters equal to your proficiency bonus + your Strength or Dexterity modifier.


Quick Change [Icore Cost 1-5 and tied to your Icore]: With your bonus action or reaction, you can swap the weapon you’re holding, as long as it’s bound to your Icore. Essentially, the weapon you’re holding is exchanged with another, even if it’s in your bag or on a different plane of existence. In that case, the Icore cost increases to 5.


Rending Strike [Icore Cost 2, Any Melee Weapon without the Heavy or Reach properties]: Make an attack action, subtracting -3 from the roll to hit. If the attack hits, in addition to the weapon’s damage, the enemy must make a Constitution Saving Throw (DC 8 + your Strength or Dexterity modifier + your Proficiency Bonus). On a failed save, the enemy suffers from "Bleeding." At the start of each turn of the bleeding creature, it takes 1d4 additional damage for each time you have wounded it this way. It can make a Constitution saving throw to end the bleeding on a success. Alternatively, the bleeding creature, or another creature within 1.5 meters of it, can use an action to make a Wisdom (Medicine) check against the DC of "Bleeding," ending the bleeding effect on a success.


Stunning Strike [Icore Cost 2, Any Melee Weapon without the Heavy or Reach properties and tied to your Icore]: Make an attack action, subtracting -5 from the roll to hit. If the attack hits, in addition to the weapon’s damage, the enemy must make a Constitution Saving Throw (DC 8 + your Strength or Dexterity modifier + your Proficiency Bonus). On a failed save, the enemy is Stunned until the end of its next turn.


Breath's Enemy [Icore Cost 5, Any Melee Weapon with two hands or a Shield]: With your bonus action, prepare your shield to withstand a potential breath attack or similar. Until the beginning of your next turn, you gain resistance against any area attack (if you have Evasion, you cannot use this Technique).


Macabre Dance [Icore Cost 1, Any Melee Weapon without the Light property and must be tied to your Icore]: Before an attack that isn’t a Technique, decide how much Icore you wish to spend. For each Icore, add 1d4 extra damage. Every 2 Icore spent reduces the attack roll by -1. After 6 Icore, if the attack misses, the enemy suffers damage proportional to the Icore spent.


Dying Pulse [Icore Cost 15]: When you are about to take damage from an attack or a spell that would reduce your hit points to 0, you can use your reaction to instead remain at 1 hit point and gain 1 level of Exhaustion. If the damage was caused by a Word of Power: Kill or by Massive Damage, you gain 2 levels of Exhaustion.


Mastery of Icore and Ultimate Techniques

Upon Reaching Level 10, you gain very powerful techniques that you can use with your Icore, and it enhances your weapons. When you deal damage with your weapon bound to your Icore, you add Constitution to the weapon's damage.

Techniques:


Summon [Icore Cost 1-5]: Using your bonus action, you can summon a weapon bound to your Icore. If the weapon is within 9 meters of you, the Icore cost is 1. If it’s within and no more than 42 meters away, you spend 3. If it is farther but still on the same plane of existence, you spend 5.


Counter [Icore Cost 1]: When you perform an attack action or technique and are sure you've been hit by the enemy or have hit it, you can spend 1 Icore point to place an Icore Marker on the Target. The marker lasts for 42 hours.


Countdown [Icore Cost 0]: Using your Action or Reaction, you can detonate your Icore Markers. Each Icore Marker causes 1d8 necrotic damage that is unreducible, ignoring resistance and treating immunity as resistance. As long as the Target is on the same plane of existence, it can be targeted by "Countdown". When you use this technique, you gain 1 level of Exhaustion.


Supreme Slash [Icore Cost 4, Any Melee Weapon without the Light property]: Make a strike roll with disadvantage. If you hit, the impact is so strong that it releases your Icore to the ground, creating a Red Geyser resembling Fire, adding 3d10 fire damage. If you miss, the enemy still suffers half of the fire damage.


Total Annihilation [Icore Cost 3, Any Melee Weapon without the Light or Reach property]: Using your action and 6 meters of movement, you rush towards the enemy, making an attack roll with -6 to the roll. If you hit, add 4d6 extra damage and force the enemy to make a Strength saving throw (DC 8 + your Strength or Dexterity modifier + your proficiency bonus). If the enemy fails, they suffer an additional 4d6 force damage and are knocked back 3 meters. If they succeed, they only suffer 2d6 force damage and are not knocked back.


Chain Slash [Icore Cost 2, Any Melee Weapon with Reach and bound to your Icore]: You use your Icore to engage multiple enemies and create a chain of strikes. You make an attack that hits the first enemy within 3 meters, then continue the strike, hitting up to 2 additional enemies (each 3 meters apart). Each additional hit deals 1d6 + Constitution force damage.


