Ace Combatant > Deadly Virtuoso
Ace Combatant
Req. 18 Dexterity
1. Slide to the Left: Encounter^5 Shift
Lunge towards an opponent, moving up to five spaces. If you land within melee range you deal your DEX stat as physical damage. Add +2 to your Defensive rolls until your next turn. Can’t be used on targets within one space of you.
2. Criss Cross: EOT Attack
Make two swift basic attacks on an enemy, each dealing half damage. These attacks have +3 to critical and if an opponent evades one then your next Attack cannot be Blocked or Dodged.
3. Cross Counter: Encounter^30 Interrupt.
If an opponent uses a melee Attack on you, you may use this skill to land a guaranteed Counterattack. The following turn their accuracy rolls are reduced by 3.
4. Parry: Encounter^10 Interrupt
Halve the damage of an incoming Attack. On the following turn you may make an additional Attack against that enemy. If you critically strike them on this turn, you Disarm them.
5. Strike True: Daily^10 Shift
Close in on an enemy within (your DEX) spaces and Attack them; this attack deals bonus physical damage equal to 5% of their max HP. If the target Attacks you the following round they are inflicted with Bleed.
6. Opportunity Strikes: Passive
Whenever an enemy attempts to leave your melee range, you can make an Attack on them even in cases such as teleporting or disengaging.
7. You Can Never Face Me: Encounter^25 Shift
Leap over an enemy facing you, granting you a Sneak Attack that does not consume your Attack that round.
8. Thrill of Battle: Passive
Any time you Attack an opponent you gain 5 temporary HP. When you critically strike an opponent, you gain 10 Temporary HP and 10 bonus physical damage for the remainder of the encounter.
9. Finesse: Encounter^20 Attack + Action
Force an enemy in melee range to focus their attentions on you with a flurry of blows (they will prioritize you as an enemy until the start of your next turn). Perform three Attacks on them, each with Disadvantage; your opponent may not Counterattack any of these. For the remainder of the round, any time they attempt to perform an Action, Attack or Shift, you get an Attack of Opportunity on them that has Advantage on accuracy.
Deadly Virtuoso Req. Ace Combatant Completed.
1. Swift Follow-Up: At-Will Attack
Chain your basic attacks together like a dance; if you successfully hit one target within melee range with a basic attack, you can freely move to a second target within 3 tiles and perform a basic attack on them as well. If you successfully hit the second target, you gain advantage on your next Attack. You must declare your intent to use this ability before using your Attack.
2. Never Fear: Daily Interrupt
Dash to an ally and attempt to protect them by making a Counterattack for them. This counts as a Save.
3. Incorrigible: Encounter^20 Interrupt
You are always the attacker. Always. +3 bonus to Counterattacks. Your critical hits ignore armor.
4. Crippling Swipe: Encounter^20 Interrupt
You may use this skill when you are hit by an enemy Attack. Make an Attack on them. If you hit them, their movement is reduced by 1/3rd of your DEX the following round.
5. Blowout: Daily^25 Interrupt
One misstep is all it takes. When you land a hit you may turn it into a critical hit instead. On the following turn, the target cannot Dodge.
6. Limit Breaker: Daily^30 Interrupt
If you have moved twice, attacked twice and critically struck an enemy in this turn, you may use this skill to gain another use of an ability of yours with a ^ in its cooldown. You have advantage while using that skill if applicable for the remainder of the day.
7. Overwhelm: Daily^25 Interrupt.
You’re too slow! If you’ve moved over 10 spaces in one turn you may use this skill to give a target Disadvantage on their next roll.
8. Sudden Turnabout: Daily^35 Interrupt
Recover from being Down, Prone, or otherwise Crowd Controled, surprising an enemy within melee range with a sudden strike. Perform an Attack of Opportunity on them. If you are still below 0HP you must roll over 10 on a CON check to remain standing at the end of the round.
9. Finishing Blow: Daily^50 Interrupt.
If you have critically struck an enemy three times in the same encounter and they are below 50% of their max HP, you may use this skill to execute them or deal massive damage (at DM's discretion).
