My Documents
Become a Patron!
## Fighter Archetype - Viper Highly nimble and focused, Vipers specialize in wielding two weapons at once and unleashing an unending flow of attacks against their foes. Combined with a customized grip of their own design, they are able to combine their weapons to unlock further options in the heat of battle. #### Flow of the Viper At 3rd level, while wielding a one handed, light, finesse weapon in your main hand and your off hand, you are able to enter a state of flow. When you make a melee weapon attack you gain one charge of flow. You may spend charges of flow to replace attacks with a viper strikes instead. Some viper striks require creatures to make saving throws. The DC is calculated as:
**Viper Strike save DC =** 8 + your proficiency bonus + your Dexterity modifier
When you make a viper strike attack, you do not gain a charge of flow. There is no limit to the number of attacks you may replace in a turn. You may have a maximum number of charges of flow equal to your proficiency bonus. Viper Strikes are detailed at the end of the subclass description. #### Viper Stance Also at 3rd level, you have developed a customized grip attachment which allows you to combine two one handed, light, finesse weapons into a single dual bladed staff called a Viper Staff. The Viper Staff is a two handed, light, finesse weapon which deals 2d6 damage. When applying damage you decide the damage type between the two weapons used to create the staff and deal any additional effects or bonus damage associated with that weapon. As a bonus action you may enter or exit your viper stance. \columnbreak #### Serpentine Aspect At 7th level, your fighting style has allowed you to expand your skills beyond battle. You gain proficiency in the sleight of hand and stealth skills. If you are already proficient in these skills, you gain expertise in these skills. #### Coil and Strike At 10th level, you have learned to weaponize your defense. When you take the dodge action, you may spend a charge of flow to add your proficiency bonus to your AC. #### True State of Flow At 15th level, you are able to transcend your natural limits. As an action you cast the Haste spell on yourself and have advantage on Constitution saving throws for the spell's duration. You may cast the spell once in this way. Use of this feature refresh when you complete a long rest. #### Battle High Beginning at 18th level, when you roll for initiative, the thrill of battle instantly puts you in a state of flow. You gain 3 charges of flow when you roll initiative and you cannot be surprised. ### Viper Strikes Viper Strikes are specialized attacks you unleash while in a state of flow. These strategic blows and free flowing flourishes are used to control the battle. \pagebreakNum
#### Coiled Strike **Requirement:** 10th level fighter
**Cost:** 1 flow charge
When a melee weapon attack misses you, as a reaction, you may spend a charge of flow to make a melee weapon attack against the attacking creature. #### Constricting Strike **Requirement:** 3rd level fighter
**Cost:** 1 flow charge
You attack a weak point of a creature, targeting its mobility. The creature must succeed on a Constitution saving throw, on a failure the creature loses half their movement speed until the end of their next turn. #### Fang Strike **Requirement:** 3rd level fighter
**Cost:** 2 flow charges
You make a jumping, piercing weapon attack against a creature within 10ft. of you. You move to a location within 5ft. of the creature, this movement does not provoke attacks of opportunity. If the attack hits, it deals bonus damage equal to your proficiency modifier. If you were in Viper Stance when using this viper strike, the effect ends. #### Sapping Strike **Requirement:** 15th level fighter
**Cost:** 3 flow charges
You attack a vital point of a creature. They must make a Constitution saving throw, on a failure, their AC is reduced by 2 and they deal 1d4 less damage on their weapon attacks until the end of their next turn. #### True Strike **Requirement:** 18th level fighter
**Cost:** 5 flow charges
The creature makes a Dexterity saving throw, on a failure you strike them with a melee weapon attack which deals critical damage. On a failure they take half the damage. #### Venomous Strike **Requirement:** 7th level fighter.
**Cost:** 1 flow charge
You attack a weak point of the target, emulating the effects of poison. The creature makes a Constitution saving throw against your Viper Strike save DC, becoming poisoned for one minute on a failure. This effect bypasses poison immunity. #### Whirlwind **Requirement:** 3rd level fighter
**Cost:** 2 flow charges
You gain the effect of Viper Stance and then flourish your blades in a circle around you in one fluid motion. Each creature within 5ft. of you makes a Dexterity saving throw. You deal your weapon damage to each creature that fails the saving throw.