Foebreaker (Class)

The reflective plates of a Dragonborn's adamantine armor remain unchanged as his attacker's longsword breaks in two on impact. The now-disarmed High Elf curses and begins to frantically prepare a spell, only for it to be interrupted by a devastating blow to the chest from the Dragonborn's Warhammer.

An Ogal soldier lunges at an unsuspecting target, using her Battleaxe to rip apart her opponent's armor. This unrelentingly destructive force is followed by the Dwarf driving her axe into the Kabal's exposed shoulder, driving it halfway into his spine, killing him before he could realize he was under attack.

As a Jaizumi charges at a Seeq, the pig-nosed behemoth crushes a downed Gharif's skull with his mace, plowing through his mask as if it weren't there. The Jaizumi is shocked by the death of her mentor, and flees in terror from the hulking beast, who now had begun his pursuit.

All of these Foebreakers have something in common - they approach battle without fear, devastating their combatants with massive weapons. The Foebreaker will use their raw power to shatter their enemy's bones and even armor. All the while, their own armor remains a stout aegis of defense from all forms of attack, be they magickal or blade. They instill fear into the hearts and minds of any who dare to approach them in combat, and rarely are capable of being taken down by even the strongest of warriors.

No Time For Mysteries
Between the weapon shattering and bone smashing, the amount of defensive and offensive tactics that the average Foebreaker keeps up with leave them with little time, energy, or patience for Magickal endeavors. As a result, Foebreakers choose not to use Magick when their weaponry and intimidation could do the talking, instead. This is usually for the better, as the lack of time available to be dedicated to Magick results in Foebreakers having a negligibly low maximum exposure to work with. This doesn't bother them, though, as they generally feel the simple but effective approach is usually the best.

A Costly Position
Not just any warrior who dons a suit of Chain Mail and picks up an axe is considered a Foebreaker. These warriors have not only dedicated a large amount of time to developing their own defensive and offensive strategies, but also a large amount of coin into their equipment; In order to have armor strong enough to shatter your opponent's weapons on impact, a large sum would have to be forfeited - That is, unless the Foebreaker in question made the armor themselves. Though most would be among those noble or well off folk, there are some outliers such as those who are gifted their equipment, or the aforementioned smiths. Many Foebreakers use their abilities as a form of income, taking up mercenary or other combat-involved positions. After all, they may as well use the armor they spend so much to maintain for something.

Creating a Foebreaker
When building your Foebreaker, the first thing you should consider is where your armor came from. It could be a gift, you may have bought it yourself, or perhaps you made it or found it somewhere - whether you were supposed to take it from there or not. You also should consider what led you to take up such a harsh and aggressive approach to combat, and where did you learn these techniques? Do you have a reason for your aversion to Magick? Did you have a military position, or were you taught by a friend or employer? Did you train yourself by reading about combat techniques? If so, where did you find these books? If you purchased them, where did you get the funds to do so? The same question applies to your equipment, especially your armor and weapon.

Quick Build
You can make a Foebreaker quickly by following these suggestions: Prioritize either Strength or Constitution as your highest ability score, the higher of the two depending on if you want to focus on defense or offense more. After those scores should be Charisma, to further help with intimidation. The others should be ordered to reflect your character's personality and history. The recommended backgrounds for a Foebreaker are Noble or Soldier.

Class Features
As a Foebreaker, you gain the following class features:

Hit Points
Hit Dice: 1d10 per Foebreaker level

Hit Points at 1st Level: 12 + your Constitution modifier

Hit Points at Higher Levels: 1d12 (or 6) + your Constitution modifier per Foebreaker level after 1st

Proficiencies
Armor : Heavy Armor, shields

Weapons: Simple Melee Weapons, Battleaxes, Glaives, Greataxes, Greatswords, Lances, Mauls, Pikes, Tridents, Warhammers

Tools: None

Saving Throws: Strength, Constitution

Skills: Choose two skills from Athletics, History, Insight, Intimidation, Perception

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

• (a) chain mail or (b) ring mail and a shield

• (a) a martial weapon or (b) 15gp

• (a) a battleaxe or (b) two tridents

• (a) a dungeoneer’s pack or (b) an explorer’s pack

Breaker Technique
Foebreakers often increase their advantages in combat even further by weakening their targets through means of pure endurance, intimidation, or even crushing their opponent's equipment or bones. These actions are called Breaker Techniques and can be activated during your turn as a bonus action. Once you have used a Breaker Technique the number of times shown for your Foebreaker level in the Breaks column of the Barbarian table, you must finish a long rest before you can use a Breaker Technique again. You cannot activate a Breaker Technique until you have chosen it by reaching a "Breaker Technique" feature by increasing your Foebreaker level. Choose one of the following options:

Bonecrusher
After activating this Breaker Technique: If the next creature you hit with a melee weapon attack has an AC less than 17 (not including shield bonus), they are now Prone, and a bone is broken. The broken bone is dependent on where your weapon hits the creature.

Demolition
After activating this Breaker Technique: The next creature you hit with a melee weapon attack has it's AC reduced by 2 until either (a) the creature has a new set of armor equipped or (b) the creature takes a short or long rest.

Fear Tactics
After activating this Breaker Technique: If the next creature you hit with a melee weapon attack is killed by the attack, the non-allied creature closest to you is now Frightened of you.

Rigidity
After activating this Breaker Technique: If you are wearing Heavy Armor and a creature hits you with an attack which has a damage total less than double that of your AC, the weapon the creature attacked with is broken in half. If the creature did not attack with a weapon, the creature takes 1d4 damage. You take no damage from this attack.

Withering
After activating this Breaker Technique: The next creature you hit with a melee weapon attack has it's Strength reduced by 2 until it is no longer in combat with any creatures.

Refreshed Will
While in combat: If your HP is full, any attacks you make deal additional damage equal to 1d6 + your Foebreaker Level.

Crushing Behemoth
Once per battle: When you make an attack, you may choose to make this attack a Behemoth Crush. Behemoth Crush attacks deal additional damage equal to 2d6 (2d10 at 6th Level, 3d12 at 12th Level, 3d20 at 20th Level) + your Foebreaker Level.

Ability Score Improvement
When you reach 3rd level, and again at 7th, 9th, 14th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can’t increase an ability score above 20 using this feature.

Bedrock Footing
You cannot be knocked prone through any non-magickal means; While attempting to knock a creature prone, you are considered proficient in Athletics.

Bulwark
Defense can sometimes be your best offense. When you reach 5th level, and again at 10th, 15th, and 20th level, you may choose one of the following damage types to permanently gain resistance to. If you choose a damage type which you have already increased your resistance to using the Bulwark feature, you gain immunity to that damage type. You may only be immune to one damage type as the result of the Bulwark feature.


 * Bludgeoning
 * Piercing
 * Slashing

Magic Aegis
Your Defensive tactics are so well-honed that you are used to defending against magickal damage. When you reach 11th level, and again at 19th level, you may choose one of the following damage types to permanently gain resistance to. If you choose a damage type which you have already increased your resistance to using the Magic Aegis feature, you gain immunity to that damage type. You may only be immune to one damage type as the result of the Magic Aegis feature.


 * Cold
 * Fire
 * Lightning