The Strong
[If you've found yourself here, these are class feats I've created for when the feat update drops. I'm placing them here temporarily for anyone who is nosy and wants to look at them ahead of time.]
Class Name: The Strong
Core Fantasy: The Strong is a Strength-based Breaker who turns raw muscle into a frontline weapon. In Dungeon Break operations, they smash through Gateside obstacles, dominate close combat, and hold monster swarms in place by sheer physical power.
Level 1 Features
Break-Drill Physique (Level 1)
Years of Gate drills have hardened your body far beyond normal.
Rules:
You have advantage on Strength (Athletics) checks made to climb, jump, swim, push, pull, or lift.
When you make a Strength check or Strength saving throw, you can choose to roll with advantage. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Frontline Bruiser (Level 1)
You are trained to fight up close with whatever weapon is in your hands.
Rules:
You gain proficiency with medium armor, shields, and martial melee weapons.
Once on each of your turns, when you hit a creature with a melee weapon attack that uses Strength, you can deal extra bludgeoning damage to the target equal to your proficiency bonus.
Your maximum jumping distance is equal to your movement speed. You gain a climbing speed equal to your walking speed.
Level 3 Feature
E-Rank: Shock Trooper (Level 3)
At E-Rank, you turn forward motion into raw impact against Gate threats.
Rules:
Your walking speed increases by 5 feet.
When you move at least 10 feet straight toward a creature and then hit it with a melee weapon attack on the same turn, you have advantage on the first Strength (Athletics) check you make to shove or grapple that creature during that turn.
When you succeed on a shove check against a creature, you can push it an extra 5 feet.
Level 7 Feature
D-Rank: Monster Grip (Level 7)
At D-Rank, your hands lock down even large Gate monsters.
Rules:
You can attempt to grapple creatures up to two sizes larger than you, instead of only one size larger.
You can have a number of creatures grappled at once equal to the number of free hands you have, instead of only one.
A creature grappled by you has disadvantage on attack rolls against creatures other than you.
Level 10 Feature
C-Rank: Siege Specialist (Level 10)
At C-Rank, you are GGA’s answer to walls, wreckage, and improvised cover.
Rules:
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
You have advantage on Strength checks made to break, bend, or force open objects and structures (such as doors, barriers, or restraints).
Your melee weapon attacks and unarmed strikes deal double damage to objects and structures.
Level 13 Feature
B-Rank: Breakthrough Pattern (Level 13)
At B-Rank, you can enter a short, brutal pattern designed to smash through enemy lines.
Rules:
As a bonus action, you enter a breakthrough state that lasts for 1 minute.
While this state lasts:
Your walking speed increases by 10 feet.
When you take the Attack action on your turn, you can make one additional melee weapon attack as part of that action.
When you hit a creature with a melee weapon attack, you can move that creature to an unoccupied space, provided it is no more than one size larger than you. You can move the creature up to a number of feet equal to your strength modifier times 5. This movement does not knock the creature prone.
The breakthrough state ends early if you are incapacitated.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Level 16 Feature
A-Rank: Massive Frame (Level 16)
At A-Rank, your body moves and hits like heavy machinery on the Gatefield.
Rules:
You count as one size larger when determining whether you can be moved or knocked prone by effects that allow a Strength saving throw, and you have advantage on Strength saving throws made to avoid being knocked prone or pushed.
Your reach with melee weapon attacks that use Strength increases by 5 feet when you make those attacks on your turn.
When you stand up from being prone, it costs you only 5 feet of movement.
Level 20 Feature
S-Rank: World-Shaker (Level 20)
At S-Rank, you can enter a combat state where every step and swing reshapes the fight.
Rules:
As an action, you enter a world-shaker state that lasts for 1 minute.
While this state lasts:
You become Large if you are not already, and your space and reach adjust accordingly.
Your walking speed increases by 10 feet, and you can move through the space of hostile creatures as if it were difficult terrain. You cannot end your movement in another creature’s space.
When you hit a creature with a melee weapon attack, you can move that creature to an unoccupied space, provided it is no more than one size larger than you. You can move the creature up to a number of feet equal to your strength modifier times 5.
Once on each of your turns when you hit a creature with a melee weapon attack, you can force that creature to make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, you knock the creature prone and deal additional damage to the creature equal to your Strength modifier.
Once on each of your turns, when you hit a different creature with a melee weapon attack, you can make one additional melee weapon attack against another creature within your reach.
The world-shaker state ends early if you are incapacitated.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.