mcumoric
2021-10-04, 09:06 AM
Way of the gamer
ARTIFICER GAMING
Double jump
Starting at the 3rd level, when you use your step of the wind feature, immediately after you make a running long or high jump, you may make an additional running long or high jump while airborne, even though you have no ground beneath you This extra jump does not count towards movement even if you would not normally be able to jump as far normally.
Disjointed hit box
Starting at the 3rd level, when you make a melee weapon attack, it’s reach increases by 5 feet. If you take damage as a part of that attack, due to a creature’s ability or otherwise, you do not take the damage if you are 10 feet away or more when you attack.
Combo breaker
Starting at the 6th level, if a hostile creature has the feature multiattack and hits you with an attack, you may spend 1 ki point and use a reaction to impose disadvantage on it’s next attack. If it’s next attack misses you (but is still targeting you) may make an unarmed strike as a part of that reaction. You lose the effect of this reaction at the end of your attacker’s turn.
RNG manipulation
Starting at the 11th level, as a bonus action, you can force all further attack rolls you make this turn to miss no matter if they hit or not. After you do this, for the next minute or until you lose concentration (as if you were concentrating on a spell) you can turn an ordinary hit into a critical hit.
Gamers don’t die, we respawn
Starting at the 17th level, if you are killed, you do not die but instead are immediately teleported to the last place you had a long rest with 1 hp. This fails if you had done so within the last month or you are not in the material plane when you die, in which case a 5th level fireball with a dc 17 saving throws is immediately cast when you die.
ARTIFICER GAMING
Double jump
Starting at the 3rd level, when you use your step of the wind feature, immediately after you make a running long or high jump, you may make an additional running long or high jump while airborne, even though you have no ground beneath you This extra jump does not count towards movement even if you would not normally be able to jump as far normally.
Disjointed hit box
Starting at the 3rd level, when you make a melee weapon attack, it’s reach increases by 5 feet. If you take damage as a part of that attack, due to a creature’s ability or otherwise, you do not take the damage if you are 10 feet away or more when you attack.
Combo breaker
Starting at the 6th level, if a hostile creature has the feature multiattack and hits you with an attack, you may spend 1 ki point and use a reaction to impose disadvantage on it’s next attack. If it’s next attack misses you (but is still targeting you) may make an unarmed strike as a part of that reaction. You lose the effect of this reaction at the end of your attacker’s turn.
RNG manipulation
Starting at the 11th level, as a bonus action, you can force all further attack rolls you make this turn to miss no matter if they hit or not. After you do this, for the next minute or until you lose concentration (as if you were concentrating on a spell) you can turn an ordinary hit into a critical hit.
Gamers don’t die, we respawn
Starting at the 17th level, if you are killed, you do not die but instead are immediately teleported to the last place you had a long rest with 1 hp. This fails if you had done so within the last month or you are not in the material plane when you die, in which case a 5th level fireball with a dc 17 saving throws is immediately cast when you die.