{Left Handed-Golden Encrusted Brass Knuckles} Melee Weapon Attack: +8 to Hit, 5ft. Range, One Target. Dmg: 1d8(Bludgeoning)+(Str/Dex)

(Copy & Paste for Damage!)

!roll 1d8+5

{Right Handed-Golden Encrusted Brass Knuckles} Melee Weapon Attack: +8 to Hit, 5ft. Range, One Target. Dmg: 1d10(Bludgeoning)+(Str/Dex)

(Copy & Paste for Damage!)

!roll 1d10+5

{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. {Indomitable} - Cannot be disarmed unwillingly.


Weapon Properties

  • (WeaponArts_backbreaker Backbreaker) - As an Action, you lunge a fist towards the enemy, On-Hit they take an additional 1d4 (Bludgeoning) Dmg & must roll a DC: 16 Strength Saving throw and be Knocked FighterArts_topple Prone for 2 Rounds. On a save, they only take the bonus dmg.
Base weapon Attack Roll. Can be used Once per Short Rest per Brass Knuckle.
  • (WeaponArts_piercing_strike Piercing Strike) - As an bonus Action, you thrust your Claw into the enemy, on hit they must roll a DC: 13 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 per Brass Knuckle.

{Gladiator’s Stride} - When you take the Attack action, you make two weapon attacks, Alternating attacks starting from her Left Punch to her Right Punch. She may WeaponArts_art_cancel delay her second attack to unleash a Bonus Action Art first.

  • If her WeaponArts_art_cancel Delayed attack still lands, Cherry will be able to cast another Weapon art at the cost of an extra Charge.

Weapon Arts

{Passive} - Technical Marvel - While in Combat, Cherry begins to charges up the Electrical energy building inside of her with every movement and action she takes to unleash powerful burst of damage against her foes. Cherry starts combat with {10 Static Charges}, gaining 1 charge for every 5ft of movement, 2 Charges for each successful Melee strike she makes against up to a maximum of {45 Static Charges}. Throughout the Static Buildup there’s a set of bonuses Cherry will gain upon achieving the stated goal cherry will gain:

  • {15 Stacks} - Cherry gains an additional Melee Weapon Attack as an Bonus Action.

  • {25 Stacks} - Cherry gains an additional Melee Weapon Attack as an Action & a +1 bonus to Attack rolls.

  • {35 Stacks} - Cherry’s Melee Attacks Critical Threshold is lowered by 2 and Nightfall deals an additional 1d6+(Cha) FighterArts_electric_elemental lightning Damage. When you hit, up to two adjacent foes each take your Charisma modifier in FighterArts_electric_elemental lightning damage.

At the end of Cherry’s turn in which she made no attacks, she loses 3 charges. If Cherry falls unconscious, she loses half her current charges. After combat ends, your charges reset to 10.

Static Claw

  • Cost: 3 Charges
  • Type: Bonus Action
  • Effect: Cherry gains 10ft. of movement speed towards the nearest enemy. Make a Melee Weapon Attack (Right Fist), On-Hit, the Enemy Takes 1d10(Piercing)+(Str/Dex)+1d8(FighterArts_electric_elemental Lightning) Damage and must succeed on a DC: 15 Constitution Saving Throw or suffer both Conditions_bleeding Bleeding and FighterArts_break Break Conditions till the end of the victim’s 3rd turn. On a Pass, it only takes the Weapon Damage and is inflicted with Conditions_gaping_wounds Gaping Wounds instead.

Photon Blast/Storm Surge

  • Cost: 4 Charges
  • Type: Action
  • Range: 30ft
  • Effect: As Cherry fires a Bolt of Electricity, make a Ranged Spell Attack against the first creature in a line within 30ft. using your spell attack bonus. On-Hit, the Enemy takes 1d12+(Cha) FighterArts_electric_elemental Lightning Damage and is Marked until the end of it’s next turn. While the Mark is Active, Cherry can use an Reaction and expend 1 additional Charge to activate Storm Surge:

    (Storm Surge) - Cherry dashes to the marked target (Up to her maximum movement speed, doesn’t proc opportunity attacks) and consumes the mark.

    • On Arrival, Cherry can make one Melee Weapon Attack that deals 1d8(Bludgeoning)+2d6(FighterArts_electric_elemental Lightning) Damage

The Action of using Photon Blast & Storm Surge can be casted onto an willing ally without dealing any damage onto them or needing to roll to hit. The FighterArts_electric_elemental Lightning Damage roll from Storm Surge is instead converted to ♦️ Temporary HP for both Cherry and the Ally she’s dashing to.

If used later (Not immediately after Photon Blast), Storm Surge replaces Photon Blast and costs 2 Charges that can be used as a Action, Bonus Action, or Reaction.

Voltic Wave

  • Cost: 5 Charges
  • Type: Bonus Action
  • Effect: As Cherry Charges an fist, Make an Melee Weapon attack against a creature within 5ft. On-Hit, The target takes 2d8(Bludgeoning)+(Str/Dex)+4d6(FighterArts_electric_elemental Lighting) Damage. Creatures in a 15ft. cone originating from that target must Succeed a DC: 16 Dexterity Saving Throw or take 4d6(FighterArts_electric_elementalLightning)+2d4(FighterArts_wind_elemental Thunder) Damage. Half Damage on a Pass.

    If Voltic Wave is Casted while mid Dashing, the blast cone extends to 25ft., and any creature with the FighterArts_break Break Condition that fails it’s save is then FighterArts_topple Toppled until the end of it’s next turn.

1,000 Volt Surge

  • Requirement: 45 Static Charges (Does not Expend upon casting this)
  • Type: Action and Bonus Action
  • Range: 60ft (Allies impacted within 30ft of Cherry)
  • Effect: Cherry unleashes stored electricity in a 60ft. radius. Each creature within range must Succeed a DC:16 Constitution saving throw or take 16d12(FighterArts_electric_elemental Lightning)+6d6(FighterArts_fire_elemental Fire)Damage and become Paralyzed until the end of their 3rd Turn: on a pass, the Creature only takes half Damage and isn’t Paralyzed.

    (Surge Aftermath)- After Unleashing the build up of Electricity Cherry Generated, She immediately loses 5 Charges and have both her Current & Maximum HP halved. At the start of each of her turns, she loses 5 Charges and gains cumulative debuffs as her charges deplete:

    • {25 Charges} - Cherry’s Speed is Halved.
    • {15 Charges} - Cherry has Disadvantage on Ability Checks and Saving Throws.
    • {10 Charges} - Cherry’s Speed becomes 0.
    • {0 Charges} - Cherry falls Unconscious for about 4 Hours & gains 3 Levels of Exhaustion upon waking up.

While in this State, Cherry cannot Regain any charges. Cherry can recover from this state upon completing an Long Rest.