Void Eruption [Icore Cost 4, Any Melee Weapon with the Heavy property and bound to your Icore]: As an action, make an attack with a very negative Icore explosion against a chosen enemy. If you hit, you deal 3d8 necrotic damage. Each enemy within a 6-meter radius of the target must make a Constitution saving throw (DC 8 + your Intelligence or Strength modifier + your proficiency bonus). If they fail, they take 1d8 necrotic damage and are pushed 3 meters back.


Blade Storm [Icore Cost 5, Any Melee Weapon with Slashing damage]: With a swirling movement of your blades, you create a storm of strikes around you, hurling your weapons violently. As a bonus action, you make an attack that hits every enemy within a 3-meter radius of you. Each attack is made with disadvantage, but if you hit, you deal 1d8 extra damage for each enemy hit. Each enemy that takes damage must make a Strength saving throw (DC 8 + your Strength modifier + your proficiency bonus). If they fail, they are knocked prone until the end of their next turn.


Judgment [Icore Cost 4, Any Melee Weapon bound to your Icore]: With your action, you attack an enemy. If you hit, you deal 4d6 damage (Force damage if Neutral, Radiant if Good, Necrotic if Evil). If the enemy has already attacked you during their turn, you deal an additional 2d6 damage (Force damage if Neutral, Radiant if Good, Necrotic if Evil).


Ascendant Icore Empowerment

Upon reaching 15th Level, your weapons bonded to you with Icore gain the ability to overcome damage resistances and immunities of your weapon. Furthermore, you gain the ability to choose an additional Fighting Style from those of the Fighter.

Techniques:


Titanic Strike [Icore Cost 4, Any Weapon with the Heavy or Two-Handed property]: As an action, you make a massive strike with disadvantage. If you hit, you deal an additional 5d10 force damage. If the enemy is a creature of Large size or smaller, they take an extra 2d6 damage and are pushed back 4.5 meters. If the enemy is prone, the damage dealt is increased by 1d10.


Harmonic Explosion [Icore Cost 4, Any Weapon with the Heavy and Reach property, bonded to your Icore]: You swing your weapon imbued with Icore, and it begins to resonate. Your Icore is released into the air and used as the instrument for this technique. As an action, you make an area attack. Every enemy within 6 meters must make a Constitution saving throw (DC equal to 8 + your Intelligence or Dexterity modifier + your proficiency bonus). If they fail, they take 3d6 Thunder damage and 2d4 Bludgeoning damage and are stunned for 1 round. If they succeed on the saving throw, they take half damage and are not stunned.


Icore Scream [Icore Cost 3, Any Weapon bonded to your Icore]: As an attack action and using your bonus action, you make a 15-meter cone attack. Every enemy in the cone must make a Dexterity saving throw (DC equal to 8 + your Strength or Dexterity modifier + your proficiency bonus). If they fail, they take 3d8 Psychic damage and are burned, taking 1d6 fire damage at the end of each of their turns until the end of combat or until they use their action to extinguish themselves. If they pass the saving throw, they take half damage and are not burned.


Star Throw [Icore Cost 10, Javelin, Spear, Halberd, Longsword, Trident, bonded to your Icore]: The allure of the sky and the starry firmament are imprinted in your mind, your soul, and your Icore. You channel your Icore into a powerful strike, forming a lance of pure starry energy that pierces through the enemy. As an action, you make a ranged attack (up to sight) with advantage. If you hit, you deal 6d8 radiant damage (for every 5 Icore, add an additional 6d8) and it explodes, dealing half the damage in a 6-meter area around the hit enemy (if the enemy is not hit, they take half the damage). Enemies in the area must make a Constitution saving throw (DC equal to 8 + your Strength or Dexterity modifier + your proficiency bonus). If they fail, they are blinded until the end of their next turn. When using this strike, the weapon risks breaking unless it is a +2 weapon. However, if you have used Icore equal to 25 or higher, the weapon will break and turn to dust unless it is an Artifact or a +3 weapon.


Icore Apocalypse

At Level 18, you imbue your spirit with Icore, gaining resistance to slashing, piercing, and both magical and non-magical damage. You can also focus your Icore into a single, ultimate technique.


Long Life to Me[Icore Cost 5, Constant]: Using your action and an Initial Cost of 5 Ichor Points your body begins to regenerate, then you are deducted at the start of each round 1 Ichor point for the recovery of 1d4 + Constitution Hit Points, nothing can stop this technique except the end of the Ichor Points, spells of 6th level or higher that block regeneration or healing. If you are on Death Saving Throws at the start of the round, make a DC 10 Constitution saving throw and add + 5 for each time you fail the roll, repeat the roll at the start of each round if you are on Death Saving Throws. For each time you get back on your feet thanks to this Technique you gain Hit Points equal to double your level in the fighter class. If you fail the Constitution saving throw, you do not get back on your feet and do not regenerate, but you still pay the cost of the Ichor. The DC returns to 10 at the end of a Long Rest.



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