Striker Level up Guide
Level | Benefits |
1st | Proficiency +2 | 1d4 | Unarmored Defense Improved Unarmed Strikes |
2nd | Proficiency +2 | 1d4 | Unarmored Movement |
3rd | Proficiency +2 | 1d4 | Counter Attack |
4th | Proficiency +3 | 1d6 | Ability Score Improvement |
5th | Proficiency +3 | 1d6 | Extra Attack |
6th | Proficiency +3 | 1d6 | Physical Superiority |
7th | Proficiency +3 | 1d6 | Improved counter |
8th | Proficiency +3 | 1d6 | Ability Score Improvement |
9th | Proficiency +4 | 1d8 | Evasion |
10th | Proficiency +4 | 1d8 | - |
11th | Proficiency +4 | 1d8 | - |
12th | Proficiency +4 | 1d8 | Ability Score Improvement |
13th | Proficiency +5 | 1d8 | - |
14th | Proficiency +5 | 1d10 | - |
15th | Proficiency +5 | 1d10 | Extra Attack |
16th | Proficiency +5 | 1d10 | Ability Score Improvement |
17th | Proficiency +6 | 1d10 | - |
18th | Proficiency +6 | 1d12 | - |
19th | Proficiency +6 | 1d12 | Ability Score Improvement |
20th | Proficiency +6 | 1d12 | Evasion |
Strikers
Hit Points
Hit Dice: 1d12 per Striker level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1st
Proficiencies
Armor: None
Weapons: Simple weapons
Tools: Choose one type of artisan's tools or one musical instrument
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + constitution
Improved Unarmed Strikes
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain levels.
When you use the Attack action with an unarmed strike or a favorite weapon on your turn, you can make one unarmed strike as a bonus action.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Unarmored Movement
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move and +5 movement speed.
Counter Attack (Reaction)
At 3rd level, your combat reflexes allow you to deflect or retaliate against attacks in close quarters.
Melee Defense Strike:
When a creature within melee range makes a melee attack against you, you can use your reaction to make a defensive unarmed strike:
Roll a d20 using half your to hit bonus (round down) to determine if the unarmed strike hits.
On a hit, roll your unarmed strike damage die + your proficiency bonus. Reduce the damage from the attacker’s strike by the amount rolled.
Projectile Deflection:
When a ranged weapon attack targets you, you can use your reaction to attempt to deflect it. Roll 1d10 + your proficiency bonus to reduce the damage.
If you reduce the damage to 0, you catch the projectile if it is small enough for you to hold in one hand.
If you catch the projectile, you can immediately throw it back at the attacker (or another target within 20/60 feet). Make a ranged attack roll using your Dexterity modifier and proficiency bonus. The projectile deals damage as normal for its type.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 15th.
Physical Superiority
Starting 6th level Whenever you make a Athletics or Acrobatics check, you can roll your unarmed strike die and add it to the total result. You can use this as many times as your proficiency bonus.
Improved counter
Starting at 7th level, your ability to deflect and mitigate damage becomes more refined. You now add your dexterity or strength modifier to the damage reduced when using Counter Attack.
Evasion
At 9th level, your instinctive agility lets you dodge out of the way of certain area effects. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
2> Fighters Instinct
Beginning at 14th level, your mastery of battle grants you proficiency in all saving throws..
Even Further Beyond
At 19th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 2. Your maximum for those scores increase by 4, no matter your race.