Fighter
Base Class: Fighter

Your master has revealed secrets to you about the mind, body and blade. Your training has been focused on cleaning and honing you mentally and physically. When you go into battle there are no distractions. Your mind calculates the best actions, your body moves, the blade cuts. The battle is over. 

Your training will unlock your potential and allow you to reach the limit of mortal capabilities.

Student of body, mind and blade

Beginning when you choose this archetype at 3rd level, you gain these abilities from honing yourself.

Body: your devotion to strength your body and maintain peak healthy gives you resistance to poison or cold damage. 

Mind: you master has encouraged you to pursue you interest and gain new knowledge. You gain one addition language tool and skill proficiency. 

Blade: You see new openings and notices weakness you did not before your training. Your weapon attacks score a critical hit on a roll of 19 or 20.

When Two are still, The other is stronger.

Starting at 7th level,  you gain the following techniques:

Robust body(action): by sheathing your blade and calming your mind you can do the following to empower your body. cure all natural diseases, purge any poisons and restore 1d12 plus your class level in HP. You also gain +3 to str and dex based skill checks until you take a short rest.

crystalline mind(BA/RA): by being still and accessing a serene mental landscape you can do the following: add 5 to one Int, Cha, Wis save. Once used you have advantage against charming, frightening affects until your next rest.

brilliant bladework (BA): by focusing the mind and body into your bladework you are able to enter a heighten state, boosting your combat prowess. You gain advantage on your attacks until you fail to hit. Not striking/damaging does not end this state. You can make an additional melee attack on your reaction also.

each of these features can only be used once a short rest.

 

 

 

 

Secret of the Master

Select one of each of the following secrets your master bestows on you:

special weapon: a customized weapon that has given you master an edge. Select one of the following- 1. Sunderer: your weapon can break an enemy’s on a critical hit, leaving it useless. 2. Extendable: gives the weapon 5 ft more reach, compatible with extra attack. 3. Boomerang: weapon can be thrown up to 40 ft and return, but extra attacks cannot be made that turn. 4. Hilt knife: after missing an attack with your sword you can attack with the hidden knife for 1d4 plus str/dex once a turn.

secret techniques: choose one. Use # of times equal to wis mod per long rest

full moon on placid lake: make one sweeping attack on every unit within 5 ft of you. Use # of times equal to wis mod per long rest

Falcon over field mouse: when an enemy is casting or concentrating on a spell within 30 feet you may use your reaction to move to them and attack twice. You may only attack one time your next turn.

Serpent in The River: attack as many targets as you can reach with your movement. Each target takes 1 attack and a 2nd if there’s a critical on the 1st. 


Tiger’s Retort: make 3 attacks on you reaction after enemy strikes at you. 

Crab’s crippling strike: a low blow to knees or ankles. Speed is reduced by half on a hit and imposes disadvantage on dex saves.

Mantis Release: when a target (large or smaller) is bloodied you may choose to make an attack at disadvantage. If the attack lands and inflicts 10+damage the target is decapitated. 

 

 

 

 

 

 

 

 

Impenetrable mind and Durable Body

Inhumanely fast: add 2 to you initiative bonus and 5 to your movement.

Honed senses: you nose and ears have been heightened, add 2 to passive perception and checks.

powerful consciousness: you cannot be put to sleep with magic. When someone attempts to magically charm or frighten you and you successfully save against it turn the spell back and they must make the save.

 

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Among the Masters

Master one additional technique from the secrets of the master technique list.

Gain an additional use of the abilities from the 7 level feature per short rest.

once per long rest you can use an action to cast a aura of fear and superiority at your enemies. Cr 4 and lower creatures must pass dc 18 or flee at max speed away from you for 1 minute. Cr5 and higher must pass dc 12 cha

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