Xingese Fighter (FMA Supplement)

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Xingese Fighter[edit]

While countries like Amestris specialize in firearms and brawn, Xingese culture has a deep culture of spirituality and finesse.

Creating a Xingese Fighter[edit]

As you create your Xingese fighter, remember that your character need not have a strictly military background. Plenty from Xing simply learn their family's way of life before finding their own. If you do choose to have a military background, why did you leave and go adventuring? Whether your background is military or civilian, why did you choose the dangerous and unglamorous role of a fighter in the first place?

Quick Build

You can make a Xingese fighter quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by either Wisdom or Constitution. Second, choose the Soldier background. Third, choose the weapons that fit your intended Division.

Class Features

As a Xingese fighter you gain the following class features.

Hit Points

Hit Dice: 1d8 per Xingese fighter level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Xingese fighter level after 1st

Proficiencies

Armor: Light armor, shields
Weapons: Simple weapons, martial ranged weapons, martial finesse weapons
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Animal Handling, Acrobatics, Athletics, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Xingese fighter

Level Proficiency
Bonus
Features Skirmish
1st +2 Skirmish 1d6
2nd +2 Swift Action 1d6
3rd +2 Clan 1d6
4th +2 Ability Score Improvement 1d6
5th +3 Sidestep 2d6
6th +3 Clan feature 2d6
7th +3 Dragon's Pulse 2d6
8th +3 Ability Score Improvement 2d6
9th +4 Fast Movement 3d6
10th +4 Dragon's Pulse Improvement 3d6
11th +4 Clan feature 3d6
12th +4 Ability Score Improvement 3d6
13th +5 Battle Fortitude 4d6
14th +5 Extra Attack 4d6
15th +5 Clan feature 4d6
16th +5 Ability Score Improvement 4d6
17th +6 Dragon's Pulse Improvement 5d6
18th +6 Freedom of Movement 5d6
19th +6 Ability Score Improvement 5d6
20th +6 Emperor 5d6

Skirmish[edit]

At 1st level, you rely on your mobility to take advantage of gaps in an enemy's defenses while keeping them from responding in kind. When determining your AC, you may replace your Strength or Dexterity modifier with your Wisdom modifier.

After having moved at least 15 ft. in one round, you gain a +2 bonus to your AC if you are wearing no armor, or a +1 bonus if you are wearing light armor. You can use a shield and still gain this benefit, and it lasts until the beginning of your next turn.

Once per turn while you are benefiting from this AC bonus, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. The amount of the extra damage increases as you gain levels in this class, as shown in the Skirmish column of the Xingese Fighter table.

Swift Action[edit]

At 2nd level, your experience and agility allow you to move and act quickly. You can take an additional bonus action on each of your turns while wearing light or no armor. This action can only be used to take the Dash or Disengage actions, or to interact with an additional object.

Clan[edit]

At 3rd level, you benefit from the tutelage of your clan. Choose between the Yao, Chang, and Han clan, detailed at the end of this class description. Your clan choice grants you features at 3rd level and then again at 7th, 11th, and 17th level.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Sidestep[edit]

At 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to immediately move 5 feet in any direction and reduce the attack's damage against you by your Wisdom modifier + your proficiency bonus. If you are unable to move 5 feet you cannot use this feature, and if you are prevented from moving you still take full damage. This movement doesn't provoke opportunity attacks from the enemy who hit you, but it does from any others.

Dragon's Pulse[edit]

At 7th level, you are in tune with a mystical, universal energy known as the Dragon's Pulse. At will, you may decrease your movement speed by any amount until the beginning of your next turn to learn the location of any living creatures within twice as many feet.

At 10th level, you know the hit points and any other resources any creatures within this feature's range has.

At 18th level, the range of this feature is doubled.

Fast Movement[edit]

At 9th level, your movement speed increases by 10 feet while you are wearing light armor, and 15 feet while you are wearing no armor.

Battle Fortitude[edit]

At 13th level, while you are not wearing medium or heavy armor, you can add half your proficiency bonus, rounded down, to initiative rolls and to any Constitution saving throws that you make that don't already include your proficiency bonus.

Extra Attack[edit]

At 14th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Freedom of Movement[edit]

At 18th level, you can slip out of bonds and grapples easily. You may use the bonus action granted by Swift Action to lose the grappled or restrained condition.

Emperor[edit]

At 20th level, you have become a champion of your people, of such great wisdom to be a worthy successor to the Emperor. You may add half your proficiency bonus to any d20 rolls you make that don't already include your proficiency bonus, as long as you are not wearing medium or heavy armor.

