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Level Proficiency Counter Attack Partial Parry Features

Bonus Damage Bonus Threshold


1 +2 -
2 +2 -
3 +2 -
4 +2 Ability Score Improvement
5 +3 Extra Attack
6 +3
7 +3
8 +3 Ability Score Improvement
9 +4
10 +4
11 +4
12 +4 Ability Score Improvement
13 +5
14 +5
15 +5
16 +5
17 +6
18 +6
19 +6 Ability Score Improvement
20 +6

Basic Features:
Hit Points:
Hit Dice: 1d10 per ParryGod level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ParryGod level after 1st

Proficiencies:
Armor: Light armor, medium armor

Weapons: Simple weapons, Martial weapons

Tools: None

Saving Throws: Dexterity, Wisdom

Skills: Choose three from Acrobatics, Athletics, Insight, Deception, Perception, Sleight of Hand, Stealth

Equipment:
You start with the following equipment, in addition to the equipment granted by your background:
 (a) or (b)

 If you are using starting wealth, you have TBD x10 in funds

Parry:
Upon being attacked by a melee weapon, you may use your reaction to attempt to parry the attack. Roll
a Dexterity saving throw using the enemies attack roll as the DC. If successful, negate the incoming
attack, but on a failure, the attack hits regardless of AC. What you wield in your offhand has an effect on
how well you can parry. When wielding nothing in your offhand, gain a +2 against the incoming attack
roll to parry. When using a finese weapon in your offhand, gain a +1. When using a shield, gain no
benefit. When using a non-finesse weapon in your offhand, take a -1 penalty to the party.

Backstab:
Once per round, when making an attack against an enemy from behind them, you can perform a critical
attack on them. Gain a +1 to the attack roll, and if the attack is successful, deal an additional die of
damage. After the attack, the enemy turns to face you.

Dodge Roll:
Upon being attacked, you may use your reaction to attempt to dodge an attack. Roll an Acrobatics
(Dexterity) check, using the attack -2 as the DC. Upon being successful, negate the attack, and move 5 ft
from your current location. Wearing armor inhibits this ability, and as such, light armor imposes a +1 to
the DC, medium armor imposes a +2 DC, and heavy armor imposes a +3 DC.

Cautious, but prepared:


Once per turn, you may forgo your action to grant yourself an additional reaction. At TBDth level, you
may forgo a bonus action instead. At TBDth level, you may forgo your action and bonus action for two
additional reactions.

Counter Attack:
At TBDth level, after successfully parrying, you can make an attack against the enemy who you just
parried. The attack gains a +1, and deals an additional 1d8 damage, increasing as you gain levels in this
class.

Partial Parry:
When you attempt to parry and fail, you can still reduce the damage dealt to you. If you parry attempt is
equal to the attack roll -1, you take partial damage based on what you’re using in your offhand. If
wielding nothing in your offhand, take 1 less damage. If using a finesse weapon, take 1d6 less damage. If
using a shield, take half damage. If using a non-finesse weapon, take 1d4 less damage. The range on
getting a partial parry increases as you gain levels in this class.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on
your turn.

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