Fighter
Base Class: Fighter

Some warriors know that nature is the best mentor. Why spend your life trying to learn the mastery of weapons when nature has already provided us with a fighting instinct? They trust their primary instinct to hone their skills on a daily basis as well as on the battlefield. This warrior archetype can call upon the guidance of spirit animals to fight with greater ferocity and be better equipped to face the vast world. At a certain point, they can use this gift to gain power beyond normal warrior.

Return to your root

At level 3, your instinct gives you proficiency in Perception (+1 to wisdom if you already have this proficiency). Plus, your connection with nature allows you to choose an additional proficiency between Survival, Nature, or Animal handling.

Beast’s guidance

At level 3, your martial ability is inspired by the powerful beast who roams these lands. You can use your bonus action to summon the guidance of a spiritual animal. This guidance stays as long as you want, but you can benefit from only one guidance at the same time and have to use your bonus action to select another guidance. If you are knock unconscious, you lose the effect of your guidance. You know each of the available guidance, but you can prepare only two of them during a long rest. You can prepare an additional guidance at level 10, 15 and 18. So, when you want to choose a guidance, you must choose among those you have prepared. This is the list of your guidance:

 - Guidance of the bear: You receive the guidance of a strong beast. When you perform a melee attack and don’t move on your turn before performing this attack, you add bonus damage equal to your strength modifier. Plus, you have a +3 to strength saving throw.

 -Guidance of the monkey: You receive the guidance of a particularly agile beast. Your jump distance is double, and climbing doesn’t cost you extra movement. Plus, you have a +2 to dexterity saving throw. If you are not wearing a medium or heavy armor, you also gain a +2 to your AC.

 - Guidance of the boar: You receive the guidance of a robust beast who charge his enemies. When you perform the dash action, you still can make a melee attack. You also gain a +3 on Constitution saving throw.

 - Guidance of the hawk: You receive the guidance of a bird with an incredible eyesight. You have advantage on perception check, you have a +2 to your passive perception and, if you use a rang weapon, your weapon attacks score a critical hit on a roll of 19 or 20.

 - Guidance of the snake: You receive the guidance of a beast portrayed as mischievous. Once per turn, when you hit a target with your attack, you add to this attack a number of poison damage equal to the double of your proficiency bonus.  

 - Guidance of the cheetah: You receive the guidance of an extremely fast beast. Your movement speed is double. If you are not wearing a heavy armor, and you performed the dash action on your turn, you gain advantage on dexterity saving throw and enemies have disadvantage on their attack roll against you.

 - Guidance of the shark: You receive the guidance of an aquatic and powerful beast. Your swimming speed is equal to the double of your movement speed on land. Your melee weapon attack doesn’t suffer a disadvantage under water.

 - Guidance of the wolf: You receive the guidance of a beast with a strong sense of community. If you attack a target who get attack by one of your allies during this turn or the previous one, you gain advantage on attack roll. Plus, you can perform the help action with a bonus action.

 - Guidance of the raven: You receive the guidance of a beast with a strong affiliation with mysticism. You can cast detect magic at will without any spell slot or component needed.

 - Guidance of the oak: This time, you receive the guidance of a tree instead of a beast to benefit from plants curative propriety. When you receive a healing effect, his efficiency is double.

 Guidance can be use outside of combat.

 Note: The animal concerned by a guidance can be change and re flavored with other animal if it better fit your character, as long as the chosen animal have similar ability (swim for the guidance of the shark, incredible speed for the guidance of the cheetah…)

Breath of the wild

At level 7, your connection with nature allows you to gain even more vitality. So, your second wind ability change. Know, when you perform it, you regain a number of hits point equal to your constitution modifier + your fighter level + your wisdom ability score.

Plus, this ability cures you from poison and diseases.

Enhance guidance

At level 10, when you prepare your guidance, you can choose to enhance one of those you prepare. You can have only one enhance guidance at the same time, so when you perform a long rest, you have to choose between keep the enhancement on the same guidance or switch it to another. When you benefit from a guidance you enhanced, you benefit from an additional effect.

 - Savage strength (Guidance of the bear): When you benefit from the damage bonus accorded by this guidance, and you perform an attack with a strength-based melee weapon, you don’t need to roll dice for the damage… because it deals the maximum amount of damage.

 -Acrobatic warrior (Guidance of the monkey): Your jump distance is triple, not double. Plus, you have advantage on acrobatic check.

 - Tough beast (Guidance of the boar): You gain resistance to piercing, slashing, and bludgeoning damage.

 - Warrior of the sky (Guidance of the falcon): You can fly. Your flying speed is equal to your current speed

 - Venomous strike (Guidance of the snake): If you hit a target with your attack, it gets the poisoned condition. You also can choose to inflict additional necrotic damage instead of poison damage.  

 - Wild sprint (Guidance of the cheetah): You have proficiency in Dexterity saving throw and don’t suffer movement penalty due to difficult terrain.

 - Water breath (Guidance of the shark): You can breathe under water.  

 - Call of the pack (Guidance of the wolf): If you perform the help action, all your ally within 10 feet from you and the original target of this action benefit from it.

 - Magic beast (Guidance of the raven): You gain magic resistance.

 - Natural healing (Guidance of the oak): When you benefit from a healing effect, all your ally (this doesn’t include you), within 20 feet from you benefit from it as well, but the healing effect provide to your ally has the original efficiency, not the doubled one.

Hybrid guidance

At level 15, you can, a number of time equal to your Wisdom modifier multiply by two (min 2), use you’re your bonus action to benefit from two guidance at the same time, instead of one, for 6 seconds (until your next turn). If one of them is a enhance guidance, you also benefit from her additional effect. When your next turn starts, you have to choose which one of these two guidance to keep.
This ability gains full use on a long rest.

Warrior of the wild

At level 18, you now can prepare your guidance during a short rest as well.
You also can enhance two guidance instead of one. So, when your using your “hybrid guidance” ability, and benefit from two enhances guidance at the same time, you benefit from both of their additional effect.

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