Fighter
Base Class: Fighter

You have been altered somehow, either an experiment gone wrong or maybe you were exposed to a singularity or a tear in the fabric of reality, whatever happen, you have been affected. Now reality warbles around you and you have begun to learn to harness it.

Warped Reality

When you choose this archetype at 3rd level, you learn abilities that are fueled by special dice called Reality dice.

Reality Bending. You learn three abilitiess of your choice, which are detailed under “Reality Bending” below. Many abilities alter the world around you in some way. You can use only one ability per attack.

You learn two additional Reality Bending Abilities of your choice at 7th, 10th, and 15th level. Each time you learn new ability, you can also replace one ability you know with a different one.

Reality Dice. You have four warped reality dice, which are d8s. A warped reality die is expended when you use it. You regain all of your expended warped reality dice when you finish a short or long rest.

You gain another Warped Reality die at 7th level and one more at 15th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Constitution modifier (your choice)

Guided Fate

At 3rd level, you learn the spell guidance and can cast it at will. When you cast this on a creature you may choose to let them expend and roll one of your Reality die in place of the D4.

Reality Bending Abilities

The reality Bending abilities are presented in alphabetical order.

Bend Time

When you make a Dexterity (Stealth) check or an initiative roll, you can expend one Reality die and add the die to the roll, provided you aren’t incapacitated.

Empower: Roll the Empowerment die adding the result to the roll.

Coordinated Shift

When you take the attack action, you can give up one of your attacks to direct one of your companions to strike by shifting them to a point in time they make an attack. When you do so, choose a friendly creature who can see or hear you and expend one Reality die. That creature can immediately use its reaction to make one weapon attack, adding the Reality die to the attack’s damage roll as force damage.

Empower: Roll the Empowerment die, add that amount to both their attack roll and as extra force damage.

Displacer Attack

You can make multiples of yourself appear for a split second around a group of creatures to strike at them.

When you hit with a melee weapon attack, you can expend one Reality die to immediately make another attack against a different creature within your reach but this attack can only deal weapon damage equal to rolling the spent Reality die.

Empower: If the second attack hits, you may spend the Empowerment die to immediately make yet another attack on another creature within reach that is neither of the first two but this attack can only deal weapon damage equal to rolling the Empowerment die.

Distortion Shield

When you’re within 5 feet of a creature on your turn, you can expend one Reality die and switch places with that creature as spacial distortions ripple around you two, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks.

Roll the Reality die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled as a barrier of sorts is left around the target.

Empower: Roll the Empowerment die, until the start of your next turn, the target gains a bonus to all saving throws equal to the number rolled.

Fated Strike

When you make a weapon attack roll against a creature, you can expend one Reality die to add it to the roll as you bend space to make your attack hit. You can use this ability before or after making the attack roll, but before any effects of the attack are applied.

Empower: Roll the Empowerment die dealing that much extra force damage on that attack and that attack can crit on a 19-20.

Flash Step

You can expend one Reality die and use a bonus action on your turn to speed up yourself for a spit second making it harder for enemies to block or dodge one of your attacks. Choose one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the Reality die as force damage to the attack’s damage roll.

Empower: Roll the Empowerment die dealing that much extra force damage on that attack which has triple advantage (roll attack three times and pick the higher result)

Gravity Rail Gun

As a bonus action, you can expend one Reality die to enhance gravity to launch any item you are holding as a ranged attack you are proficient with (60/100). If the item is a weapon, it deals weapon damage plus the Reality die force damage on a hit, anything else deals force damage equal to two rolls of the Reality die plus your attack modifier.

Empower: Expend an Empowerment die to increase the range to (90/150) and add the Empowerment die to the force damage.

Gravity Strike

When you hit with a weapon attack, you can expend one Reality die to add the total to the damage roll as force damage, and if the target is Large or smaller, it must make a STR saving throw (DC {{savedc:con}}). On failure, you knock the target prone.

Empower: You roll the Empowerment die dealing that much extra force damage and if the target fails the save, they are also stunned till the end of their next turn.

Immovable Self

You can now lock yourself to a point in space to give yourself assistance against another creature trying to move you.

When you must save or make a check against an effect or another creature that includes pushing, pulling or teleporting you, you may spend and roll a Reality die to add that to your save/check.

Empower: If you successfuly save against the effect,  you may use your Reaction to spend an Empowerment die to reflect the save/check back at the creature that tried to affect you. If they fail you may teleport that creature a number of feet equal to a roll of the spent Empowerment die X5.

Menacing Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Preemptive Strike

When a creature you can see moves into the reach you have with the melee weapon you’re wielding, you gain a premonition about their tactics and can use your Reaction to expend a Reality die and make an opportunity attack against them. If the attack hits, add force damage equal to the Reality die to the weapon’s damage roll.

Empower: If this attack hits, you may expend an Empowerment die to deal bonus force damage equal to the Empowerment die. For the rest of this turn the target's speed is 0.

Pulse Strike

When you swing your weapon, it becomes intangible and seems to stretch out forever striking everything before you, doing so distorts and ripples the air with a fluidic gravitational force.

Use your action to spend a Reality die, make a melee weapon attack against every creature in a 30 ft cone. Deal extra force damage to each creature equal to two rolls of the Reality die. Each creature you strike is either pulled towards you or pushed away 15 ft (your choice)

Empower: Spend an Empowerment die, the cone becomes 60 ft and creatures take an additional force damage equal to two rolls of the Empowerment die. Each creature you strike is instead either pulled towards you or pushed away 25 ft (your choice) Creatures your attack miss still take damage equal to half the Empowerment die and are not moved.

