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Notes from the Finger:…so, you know that knife-roomba meme? Yeah.

Helix Warrior

Whips, spiked chains, polearms, and other lengthy weapons engender an illustrious tactic known as helix fighting, so named for the spiral arcs of its spinning blades. Helix warriors possess a dancer’s grace and the ferocity of a whirlwind, diving into crowds of foes and laying them low with flurries of circular swipes.

Additional Fighting Style

Starting when you choose this archetype at 3rd level, you gain a special fighting style: Reach Fighting. Your melee weapon attacks score a critical hit on a roll of 19 or 20 against targets that are 10 feet away from you. The weapon must have the reach property for you to gain this benefit.

Counterspin

Also at 3rd level, as a reaction when you take damage from a hostile creature that you can see within 5 feet of you, you can twirl a reach weapon you are holding in a tight circular arc. You deal 1d4 damage of the weapon’s type to each creature you choose within 5 feet of you.
      The damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). At 11th level, the range of creatures you can choose increases to 10 feet.

Battle Pirouette

Starting at 7th level, once on each of your turns, if you leave the reach of two hostile creatures at the same time, you don’t provoke opportunity attacks from them.

Unceasing Top

At 10th level, you have become a stalwart pillar of the battlefield, wading into endless waves of foes. You gain an additional reaction that can only be used for your Counterspin feature. You can only use one Counterspin in response to each attack.

Culling Blade

Beginning at 15th level, your attacks cull the weak and weary from the battlefield. If you deal damage to a creature with a melee weapon attack or your Counterspin feature and its remaining hit points are lower than the damage you dealt to it, the creature instead drops to 0 hit points.

Whirlwind of Steel

At 18th level you become an unstoppable storm, wading into the tides of battle and dealing death all around. When you score a critical hit with a reach weapon or reduce a creature to 0 hit points with a reach weapon or your Counterspin feature, you can use your Counterspin feature without using a reaction.

 

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