Base Class: Fighter
Immeral Kagemori was a famed swordsman living on the island of Ruathym. His teachings were considered legendary. He taught not only techniques of how to use a weapon, but how to make it an extension of oneself. His teachings also extended to the mental aspect of fighting. How to get into your opponent's headspace, and bring about true victory.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.
Stances
When you choose this subclass at 3rd level, you learn special stances to increase your effectiveness in combat. You learn three stances when you gain this feature and one more of your choice at 7th, 10th and 15th level. You can use a bonus action on your turn to enter a stance if you are wielding a melee two-handed weapon. The stance lasts for 1 minute, until you change stance or until you are knocked unconscious. You can use this feature a number of times equal to half your level rounded down added to your proficiency bonus. (3 times at level 3, 4 times at level 4, etc) You regain all uses of your Stances upon a short or long rest.
Drunken Stance
Move as the drunken fool, strike as the master. While in this stance, your AC decreases by 2. However, creatures provoke an opportunity attack from you when they enter your reach and must attack you with disadvantage. Additionally, when you hit with a melee weapon attack on your turn while in this stance, you may use your bonus action to add an additional 1d6 damage. A critical hit doubles this damage to 2d6.
Earth Stance
Become as a titan of the earth itself. While you are in this stance, you have advantage on Strength checks made to grapple and can hold a two-handed weapon in one hand whilst grappling a creature. Additionally, When you make an attack roll using strength, you may use a bonus action to gain a bonus to the damage roll equal to half your proficiency modifier (rounded down) if the attack hits. When you are subjected to an effect that allows you to make a Strength saving throw while in this stance, you may use your reaction to gain advantage on that saving throw.
Fire Stance
Become as the roaring fire! While in this stance, you can use a bonus action to frighten one creature within 60 feet of you that you can see. To do so, make a Charisma (Intimidation) check contested by the target's Wisdom saving throw. If you succeed, the creature is frightened until you end this stance or if it takes damage. Additionally, while in this stance you can use your reaction to dispel a single charm or fear effect that is affecting you.
Lightning Stance
Become as nimble as the storm's fury. While in this stance, you can use the Dash or Dodge Actions as a bonus action. Additionally, while in this stance creatures targeting you for opportunity attacks have disadvantage.
Stone Stance
Embrace the strength of the stones. When you are in this stance, your AC is increased by 2, but your movement speed is reduced by half (rounded up). In addition, Enemies attacking allies within 10 feet of you gain disadvantage on their attack.
Water Stance
Flow like the raging river. When you successfully hit a creature with a melee weapon attack while in this stance, you may immediately use your bonus action to attempt to knock the creature prone. The creature must make a Dexterity Saving Throw. The DC is equal to (8 + your Strength modifier + your proficiency bonus). Additionally, when you hit a creature with an opportunity attack while in this stance, that creature's movement speed is reduced to zero until the start of it's next turn. You can also run on the surface of liquids for no more than 30 feet. Because it is cool.
Wind Stance
This stance allows you to embrace the fury of the wind within you .When you are in this stance, you may take the Disengage action as a bonus action. In addition, whenever you are hit with a ranged weapon attack while in this stance, before damage is rolled you may make an attack against the projectile (AC 16) as a reaction. On a hit, the inbound attack is instead treated as a miss and the projectile is destroyed.
Way of Steel
You become the weapon, the weapon becomes you. At 7th level, you have learned to master your weapon. The attack modifier for your first attack each round is doubled as long as you are attacking with a two-handed melee weapon. You also have a +2 bonus to AC when wielding a melee two-handed weapon.
Surge of the Shogun
Do not just defeat your enemy. Crush their mind, soul and spirit. Show them what a true warrior is. At 10th level, you can use your Second Wind ability twice per short or long rest instead of once. Additionally, when you use Second Wind you also gain resistance to piercing, bludgeoning and slashing damage from non-magical weapons until the start of your next turn and can change stances with a free action.
Wrath of the Dragon
Unleash the fury of the Dragons themselves. Beginning at 15th level, when you connect with a melee strike while wielding a two-handed weapon- you may use your bonus action to add an additional 5d6 force damage to the roll. Upon a critical hit, this damage increases to 10d6. You can use this feature a number of times equal to half your proficiency bonus rounded up. You regain all uses of this skill upon taking a long rest.
Demonic Stike/ Angelic Valor
Choose between overwhelming damage, or the last stand of a hero.
Demonic Strike. Starting at 18th Level, when you connect with a melee weapon attack (while wielding a two-handed melee weapon) you may use your reaction to trigger a Demonic Strike. If the target has at least one head and you roll a 17-20 on the attack roll, the target is decapitated and dies if it can’t survive without that head. A target is immune to this effect if it takes none of the damage, has legendary actions, or is Huge or larger. Such a creature takes an extra 6d10 slashing damage from the hit.
Angelic Valor. Beginning at 18th Level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.
Once you use one of these features, you can’t them again until you finish a long rest.
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