Playthings of Mad Gods

GLOG Class: Zenith

Incredible warriors, blessed by strange Eastern Gods of Sun and Moon. They are well-known for their excesses as well as their effectiveness against forces of the Darkness. They are always merry and cheerful, always partying as they never know when the forces of the darkness will finally defeat them.

attribution in the image

(heavily inspired by the darkest dungeon mod, as well as Arnold's original Acrobat class.)

Zenith:

Momentum: While in combat and unarmored gain a point of momentum every time you:

You may spend momentum to execute your Techniques (instead of attacks), spending minimum of their stated Momentum (and more for extra effects). You learn them as you level(if you would get a Technique you already know, instead choose one above or below it), and may also learn new ones by being taught how to fight by divine beings(these are not necessarily from this list). Your Momentum resets to 0 after a whole turn without fighting (trying to game the system by having your friends hit you or the similiar are the surest way to annoy the Divine).

Never Stop Moving: While unarmored, gain +1 to AC for each round you spent moving at your full speed (you are treated as if you've moved for [templates] rounds at the start of the combat). Each time you are hit, remove 1 from your bonus AC. If you are using opportunity attacks against those who are moving away from combat, they do not concern you.

Bravado: Add your CHA bonus to saves (or double it if your system already uses it for saves). Each time you pass a save, your allies who see you gain a +2 bonus to saves against the same effect.

Always Ready: When you would be suprised, you instead act with disadvantage in your first round (your defense is unaffected)

Dance of War: At the start of your round, if your Momentum is less than 3, set it to 3 instead.

Techniques

1. Crane's Jumping Strike (4 Momentum)

R: 60 ft T: any creature within range
You jump impossibly high, delivering a strike from the air to an unexpecting target. Move up to the range of this technique, then make an attack - it deals your normal attack damage+[additional spent momentum] of damage(double the bonus if the target is related to The Darkness).

2. Monkey's Quivering Palm (4 Momentum)

R: 5 ft T: any creature within range
You make an unarmed attack as a part of this technique - if it hits, target must save or be stunned for the next round. Targets related to The Darkness roll this save with a disadvantage. The save is made with a penalty of [additional Momentum spent].

3. Phoenix's Combusting Strike (4 Momentum)

R: 5 ft T: any creature within range
You make an unarmed attack as a part of this technique - if it hits, target is set ablaze with holy fire. Afterwards, the target recieves d6 holy(double against servants of The Darkness) damage until they quench the flame with blood (they deal at least [additional Momentum spent]+1 HP damage to a creature that has blood).

4. Demon Slaying Blessing (4 Momentum)

R: 30 ft around you T: all allies within range D: [additional Momentum spent]+1 rounds
You radiate confidence so strong, that it turns into light that covers your friend's weapons. For the Duration of this Technique's effect, you and other targets may normally use their weapons to deal damage to ephemeral targets.

5. Bat's Thousand Echoing Strikes (6 Momentum)

R: 10 ft T: any creature within range
You make an attack with a to-hit bonus of [additional Momentum spent] as a part of this technique - if it hits, attack the same target again. Keep attacking until your attack misses or the target dies.

6. Scorpion's Spinning Blade (6 Momentum)

R: 10 ft around you T: everything in range D: [additional Momentum spent]+1 rounds
You start spinning your weapon around, making a free attack against every creature that enters your range or ends it round in there for the duration of this effect.

7. Lone Spark Lights the Conflaguration (10 Momentum)

R: 30 ft T: All Chosen creatures in Range
You send a wave of holy energy around yourself, lighting all creatures you choose on holy fire (as Phoenix's Combusting Strike, with 1 HP of dealt damage needed to quench it), dealing an additional d6 holy damage in the moment of casting.

8. True Strike (10 Momentum)

R: 10 ft T: a creature in range
As a part of this Technique you make an attack, which automatically hits your chosen target. It deals an additional 4d6 holy damage. Using this technique requires all of your attacks in a round.

Designer's Notes

(Noticed that others do that with their classes, so I'll do the same with mine) I've decided to make an acrobatic Paladin, whose only defense is their speed. If you want to live, you must keep moving. Your abilities have a tendency to spiral, but if you make one wrong step and begin losing, then it is easy to spiral in the other direction and die. You gain momentum for most things you do, but you must take care so that you're not caught with your pants down and no momentum. I've deliberatly gave you no defensive techniques (except for those whose defense is attack). Keep moving.

#Class #GLOG