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. 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.

Subclasses

WIP