1. Slide to the Left: Encounter^5 Shift
Lunge towards an opponent, moving up to five spaces. If you land within melee range you deal your DEX stat as physical damage. Add +2 to your Defensive rolls until your next turn. Can’t be used on targets within one space of you.
2. Criss Cross: EOT Attack
Make two swift basic attacks on an enemy, each dealing half damage. These attacks have +3 to critical and if an opponent evades one then your next Attack cannot be Blocked or Dodged.
3. Cross Counter: Encounter^30 Interrupt.
If an opponent uses a melee Attack on you, you may use this skill to land a guaranteed Counterattack. The following turn their accuracy rolls are reduced by 3.
4. Parry: Encounter^10 Interrupt
Halve the damage of an incoming Attack. On the following turn you may make an additional Attack against that enemy. If you critically strike them on this turn, you Disarm them.
5. Strike True: Daily^10 Shift
Close in on an enemy within (your DEX) spaces and Attack them; this attack deals bonus physical damage equal to 5% of their max HP. If the target Attacks you the following round they are inflicted with Bleed.
6. Opportunity Strikes: Passive
Whenever an enemy attempts to leave your melee range, you can make an Attack on them even in cases such as teleporting or disengaging.
7. You Can Never Face Me: Encounter^25 Shift
Leap over an enemy facing you, granting you a Sneak Attack that does not consume your Attack that round.
8. Thrill of Battle: Passive
Any time you Attack an opponent you gain 5 temporary HP. When you critically strike an opponent, you gain 10 Temporary HP and 10 bonus physical damage for the remainder of the encounter.
9. Finesse: Encounter^20 Attack + Action
Force an enemy in melee range to focus their attentions on you with a flurry of blows (they will prioritize you as an enemy until the start of your next turn). Perform three Attacks on them, each with Disadvantage; your opponent may not Counterattack any of these. For the remainder of the round, any time they attempt to perform an Action, Attack or Shift, you get an Attack of Opportunity on them that has Advantage on accuracy.
Deadly Virtuoso Req. Ace Combatant Completed.
1. Swift Follow-Up: At-Will Attack
Chain your basic attacks together like a dance; if you successfully hit one target within melee range with a basic attack, you can freely move to a second target within 3 tiles and perform a basic attack on them as well. If you successfully hit the second target, you gain advantage on your next Attack. You must declare your intent to use this ability before using your Attack.
2. Never Fear: Daily Interrupt
Dash to an ally and attempt to protect them by making a Counterattack for them. This counts as a Save.
3. Incorrigible: Encounter^20 Interrupt
You are always the attacker. Always. +3 bonus to Counterattacks. Your critical hits ignore armor.
4. Crippling Swipe: Encounter^20 Interrupt
You may use this skill when you are hit by an enemy Attack. Make an Attack on them. If you hit them, their movement is reduced by 1/3rd of your DEX the following round.
5. Blowout: Daily^25 Interrupt
One misstep is all it takes. When you land a hit you may turn it into a critical hit instead. On the following turn, the target cannot Dodge.
6. Limit Breaker: Daily^30 Interrupt
If you have moved twice, attacked twice and critically struck an enemy in this turn, you may use this skill to gain another use of an ability of yours with a ^ in its cooldown. You have advantage while using that skill if applicable for the remainder of the day.
7. Overwhelm: Daily^25 Interrupt.
You’re too slow! If you’ve moved over 10 spaces in one turn you may use this skill to give a target Disadvantage on their next roll.
8. Sudden Turnabout: Daily^35 Interrupt
Recover from being Down, Prone, or otherwise Crowd Controled, surprising an enemy within melee range with a sudden strike. Perform an Attack of Opportunity on them. If you are still below 0HP you must roll over 10 on a CON check to remain standing at the end of the round.
9. Finishing Blow: Daily^50 Interrupt.
If you have critically struck an enemy three times in the same encounter and they are below 50% of their max HP, you may use this skill to execute them or deal massive damage (at DM's discretion).
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