As an action, you may choose one creature you can sense with Dragon's Pulse. Every attack you make against this creature deals your Skirmish damage, as do any attacks against them made by other creatures while the target or attacker is within 10 feet of you, and you are aware of their location until they die, are on a different plane than you, or you use this feature again. You may use this feature once, regaining 1/10th of a use at the end of a long rest.

Xingese Fighter Clans[edit]

Each of Xing's 50 clans is highly specialized into a handful of roles. While many of these are farmers, craftspeople, and traders, there are as many assassins, smugglers, and alkahestrists.

Yao Clan[edit]

The Yao clan are talented swordsman, studying forms from Xing's history, developing new forms, and even researching foreign sword-fighting forms.

Flowing Strike

At 3rd level, when a creature misses you with a melee attack, you may make a melee attack against them as a reaction.

Gale Assault

At 6th level, you may use your Swift Action bonus action on your turn to take the Attack action, but you can not take the attack action again until the end of your turn.

Amestrian Dueling

At 11th level, attack and damage rolls made with light melee weapons have a +1 bonus, and have their critical range increased by 1 (20 → 19-20 → 18-20).

Alternate Feature: Drachman Defensive Stance

At 11th level, as an action at the beginning of your turn while wielding a melee weapon with the reach property, you may enter a defensive stance. Until the beginning of your next turn, you gain a +1 bonus to your AC, your movement speed is halved, and Flowing Strike no longer consumes your reaction.

Alternate Feature: Cretan Sweep

At 11th level, when you use your Sidestep feature, you may move an additional 10 feet. This movement may be through another creature's space, and you must make a melee attack against these creatures. On a hit, they are knocked prone and take 1d4 + your Wisdom modifier bludgeoning damage.

Alternate Feature: Wrath of Aerugo

At 11th level, when you hit with a melee weapon with the heavy property that would benefit from Skirmish, you may forgo dealing additional damage to force the target away from you a number of feet equal to 5 times the number of d6s you would have dealt. When you miss with an attack with a melee weapon with the heavy property that would have benefited from Skirmish, you may reroll the attack, taking the new result, and the target moves 5 feet away from you on a hit instead of dealing additional damage. Both of these benefits count as using Skirmish for that turn.

Master Swordsman

At 15th level, you gain 1 additional 11th level feature from this clan, and any 11th level features from this clan can be used with any melee weapon. Additionally, you gain immunity to the frightened and charmed conditions.

Chang Clan[edit]

The Chang clan is a small, politically weak clan. Despite their limited numbers, however, they wield one of Xing's greatest arts: alkahestry.

Alkahestris

At 3rd level, you gain an amount of Alchemic Stamina equal to 3 times your Xingese fighter level, all of which is regained at the end of a long rest. As an action, you may cause one creature you are touching to regain hit points equal to the amount of Alchemic Stamina spent.

Dragon's Teeth

At 6th level, when you make a thrown attack with a weapon with the light and finesse properties, you may spend 3 Alchemic Stamina to increase its short range by 10 feet if you are wearing light armor or 15 feet if you are wearing no armor, and increase its long range by twice as much.

Dragon's Sight

At 11th level, when you make a thrown attack with a weapon with the light and finesse properties, you may spend 3 Alchemic Stamina to not have disadvantage if the target is within the weapon's long range. Additionally, you gain proficiency, or expertise if you already have proficiency, in two of the following: Animal Handling, Acrobatics, Athletics, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Stealth, and Survival.

Dragon's Wings

At 15th level, your movement speed increases by 5 feet and you may spend 9 Alchemic Stamina at will to regain your reaction. Additionally, you may deal Skirmish's bonus damage to damage dealt by a Transmutation Circle.

Han Clan[edit]

The Han clan specializes in distribution, transporting goods between cities and individuals within them. In other countries, they are known as some of the world's best smugglers.

Weighted Efficiency

At 3rd level, while you are wearing medium armor, you count as wearing light armor for the sake of this class's features. Additionally, you can benefit from Skirmish's bonus damage with melee weapons without the finesse property.

Weighted Excellence

At 6th level, when you deal Skirmish's bonus damage, you may add your proficiency bonus to the damage dealt if the weapon has the heavy property.

Metal Monk

At 11th level, you can carry, push, drag, and lift twice as much. Additionally, Weighted Excellence applies to heavy armor as well.

Weight of the World

At 15th level, you gain proficiency in Strength and Constitution saving throws. When you make a shove attack, you may move the target an additional 10 feet away from you. Additionally, you have advantage on checks to maintain a grapple.

