The Mad Cow (5e Subclass)

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Fighter Subclass

An unstoppable force packed into one body. With the power of Full Contact Karate, you can build up enough force to completely decimate your opponent in one blow using the power of the Four Guardian Gods.

3rd level

Full Contact Karate

You gain the monk's unarmed strike feature. When you roll a critical hit, you can break a bone. Roll another d20, to inflict the following effects on the target:

Ribs 1-8: Roll 1d4, you inflict 1d4 of piercing damage for each rib broken.

Leg 9-12: The opponent has their movement speed halved until the appendage is set or healed.

Arm 13-16: Pick an arm, that creature loses function of that arm and cannot use it until it's healed or set.

Vertebrae 17-19: Roll 1d4, the target takes 1d8 for each broken vertebrae.

Skull 20: 6d6 piercing damage and the target makes a Constitution saving throw. On a failure they go unconscious for 1d4 hours. The save DC is 8 + Strength or Dexterity modifier + proficiency bonus.

You gain an unarmored AC equal 10 + Dex mod + Con mod.

7th level

First Stance- Fist of the Black Tortoise

As a reaction to being attacked, make an attack roll. If your roll is higher than the targets, you intercept the attack and roll damage as normal. As an action, when you hit a target with an attack, you can drop their AC by your proficiency bonus and they take a number of d6s equal to your proficiency bonus. The reduction lasts until the start of the targets next turn.

At 18th level, the shock wave of your fist can harm nearby enemies. Enemies within a 15ft. cone must make a Con save or take the same damage the original target took and are pushed back 10ft.

You gain 62 more hit points. You can add your proficiency bonus to your hit point total for every subsequent level.

10th level

Second Stance- Kick of the Vermillion Bird

As an action, or reaction to breaking the targets leg, you force the opponent and anyone in a 20 ft. radius to make Con save. On a failure, they take 4d10 thunder damage and are knocked prone. On a success, the damage is halved and they aren't knocked prone.

At 18th level, the radius increases to 30 ft. and on a failure the targets are lifted 1d4 × 10ft in the air.

You have advantage against being shoved, pulled or knocked prone.

15th level

Third Stance- Dance of the White Tiger

As an action and the cost of an action surge, you can attack a number of times equal to your regular number of attacks per attack action + 6.

At 18th level, you gain 2 more attacks.

You gain a +2 to attack and damage rolls.

18th level

Fourth Stance- Wave of the Blue Dragon

The final move set up by the previous moves. This move can only be performed if each move of the Dance of the  Four Guardian Gods is performed consecutively. Anyone within a 60 ft. cone must make a con save. On a failure they take 12d12 thunder damage and are stunned for 1 minute. They can repeat the saving throw at the start of their turns. On a success the damage is halved and they aren't stunned.

Alternatively, if you use the stances to hit yourself instead, you can use the stored energy to form the ultimate basic. The targets within a 60 ft. radius must make a con save. On a failure, they take 24d12 and are stunned for 1 minute. They can repeat the save at the start of their turns.

Each unarmed strike you make gains an additional damage die.


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