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# Limit Breaker
##### in order for a mediocre man to defeat a genius, he must become a demon
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##### Limit Breaker
| Level | Proficiency Bonus | Features | Carnage Bonus |
|:---:|:---:|:---|:---:|:---:|
| 1st | +2 | Carnage, Reflexive Defense | 1 |
| 2nd | +2 | Fighting Style, | 1 |
| 3rd | +2 | Martial Archetype | 1 |
| 4th | +2 | Ability Score Improvement | 1 |
| 5th | +3 | Extra Attack | 2 |
| 6th | +3 | Ability Score Improvement | 2 |
| 7th | +3 | Martial Archetype Feature | 2 |
| 8th | +3 | Ability Score Improvement | 2 |
| 9th | +4 | Carnage Step | 3 |
| 10th | +4 | Martial Archetype Feature | 3 |
| 11th | +4 | Extra Attack (2) | 3 |
| 12th | +4 | Ability Score Improvement | 3 |
| 13th | +5 | Evasion | 4 |
| 14th | +5 | Ability Score Improvement | 4 |
| 15th | +5 | Martial Archetype Feature | 4 |
| 16th | +5 | Ability Score Improvement | 4 |
| 17th | +6 | Carnage of Asura | 5 |
| 18th | +6 | Martial Archetype Feature | 5 |
| 19th | +6 | Ability Score Improvement | 5 |
| 20th | +6 | Supernatural Recovery | 5 |
## Class Features
As a Limit Breaker you gain the following class features.
#### Hit Points
**Hit Dice:** 1d10 per Limit Breaker level.
**Hit Points at 1st Level:** 10 + your Constitution modifier.
**Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per Limit Breaker level after 1st.
#### Proficiencies
**Armor:** Light, Medium
**Weapons:** Martial and Simple Weapons
**Tools:** None
**Saving Throws:** Dexterity and Intelligence
**Skills:** Choose two from Acrobatics, Athletics, Insight, Intimidation, Perception, Persuasion and Survival.
#### Equipment
You start with the following items, plus anything provided by your background.
• (a) Studded Leather or (b) Scale mail
• (a) a Martial Weapon and a Shield or (b) 2 Martial Weapons
• (a) a Light Crossbow and 20 bolts or (b) Two Handaxes
• (a) a Dungeoneer's Pack or (b) an Explorer's Pack
### Carnage
In battle, you push your body beyond its limits, focusing all of your energy and strength into a single minute. On Your Turn, you can begin to carnage as a Bonus Action.
While in this state, you gain the following benefits if you aren't wearing heavy armor:
• You have advantage on Dexterity Checks and Dexterity saving throws.
• When you make a melee weapon Attack using Dexterity, you gain a +1 bonus to the attack roll. This bonus increases as you level, according to the Carnage Bonus.
• Your Armor Class is increased by your Carnage Bonus.
If you are able to cast Spells, you can't cast them or concentrate on them while in this state.
This state lasts for 1 minute. It ends early if you are knocked Unconscious. You can also end your carnage on Your Turn as a Bonus Action. After your carnage has ended, you gain 1 point of exhaustion. Additionally, while carnage is active, you are immune to exhastion.
Once you have used this feature, you must finish a Short or Long Rest before you can use it again.
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### Reflexive Defense
While you are not wearing any armor, your Armor Class equals 13 + your Dexterity modifier. You can use a Shield and still gain this benefit.
### Fighting Style
You adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.
#### Dueling
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.
#### Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.
#### Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.
### Martial Archetype
At 3rd level, you choose an archetype that you strive to emulate in your Combat styles and techniques. This class comes with no archetypes, instead every fighter class archetype is compatible with this class.
The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
### Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.
### Extra Attack
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
The number of attacks increases to three when you reach 11th level in this class.
### Carnage Step
At 9th level, your speed allows you to practically skip distances when moving. Whenever carnage is active, you can move as per the misty step spell as a bonus action.
Additionally, when carnage is active, attacks of opportunity against you are made with disadvantage.
### Evasion
Beginning at 13th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
### Carnage of Asura
At 17th level, you can enter carnage twice instead of once per short or long rest. Additionally, whenever you would enter carnage, you can instead choose to enter the Carnage of Asura as a free action.
When in this state you gain the following benefits in addition to the benefits of the standard carnage:
• You can expand a bonus action, gaining advantage on all of your attack rolls for the turn.
• All weapon attacks that you hit with, are critical hits for the purposes of calculating damage.
• When you hit a creature with a melee weapon attack, you ignore its damage resistances and treat its damage immunities as resistances.
This state lasts until the beginning of your next turn, or until you are knocked unconscious. When carnage of Asura ends you gain 2 levels of exhaustion.
### Supernatural Recovery
At 20th level, you can use your action to regain one use of carnage, and reduce your exhastion level to 0. After you use this feature, you cannot use it again until you take a long rest.
##### DISCLAIMER!!!
#### I do not own Dungeons & Dragons, or Rakudai Kishi no Cavalry. Nor do I own the amaizing artwork on the cover page of this document.
#### DM & Players be advised, this class is work in progress and as such I am not respnsible for any stupid decisions you make within your home game(s)...