Zhang Clan[edit]

Members of the Zhang clan are, first and foremost, information gatherers. They are experts in moving unseen, and leaving enemies no evidence of their passing.

Bushcraft

At 3rd level, you can no longer be tracked by nonmagical means, unless you choose to leave a trail. Additionally, choose one skill from Perception, Stealth, and Survival in which you are proficient. You gain expertise with the chosen skill.

Seeking Strike

At 6th level, you learn to strike with cunning and leave your enemies open to attack. When you successfully deal damage to a creature using your Skirmish feature, you may choose an ally to aid in attacking that creature. If the chosen ally attacks the target before the beginning of your next turn, their first attack roll is made with advantage.

Land's Stride

At 11th level, you are unaffected by difficult terrain.

Battlefield Reflexes

At 15th level, as long as you are not surprised or incapacitated at the beginning of combat, you have advantage on initiative rolls. If you are surprised, you can still move normally on your first turn.

Huang Clan[edit]

The vast Huang clan makes up the majority of the Xingese military's specialized mounted infantry; elite units analogous to Amestrian mechanized divisions. They are adept on foot or on horseback, and with crossbow or sword.

Mounted Infantry

At 3rd level, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed, and being carried by your mount counts as movement for the purposes of Skirmishing. In addition, choose one skill from Animal Handling, Athletics, and Acrobatics in which you are proficient. You gain expertise with the chosen skill.

The Dragon and the Saber

At 3rd level, you become adept at blending the use of swords and crossbows together fluidly. You can draw a light melee weapon as part of the attack you make with the weapon, and you ignore the loading property of crossbows with which you are proficient. Additionally, when you make a crossbow attack and deal bonus damage from Skirmish, you can roll the weapon’'s damage dice in place of the normal d6s.

Combat Veteran

At 6th level, you've spent enough time in the thick of the fighting that you've grown tough and resilient; as long as you're still on your feet and moving, your spirit is hard to break. When you deal your Skirmish bonus damage to a creature, you and your mount gain temporary hit points equal to your proficiency bonus that last until the end of your next turn.

Harrying Attack

At 11th level, you learn to use ranged attacks to soften up a target before closing in. During your turn, if you successfully hit a creature within 30 feet of you with a ranged attack, that creature can't make opportunity attacks and your attacks against them have advantage until the beginning of your next turn.

Dragon Rush

At 15th level, if you move at least 30 feet in a straight line toward a target no larger than you by 1 size category immediately before making a melee weapon attack against it, you can you can make one additional melee attack as a bonus action. The bonus damage from your Skirmish feature may be applied to both attacks.

Wu Clan[edit]

The Wu clan makes up the vast majority to the Xingese military, and are likewise one of the larger clans. Their light infantrymen specialize in flanking, harassing, and disrupting bigger and tougher forces, trying not to stay in place long enough for a heavier enemy to pin them down and crush them.

Footsoldier

At 3rd level, you learn to use a light shield and spear expertly in concert, readying spears in your shield hand and passing them to your main hand as needed. You gain the following benefits while you are wielding a shield in one hand and a weapon with the thrown property that deals piercing damage in the other:

  • The weapon gains the finesse property.
  • You can draw the weapon as part of the attack you make with it.
  • You gain a +2 bonus to attack rolls you make using the weapon.
Run-up

At 6th level, if you move at least 45 feet in a straight line towards your target immediately before making a thrown weapon attack, that attack has advantage and can apply your Skirmish bonus damage, even if you have already dealt your Skirmish damage to a creature on that turn.

Needling Attack

At 11th level, you can use a bonus action on your turn to make an attack with a weapon with the thrown property that deals piercing damage.

If you hit a creature with a thrown weapon attack using this feature, you can reduce the target's movement speed by 10 feet until the start of your next turn. If you hit a creature with a melee weapon attack using this feature, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.

Warrior's Throw

At 15th level, while you are wielding a thrown weapon that deals piercing damage, it gains the reach property. While you are wielding a weapon with the thrown property that deals piercing damage, other creatures provoke opportunity attacks from you when they enter your reach. If you hit a creature using this feature, the first attack they make against you before your next turn may be Sidestepped without spending your reaction.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Xingese fighter class, you must meet these prerequisites: Dexterity and one other ability score of your choice 16.

Proficiencies. When you multiclass into the Xingese fighter class, you gain proficiency in two of the following skills: Animal Handling, Acrobatics, Athletics, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Stealth, and Survival


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