Base Class: Fighter
Some warriors are more than what they seem. Their knowledge and/or abilities belies what should be possible in a single life span. These fighters know forgotten or long-lost techniques generations removed from the present day. The figure is an eidolic vessel. Often times the result of an ancestral spirit riding sidesaddle, the fighter has history right at their fingertips. This can also occur with individuals who remember past lives, a rogue phantom warrior binding itself to a host, or a deity assigning an eidolon to serve as a guide for a fated hero. Regardless of the means, creatures that are a vessel usually have a part to play in the greater scheme of things and have the potential to change the world.
Improved Fighting Styles
Beginning when you choose this archetype at 3rd level, your chosen Fighting Style improves with the aid of your eidolic guide.
Between the Seams
You ignore an amount of AC equal to half of your proficiency bonus rounded up (minimum of 1) on attacks made with your thrown weapons.
Eidolic Sight
You can also see into the Ethereal Plane.
Enhanced Dual Wield
You can now engage in two-weapon fighting while wielding weapons that don't have the light or finesse property. They cannot be two-handed. Additionally, you can use the versatile property for damage of either weapon while dual-wielding.
Flawless Technique
You roll the superiority die for this specific technique with advantage.
Iron Curtain
You get an additional AC bonus equal to half of your proficiency bonus rounded up (minimum of 1).
Near Miss
Whenever you miss on an attack roll with a ranged weapon, you deal slashing damage equal to your proficiency bonus to the target.
Redirect Momentum
When you are stuck with a melee attack, you can use your reaction to reduce the damage and move an amount of squares equal to your proficiency bonus. Attacks of opportunity from this movement are made with disadvantage.
Sacrifice Play
Whenever you use your Interception ability, you can choose to take the hit instead. If the creature is willing, you switch places and creature's attack must meet your AC or it misses. The damage is still reduced by the same amount if it hits.
Sliding Guard
The creature no longer has to be within 5 feet of your location. You can now move up to half your movement speed as a part of the reaction to block an attack.
Staggering Blows
Your unarmed strikes now deal 1d8 damage standard or 1d10 if you aren't wielding any weapons or a shield when you make an attack roll. Also, you can push a creature 5 feet in any direction whenever you hit with an unarmed strike.
Sweeping Strikes
Creatures within 5 feet of your target take damage equal to your proficiency bonus. The type of damage is determined by the weapon wielded when making the attack.
Eidolic Proficiency
Starting at 3rd level, you gain an additional skill and tool proficiency of your choice.
Occupied
Starting at 7th level, you are tougher to possess and mind control. Whenever you are subjected to an ability or spell that would enable a creature to enter into your body and/or control it, you can make the saving throw with advantage. If you succeed on the saving throw, the creature takes 1d10 force damage.
Advanced Fighting Styles
At 10th level, your chosen Fighting Style improves further with the aid of your eidolic guide.
Covered Escape
Whenever you use your Sacrifice Play ability, the ally that you shield can use their reaction to move a number of feet equal to your 5 times your proficiency bonus. This movement doesn't provoke attacks of opportunity.
Eidolic Strikes
You can now hit ethereal creatures with your weapon attacks as long as they are in range of your Eidolic Sight. Whenever you hit a creature with an attack for the first time on a turn that is invisible, ethereal, or using illusion magic to disguise their presence, that creature takes bonus force damage equal to your proficiency bonus and has disadvantage to any roll to maintain that effect.
Flurry Toss
You gain a specialized bonus action that enables you to toss multiple thrown weapons. As a bonus action, you can make two additional thrown weapon attacks against creatures within your thrown weapon's normal range. These automatically miss if the target is outside of the normal range (I.E. the thrown weapon's long range).
Flying Move
You gain access to a specialized unarmed strike that utilizes your bonus action. As a bonus action, you can leap up to a number of feet equal to 5 times your proficiency bonus and make an unarmed strike at the end of that leap. This attack has advantage and deals extra damage equal to your proficiency bonus .
Honed to Perfection
Whenever you roll a natural 20 on a maneuver, you can use the maximum number for the superiority die.
Line Them Up
Whenever you miss on an attack roll with a ranged weapon and there is another creature positioned in a straight line behind them on the path of the arrow, you can roll a new attack against that creature as a part of the same attack. You can continue to roll this new attack until you hit a new target. Any attack rolls that occur with the long range of the weapon are still made with disadvantage.
Return to Sender
Whenever you use your redirect momentum ability, you can make a melee attack against the creature that triggered it as a part of the same action. If you hit, this attack deals additional damage equal to you proficiency bonus.b
Steel Shell
You reduce any damage that you take by an amount equal to half of your proficiency bonus rounded up (minimum of 1).
Twin Blade Strike
You gain a special bonus action attack that you can use while having two weapons equipped. As a bonus action, you can make a melee attack (using the highest attack bonus if each weapon has a different value) with both weapons at the same time. If the attack hits, roll the damage dice and add the damage modifiers for each weapon.
Whirlwind Attack
You gain a special attack that strikes out at all creatures within the reach of your two-handed weapon as a bonus action. Roll separate attack rolls against all of your targets.
Window of Opportunity
Whenever you use your Sliding Guard ability, the ally that you protected can use their reaction to make a melee attack against the creature that attacked them. This attack gains bonus damage equal to your proficiency modifier.
Eidolic Insight
Starting at 15th level, whenever you make an ability check with the proficiencies that you choose for your Eidolic Insight ability, you can add double your proficiency bonus to the rolls.
Additionally, you can cast the legend lore spell without requiring material components. Once you use this ability, you cannot use it again until you experience a long rest.
Mastered Fighting Styles
At 18th level, your chosen Fighting Style improves with the aid of your eidolic guide.
Adamantine Carapace
Whenever you use your Second Wind or Indomitable ability, you gain temporary hit points equal to 1d10 + your fighter level.
Blow Through
Whenever you critically hit a target, the attack deals additional damage equal to your proficiency bonus and the arrow travels in a line behind the creature for the rest of the normal range of the ranged weapon to strike the next creature. Roll another attack roll against that creature. This attack can also critically hit, deal additional damage, and pass through the target. This can continue until you miss a target. Your Line Them Up ability can trigger off of these additional misses.
Compromise Balance
Whenever you use your Sliding Guard ability and your ally lands the follow up attack on their target, attacks against that creature have advantage until the beginning of their next turn. Any attack that critically hits before then knocks that creature prone.
Eidolic Immersion
Whenever you Action Surge, you partially slip into the Ethereal Plane. Until the beginning of your next turn, you gain the following benefits:
- You have resistance to all damage types except for force.
- Your attacks deal force damage.
- You gain a fly speed equal to your movement speed. You can hover.
Faultless Retaliation
Whenever you use your redirect momentum ability to attack, the attack roll has advantage and deals the maximum damage on the any dice you would roll when you hit.
Maximum Negation
Whenever you use your Sacrifice Play ability, you can choose to reduce the damage by an amount equal to 1d10 + your fighter level.
Sudden Inspiration
Whenever you Action Surge, you gain a superiority die that can be used until the end of your turn.
Surging Flurry Toss
Whenever you Action Surge, you can replace one of your attacks with a flurry toss.
Surging Flying Move
Whenever you Action Surge, you can replace one of your attacks with a Flying Move.
Surging Twin Blade Strike
Whenever you Action Surge, you can replace one of your attacks with a twin blade strike.
Surging Whirlwind Attack
Whenever you Action Surge, you can replace one of your attacks with a whirlwind attack.
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