Results 1 to 1 of 1
- Join Date
- Mar 2008
- Hell itself (Ohio)
Fisty McBearfist (Ranger subclass)
inspired by the youtube video of the same name
You belong to a clan of Werebears, but for some reason you were resistant to Therianthropy. But you are part Werebear. One of your arms is that of a bear, and some part of you is furry. Your foot on the same side may be a paw. You have decided to use your newfound powers to defend the innocent. Part time detective, full time butt kicker is you. Many of you also consider yourselves guardians of the natural world, and protectors of the forest and it's inhabitants. This includes some critters others would consider monsters.
At 3rd Level you gain the mighty Bearfist, and your Unarmed Strikes do 2d4 Bludgeoning or Slashing damage, plus your Strength Modifier. At 7th Level this increases to 2d6 damage, and is considered a magical weapon. This is considered a one handed weapon for purposes of the Duelling Fighting Style.
At rd Level, when you hit a creature with an Unarmed Strike attack, you can expend one spell slot to deal extra damage to the target, in addition to the strikes regular damage. The extra damage is 2d8 for a 1st-level spell slot (same damage type as the Unarmed Strike), plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or an aberration, to a maximum of 6d8.
At 7th Level choose two of your Skill Proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. Optionally you may choose to gain Proficiency in one skill you do not currently have, and gain Expertise in one you do.
At 11th Level you gain Resistance to Bludgeoning, Piercing and Slashing damage from non-magical attacks that aren't silvered.
SUPER SECRET BEAR POWERS
At 15th Level you gain several new fighting techniques:
You become proficient with Improvised Weapons. Due to your hulking bear arm, your Improvised Weapons now have the Thrown property with a range of 10/30 feet.
When you successfully score a critical with your Unarmed Strike, your opponent must make a Strength Saving Throw (DC is 8 + your Proficiency Bonus + your Str modifier), or suffer one of the following penalties of your choice: Shove them 10 feet in any direction, knock them prone, drop one object of your choice, or grapple them.
When you successfully score a critical, your next attack is made with Advantage if it is against the same creature, and does an extra d8 damage.
Your Unarmed Strikes now score a critical on a roll of 19 or 20.