Fighter
Base Class: Fighter

You are specialized in control the fabrics of reality.

Essence Bending

When you choose this archetype at 3rd level, you learn to perform powerful Essence bendings.

Essence bendings. You learn two Essence bendings of your choice, which are detailed under “Essence bendings” below.

You learn an additional Essence bending of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new Essence bending, you can also replace one Essence bending you know with a different one.

Essence. You gain a number of Essence points equal to your Constitution modifier (minimum of 1). You regain 1 expended Essence point each time you roll a 20 on the d20 roll for an attack, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended Essence points after a short or long rest.

Saving Throws. Some of your Essence bendings require your targets to make a saving throw to resist the Essence bending’s effects. The saving throw DC is calculated as follows:

  Essence Bending save DC = 8 + your proficiency bonus + your Charisma modifier

Quickdraw

When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a weapon, then draw another weapon as a single object interaction on your turn.

Primary Essence

Upon reaching 10th level, you can spend an Essenece point to attempt to alter the vitality of a creature as an action. You learn the life and death essence bendings.

Speed casting

Starting at 15th level, you can any Essence ability as a bonus action.

Vicious Intent

At 18th level, your critical hits do one extra die of damage, and you regain an Essence point on a roll of 19 or 20 on a d20 attack roll.

Avatar Blade

Upon reaching 18th level, You may spend one turn conjuring a weapon of immense power, taking the form and statistics of a weapon of your choice, except it deals force damage, and overcomes resistances and immunities. during this turn, you may not take bonus actions. the weapon lasts for one minute then vanishes. you may conjure it once a long rest.

Essence Bendings

These Essence Bendings are presented.

Gravity

You can expend 1 Essence point as an action to alter the flow of gravity for you or a Medium or smaller creature. For the target, gravity seems to revolve around the chosen point. You can end this effect as a bonus action. If you are knocked unconscious or otherwise incapacitated, this effect automatically ends. An unwilling creature under the effect must succeed on a Constitution saving throw before being affected. 

Knowledge

You may spend one Essence point as an action to gain temporary guidance. This works as if you were under the effects of the augury spell.

Manifestation

You may spend one Essence point to cast the spiritual weapon spell. you may spend more Essence points to increase the spell level by however many points are spent.

Power

When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers one extra die of damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.

Time

You can expend 1 Essence point as an action to alter the flow of time for a Medium or smaller creature. The target's speed is halved, and it can no longer take bonus actions. You can end this effect as a bonus action. If you are knocked unconscious or otherwise incapacitated, this effect automatically ends. An unwilling creature under the effect must succeed on a Constitution saving throw before being affected. 

Will

You may spend one Essence point as an action to exert your will over others. You cast the suggestion spell. for each extra point you spend, increase the level of the spell. 

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