{Mithral Claws}, Melee Weapon Attack, +9 to Hit, 5ft. Range, One Target. Dmg: 2d8(Slashing)+(Dex)

(Copy & Paste for Damage!)

!roll 2d8+7

{Finesse} - When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.


Weapon Properties

  • (WeaponArts_piercing_strike Piercing Strike) - As an bonus Action, you thrust your Claw into the enemy, on hit they must roll a DC: 15 Constitution Saving Throw and be inflicted with Conditions_gaping_wounds Gaping Wounds for 2 Turns.
Base weapon Attack Roll. Can be used Once per Short Rest
  • (WeaponArts_flourish Flourish) - As an Bonus Action, you lash out an non-lethal Feint attack dealing 2d6+2 Slashing dmg. Regardless if hit or not, the Target must make a DC:15 Dexterity Saving Throw and be inflicted with Conditions_off_balance Off Balanced for 2 rounds.

Flourish Attack DMG Roll

!roll 2d6+2

Can be used Once per Short Rest

{The Gambler’s Stride} - When you take the Attack action, you make two weapon attacks. You may delay your second attack to unleash a Bonus Action Art first.

  • If your delayed attack still lands, you regain half the spent charge and can optionally make another melee attack with your critical threshold lowered by 1
  • On your 4th strike and beyond, your AC is reduced by 1 per strike (Till the End of your Turn).
( Requirement : Finesse Property Weapon )

{Aspect of the Red Cap} - Whenever you land two basic attacks on the same target, your next basic attack, On-Hit, applies one Bleed stack (maximum of 4 stacks).

  • While Bleeding, the target takes an extra 1d4 slashing or piercing damage on hit and suffers 1d6 Hemorrhage damage per Bleed stack at the end of each of their turns.
  • Bleed lasts 3 rounds or until the target receives healing. If a healed target is hit with Hemorrhage again, they can make a DC 15 Constitution saving throw; on a success, they resist reapplication of Bleed.

Weapon Arts

{Passive} - Jester’s Gambit - As L accepts the Dwarven’s gift, you feel the runic essence flow through your Claws into you- giving you new found power to slay your foes in the frontlines. L is granted {16 Charges} to expend into your Weapon Arts. You can regain 2d4+(Prof. Modifier) per Short Rest or full upon completing a Long Rest. You can also replenish 1d6+1 Charges for every Takedown (Kills and Assist) on a Enemy.

Mithral Vise

  • Cost: 5 charges
  • Type: Reaction (when an ally within 15 ft. is hit)
  • Effect: The Runic Glyphs of your Claws swiftly project an energy Barrier to an ally within range, interlocking with the enemy’s blow. The enemies’ Melee Weapon Attack is made at −2 to hit; on a hit, reduce damage by 1d6 + Dex mod (Max: 5), no less than 1 dmg.

    If the Ally is willing, You can expend an additional Charge & half your Current movement speed to swap places with said Ally before the DM rolls the Damage.

The Loss of movement speed lasts till the end of their upcoming turn.

Cunning Strike

  • Cost: 3 charges + point of Swagger (Conditional to cast as an Reaction)
  • Type: Bonus Action
  • Effect: You roll a melee weapon attack to swiftly jab your claws onto your opponent dealing an additional 1d6 Piercing damage. On-hit, the opponent must make a DC: 15 Constitution saving Throw and be inflicted with FighterArts_break Break.

    (Cripple) - Immediately after applying Break, you may expend additional 2 charges to make a second claw attack at the same target’s legs. On-Hit, the target must succeed a DC: 15 Constitution Save or be FighterArts_topple Topple.

Attack A)

!roll 2d8+7+1d6

Attack B)

!roll 2d8+7+1d6

If either save succeeds, the target still takes the attack’s damage but avoids the condition. You can expend a point of Swagger to use this Art after successfully Parrying an Attack.

Waltz of the Wicked

  • Cost: 4 Charges
  • Type: Action
  • Effect: The Runic Glyphs glow on your Claws You swing them in a 5ft Arc in front of you. Each Creature in that area must make an DC:15 Dexterity Saving Throw or take 2d8(Slashing)+(Dex)+1d12(FighterArts_dark_element Necrotic) damage and suffers any “On-Hit” effects you normally apply. On a Pass, they only take half the damage.

    (Momentum Spin): If you moved at least 10ft straight immediately before using this art: - L can briefly Dash up up to an additional 10ft, passing harmlessly though creatures (not provoking Opportunity attack) - And Spin, making three consecutive 5ft arc attacks. Each creature within 5ft of you must succeed on a DC:15 Dexterity Saving Throw, Per Spin Strike, or take 2d4(Slashing)+(Dex)+1d6(FighterArts_dark_element Necrotic)) damage and suffer “On-hits” effects. On a Pass, they only take half Damage.

Attack A)

!roll 2d8+7+1d12

Attack B)

!roll 2d4+7+1d6

Embers of The Fool

  • Cost: 2 Charges
  • Type: Bonus Action
  • Range: 60ft (120ft if Casted as an Action instead)
  • Effect: The Runic glyphs of your Claws manifest 3 Cinder bolts of blue flames that hurl toward a Creature. Make a ranged spell attack against the Target. On-hit, the target takes 1d10(FighterArts_fire_elemental Fire)+(Prof. Modifier) damage per Flame.

    (Empowered Flame) - If Casted as an Action, for the cost of 4 Charges, you manifest 2 Cinder bolts +1 additional Bolt for every 1 point of Swagger and Moxie you have. Make a ranged Spell Attack & each focused Dart of Flame is beamed straight to a creature of your choice within 120ft of you. On-Hit, the target takes 1d6(FighterArts_fire_elemental Fire)+(Prof. Modifier) damager per Flame hit.

Attack A)

!roll 1d10+2

Attack B)

!roll 1d6+2

To Clarify, the Hurl aspect means the Flame is traveling in an Arc rather taking a straight forward path to the target.

Combo Clarity Sheet

-={Start turn}=-

  • Attack Left claw (1st Attack)
  • Bonus Action art - Cunning strike (2nd Attack)
  • Cunning Strike pt2 (Optional) (3rd Attack)
  • Attack Right Claw(4th Attack)
  • Attack Left claw (5th Attack)
The 5th attack can only be made IF the 4th/3rd attack from Right Claw HITS

-={End of Turn}=-