Quantum Fissure

Your weapon attack phases through time and reality, striking all creatures before you.

As an action, expend a Reality die to make a melee attack against every creature in a 5 ft wide 100 ft long line. All targets you hit take additional force damage equal to two rolls of the Reality die.

Empower: Expend an Empowerment die to target every creature within the line and within 10 of the line and force them to make a Constitution saving throw (DC{{savedc:con}}) those that fail are pulled into the line if they aren't already and take force damage equal to two rolls of the Empowerment die. Those that succeeded the save take half damage and are not pulled.

Quantum Lock

You can freeze a target in time, paralyzing them.

As an action, spend a Reality die and choose a creature within 60 ft. They must make a Wisdom saving throw (DC{{savedc:con}}) If they fail they are paralyzed for a number of rounds equal to 1 roll of the Reality die. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends on the target.

Empower: Spend the Empowerment die to extend the range to 90 ft and target two creatures with this ability, the duration is extended by a roll of the Empowerment die.

Rapid Healing

On your turn, you can use a bonus action and expend one Reality die to speed up the healing of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature heals an amount equal to the Reality die roll + your Constitution modifier.

Empower: You may expend and roll one Empowerment die to increase the healing by that amount.

Reality Shift

You can partially affect the fated outcome of an event.

When you or a creature within 20 ft of you makes a skill check, saving throw or attack roll, you may use your Reaction to spend and roll a Reality die to add or subtract that number from the D20.

Empower: Chosen creature can be 60 ft away. Roll the Empowerment die and also add or subtract that number from the attack roll, saving throw or skill check.

Refraction

When under attack, you can momentarily refract your being, causing multiple images of yourself to appear, each a different color to confound your attacker.

When a creature hits you with an attack, you may use your Reaction to expend and roll a Reality die, if the result is 7 or higher, the attack missed regardless of what they rolled.

Empower: If you cause their attack to miss, you may expend and roll an Empowerment die, they cannot use actions for the rest of their turn and take force damage equal to the Empowerment die roll.

Shifting Attack

When you hit a creature with a weapon attack, you can expend one Reality die to maneuver one of your comrades into a more advantageous position.

Add the total of the Reality die to the damage roll as force damage and to allow a creature that you can see to use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Empower: Expend and roll an Empowerment die to deal that much extra force damage and to choose a second creature that you can see to use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Siesmic Push

When you hit with a weapon attack, you can expend one Reality die dealing that much extra force damage, and if the target is Large or smaller, it must make a STR saving throw (DC {{savedc:con}}). On failure, you push the target up to 15 ft. in any direction.

Empower: Roll the Empowerment die dealing that much extra force damage and if the target fails the save they are moved up to 30 ft in any direction.

Spacial Crush

You can create an implosion to space at a point of your choosing.

As an action, spend a Reality die and choose a spot you can see within 100 ft, a 20-foot-radius sphere of crushing force forms at that point and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw (DC{{savedc:con}}) On a failed save, the creature takes force damage equal to 4 rolls of the spent Reality die, and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled.

Empower: Expend an Empowerment die, the radius is expanded to 30 ft and the force damage is increased by 2 rolls of the spent Empowerment die.

Spacial Rend

As an action, spend one Reality die and roll it, you may teleport in any direction a number of feet equal to the result x5. Before or after you teleport you may make an attack as a bonus action dealing extra force damage equal to the amount rolled.

Empower: Roll the Empowerment die, increase the distance you teleport up to a number of feet equal to the result x10. The bonus action attack deals extra force damage equal to the die result.

Temporal Shunt

As a reaction when a creature you see within 100 ft makes an attack roll or starts to cast a spell against you, expend a Reality die to force that creature to make a Wisdom saving throw (DC{{savedc:con}}) if they fail, they take force damage equal to the Reality die and vanish, being thrown a little ways into the future and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn't remember you casting the spell or being affected by it.

Empower: Expend an Empowerment die to deal additional force damage to the target if it fails the save and when it returns, the creature is stunned till the end of it's turn.

Warp Strike

You can make small worm holes to make your attack appear from farther away.

When you make a melee weapon attack on your turn, you can expend one Reality die to increase your reach for that attack by 5 feet. If you hit, you add the Reality die to the attack’s damage roll as force damage.

Empower: Roll the Empowerment die to add that much force damage to the damage roll and increase your reach with that attack by the die result x5 feet.

Modify Time

Starting at 7th level, you have learned how to speed up or slow down time for individuals. You may cast Haste and Slow at level 3 for no material component. You may cast these spells on this way one time only and must finish a long rest to do so again.

Improved Reality Bending

At 10th level, your Reality dice turn into d10s. At 18th level, they turn into d12s.

Empowerment

Starting at level 10, you can push your abilities to go beyond their limits. You have 1 Empowerment die that is a d8, you gain a second one at level 18 whereupon both dice become d10s. When you activate one of your Reality Bending Abilities, you may activate it's Empowered ability which improves upon the original effect. You may only use 1 Empowerment die per turn.

You also gain 1 Empowerment ability, Empowered Focus: When you activate one if your Reality Bending Abilities, you may expend and roll one Empowerment die to add that value to the DC for only that activation.

Event Horizon

Starting at 15th level, when you roll initiative and have no Reality dice remaining, you regain one Reality die.

Improved Reality Bending

At 18th level, your Reality dice turn into d12s.

Your Empowerment dice turn into d10s.

You gain one more Empowerment die.

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