Fighter
Base Class: Fighter

There is power in one's word, a binding contract, and there are no contracts that carry as much weight than a knight's oath. Sometimes when a knight's desire to uphold their oaths is so strong that they find their armor rising in their place after their bodies fail them. These beings have become Eidritter or Oathknights. 

Bound in Steel

Your body may have failed you but your determination carries on, the steel that you wore is now your body, your spirit, it's blood. You cannot equip armor, instead you are always considered in Plate and at 3rd level your AC is 16 + your proficiency modifier. Your body is immune to rust and the effects of heat metal.

Ardent Resolve

Starting at 3rd level you can harness the true power of an Eidritter, not their physical strength but their unbreakable will. You gain points of resolve, you regain at the end of a long rest. Your maximum resolve is equal to your current Eidritter level + your wisdom modifier. You can spend resolve for the following effects:

Heart of Iron: When you take damage as a reaction you can spend resolve points to reduce that damage by each point spent x your proficiency bonus. 

Full Effort: Once per turn as a Bonus Action you can spend resolve, add the amount spent to your next roll.

Aegis: Once per long rest you can choose up to 3 willing creatures you can see and spend resolve points, divide the spent points among them, those creature's ACs are increased by the number of points spent on them for 1 hour  

If you were to be healed by any means, you may choose to instead restore your resolve by the amount you would heal without exceeding your current maximum resolve.

Phantom Armaments

Starting at 7th level you can sweep across the battlefield fueled by your focus spectral copies of your weapon floating behind you as symbols of your fighting spirit.

When you make an extra attack, you can choose to teleport to a creature within your movement speed and in your line of sight without triggering an attack of opportunity and make your extra attack on that creature instead.

When you teleport you can spend 5 resolve to leave a spectral weapon behind when you teleport. When your extra attacks hit these weapons deal damage to any hostile creatures within their reach equal to the amount of damage that attack dealt. These weapons return to you at the end of your turn.

Unwavering Will

At 10th level your willpower is unshakeable you are immune to being charmed, frightened, fatigued or exhausted.

You can spend 10 Resolve at will if you do create a 30ft aura around you for 1 minute any allies within the aura gain these immunities 

Rallying Presence

By 15th level your determination has become so strong that it inspires others around you, allied creatures adjacent to you have advantage on saving throws. 

When you are hit by an attack and not reduced to 0 hit points then as a reaction you can spend 10 Resolve, all allied creatures within 30ft and in line of sight may spend a hit die to heal themselves. If a critical hit is landed on you then you can take this reaction at no cost to Resolve. 

Unbreakable Spirit

When you reach 18th level you can replicate the act that made you an Eidritter to begin with, defying death to uphold your oaths and vows. If you succeed 3 death saving throws after you are dropped to 0 hit points you regain hit points equal to your level + your constitution modifier and half your maximum resolve.

When you are at 0 hit points, on your turn before you roll your death save you may spend 5 resolve to succeed your saving throw. 

Once per long rest you can spend 20 resolve, all Allied creatures within your line of sight that are at 0 hit points are healed equal to their level + their constitution modifier.

 

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