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View Full Version : D&D 5e/Next Sir, I Am Clearly Not A Hedgehog (Fighter subclass)



Bhu
2023-07-07, 09:56 PM
TRAPSNIFFER
Tommy wasn't the best Fighter. He was slow, out of shape, and not really a 'born killer'. Worse, everyone thought he was crazy because he kept talking to his invisible friend 'Mr. Prickles'. Except Mr. Prickles wasn't imaginary. He was an Echidna of vast power, and little wisdom. He taught Tommy the ways of the Echidna. How to sniff out prey. How to burrow in the ground, only leaving your prickles exposed. How to whack potential predators with your own spine. When Mr. Prickles left on adventure, Tommy was finally ready for adventures of his own. Mostly because a torch bearing mob decided to chase him off seeing as he was now a were echidna who chatted with invisible creatures no one else could see. Fortunately, they never found Tommy, and he went on to spread Mr. Prickles wisdom. When he could get people to stop saying "AAAAAAAAHHHH!" long enough, that is.

WERE ECHIDNA
At 3rd Level, as a bonus action, you transform into a humanoid Echidna for 1 minute. You gain the following benefits while transformed:

You gain a Strength based Claw attack doing 1d10 plus Str modifier Piercing damage. These claws do magical damage at 5th Level, and are considered to have the Light property.

You gain Quill Defense. Any adjacent creature attacking you in melee takes 1d4 plus it's own Strength modifier Piercing damage. Your unarmored AC now equals 10 + your Proficiency Bonus + your Constitution Modifier.

You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

PRICKLY PEAR
At 3rd, you learn maneuvers that are fueled by special dice called Prickle dice.

Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack or ability check in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. Any Maneuvers that do damage do magical damage. Maneuvers can only be done when you are transformed.

Prickle Dice. You have four Prickle dice, which are d6s. A Prickle die is expended when you use it. You regain all of your expended Prickle dice when you finish a short or long rest. You gain another Prickle die at 7th level and one more at 15th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows: 8 + your proficiency bonus + your Strength modifier.

Anchor: When making a Saving Throw to avoid being knocked Prone or moved involuntarily, you may expend one Prickle die and add it to the Saving Throw results. You may do this after rolling the Saving Throw, but before you know whether it is successful.

Armor Piercing Claws: When you make a weapon attack roll against a creature, you can expend one Prickle die to add it to the attack roll. You do this before or after making the attack roll, but before any effects of the attack are applied.

Ball of Death: (Prerequisite: 7th Level) You roll into a ball, and roll over your enemies. Expend 1 Prickle die as an Action, and move at least 20 feet. You may move through creatures your own size or smaller. Make a Strength based attack roll on creatures you pass adjacent to do 3d6 plus your Str modifier in Piercing damage. Creatures you attempt to pass through must also make an opposed Strength (Athletics) Check. If they fail, they fall Prone. If they succeed, you stop in the square in front of them. You may attempt to roll over as many opponents as your movement will allow.

Death From Below: (Prerequisite: 10th Level) To use this Maneuver, you must be at least 10 feet underground, and your opponent must not know you are there. You expend a Prickle die as an Action, burrowing up to attack your target, who is considered surprised (giving you Advantage on the attack roll). Make a Strength based attack roll, and if you succeed you do 6d6 plus your Str modifier Slashing damage, and your opponent must make a Strength Saving Throw or fall Prone.

Defensive Attack: If an opponent is damaged by your Quill Defense, you may expend a Prickle die and add the die roll to the damage as a Reaction. If the opponent scored a critical, add double the die result to the damage (and double the Dice from Quill Defense as well).

Follow Up: If you successfully score a critical hit, you may expend one Prickle die to make an attack with your Claws as a Bonus Action.

Gotcha: When a creature misses you with a melee attack, you can use your reaction and expend one Prickle die to make a Claw attack against the creature. If you hit, you add the Prickle die to the attack's damage roll.

Hunker Down: As a Bonus Action on your turn you may expend one Prickle die to use the Hide Action.

I'm Out: You may use a Bonus Action on your turn to expend a Prickle die to move up to your full land or Burrow speed.

Leaning Into It: (Prerequisite: 7th Level) When a creature you can see moves adjacent to you, you can use your reaction to expend one Prickle die if the creature attacks you after moving. The creature takes 3d6 plus it's own Str modifier Piercing damage.

Puff Up: You may use a Bonus Action on your turn to expend a Prickle die to gain temporary hit points equal to the die roll plus your Fighter Level.

Roll Up: You can roll up as an Action by expending a Prickle Die. Until you unroll, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to unroll, ore one of the following Maneuvers: Anchor, Ball of Death, Defensive Attack, Puff Up.

Sniff Em Out: As a Bonus Action, you may expend a Prickle die to make a Wisdom (Perception) Check to do one of the following: detect a trap or hidden person or item, or detect an Invisible being if it's within 10 feet.

Sticky Tongue: You can expend one Prickle die as an Action to attempt to snatch whatever one target within 10 feet is holding. The target must make a Strength saving throw. On a failed save, you take one item on it's person weighing no more than 10 lbs.

Tongue To The Eye: You can expend one Prickle die as a Bonus Action to attempt to blind one opponent within 10 feet. The target must make a Constitution Saving Throw, or be Blinded until the end of your next turn.

Trapsniffer: If you have used Sniff 'Em Out to successfully find a trap, you may expend another Prickle die to gain Advantage on the roll to disarm that trap.

Tremors: (Prerequisite: 10th Level) As a Bonus Action, you can expend one Prickle die to gain Tremorsense with a range of 30 feet for 1 Minute.

Yeet Cannon: As an Action, you can expand a Prickle die to snatch up a random forest critter, and yeet it at your opponent face. This is a ranged, Strength based attack doing 2d6+Str Bludgeoning, Piercing or Slashing damage (your choice). Range is 20/60.

PARTIAL TRANSFORMATION
At 7th Level, you can now use your Maneuvers without being transformed, unless they reference your Claw attack or Quill Defense.

ECHIDNA POWER!
At 10th Level, while transformed you now also have the following:

A Burrow and Swim speed equal too half your land speed.

Advantage on Wisdom (Perception) Checks based on smell.

TERMITE KILLERS
At 15th Level your Claws do 2d6 damage, and score a critical on a 19-20.

RAGING ECHIDNA
At 18th when you roll initiative and have no Prickle dice remaining, you gain one extra Claw Attack when taking the Attack Action.