Combo-Striker

You have always been an engine of combative force. You have an innate ability to see the next best strike, and this has fueled each punch and kick to be more and more effective. You came from a life that was filled with the thirst for a fight. Those who have found the flow and achieved this state of being all equally worked with all their heart and soul, and through this tenacious way of being one can become a Combo-striker. Your parents and their parents before them fought endlessly with fire in their eyes and soul, and their gifts have been passed down to you, and now is the time to follow your path to your destiny by striking down each obstacle with that same fire,and no matter the challenge, tournament, or compitition your combination of endless strikes leads to your ultimate victory, or your epic defeat, either way you're not afraid because you live for the fight, and the fight lives for you.

Combo points

3rd-Level Combo-Striker Feature

Your innate ability in fighting has fueled each attack onward. You have a number of Combo points equal to your level. You can spend these points, after you take the attack action with a melee weapon, to do a combo that affects your fighting in a variety of ways, and can create a unique and interesting combination of attacks. You cannot attack more than attacks per action than you have with combos,super moves,ultimate moves, or combo breakers unless stated otherwise. Each Combo costs 1 Combo Point.

Combos

  • to take the disengage or dash action as a bonus action.
  • to make an additional weapon attack as a bonus action.
  • to move half your movement speed.

Super Moves

3rd-level Combo-Sriker Feature

Super Moves are moves you can make at the end of a series of combos, so you cannot continue spending combo points after doing a Super Move, unless you are using your Ultimate Move feature, but you must lead into this feature after using at least 1 of your combos. Each Super Move costs 2 combo points. Each Super move is considered a weapon attack, so rolls to hit and the damage of your weapon still apply. You can only have one super move at a time, and can change them out after a short or long rest. (Super Move DC=10+Str modifier)

Super Moves

  • Uppercut- you swiftly uppercut a creature, that is no more than one size category above your own, into the air (Super Move DC) feet into the air. The creature remains in the air until the next action, unless it is knocked back upwards or knocked out of the air by some means.
  • Knockback- you force the creature back, that is no more than one size category than your own, (Super Move DC) feet back. The creature must make a Strength saving throw against your Super Move DC or be knocked prone on a failed save, or on a successful save the creature is not knocked prone.
  • Crush- you slam a creature down, that is no more than one size category above your own, and causing them to be in the incapacitated condition. The creature must make a Strength saving throw beating your Super Move DC or have their movement halved on a failed save, or on a successful save the creature is uneffected.

Combo building

7th-level Combo-Striker Feature

For every three successful consecutive hits against a single creature gain one Combo Point.

Ultimate Moves

10th-level Combo-Striker Feature

If you are below 20% of your maximum hp you can spend half of your combo points to perform an Ultimate Move even after a combo string leading into a Super move, this move is the endgame move, all or nothing. You can do your ultimate move if you are above 20% of your maximum hp, but you will have to use all of your combo points. You can only have one Ultimate move, and can change them out on a short or long rest.

Ultimate moves

  • Beam Attack-You attack in a straight line up to double your movement speed, and each creature in that line must make a Dexterity saving throw DC=(8+proficiency bonus+dexterity modifier) on a failure take double your weapons damage dice and half as much on a success. You can re-roll any damage dice of 2 or lower once taking the new result.
  • Area of Effect- In an area creatures that are within half of your movement speed you can make your maximum number of attacks per action possible on all creatures in that area at once. You can re-roll any damage dice of 2 or lower, once taking the new result.
  • Barrage-you can use your maximum number of attacks per action, once again on a creature after using all your attacks per action possible this turn attacking that one creature. You can re-roll any damage dice of 2 or lower, once taking the new result.

Combo Stacking

14th-level Combo-Striker Feature

Add an accumulative +1 to both attack rolls and damage rolls for every consecutive hit to a single creature,up to your proficiency bonus, but if you miss a single attack against the creature, the bonuses accumulated return to their normal bonuses.

Combo Breaker

18th-level Combo-Striker Feature

Upon being hit by a melee attack you can use your reaction to spend 4 combo points, and make a number of attacks ,equal to your proficiency bonus halved, on the creature that attacked you, or a creature that is within your movement speed.

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