Fighter
Base Class: Fighter

A human chases down a thief carrying a stolen coin purse, an emblem emblazes itself across her forehead and suddenly in the blink of an eye she overtakes the thief and knocks him to the ground; a half-elven man speaks with a king, convincing them to loan him a large sum of riches from the city's treasury, the emblem on his palm concealed by his glove; a goliath towers above his fallen foe, the emblem in his chest glowing a sickly green as he raises his weapon above his head and brings it down with tremendous force. Quintesers are those who have studied the weave and have learnt of ways to focus it in sigils to enhance themselves: physically, mentally or spiritually, quintesers are defined by their ability to enhance themselves to be proficient in dealing with any situation. The laws of magic however dictate that in order to gain something you need to give something of equal value, for spells this is seen as the material component, quintesers however do not use components and instead sacrifice other capabilities of theirs temporarily to gain the temporary boost to performance.

Enhancement

You get to pick 2 enhancement options at 3rd level, these enhancements last for 1 minute (both enhancement and drawback). Each enhancement improves one aspect of the character but comes with a drawback, something the character must sacrifice to activate the enhancement, unless stated otherwise the drawback and enhancement both last 1 minute. As you level up you can pick more enhancements: 2 at 6th, 11th and 16th level. You can activate an enhancement by using an action on your turn unless stated otherwise, you can only have one enhancement active at a time and you can use your enhancements a number of times equal to half your level rounded down you regain all uses of your enhancements after a long rest.

Attention enhancement

Wisdom based

Enhancement=You can not be surprised and have advantage on initiative rolls as long as you are conscious

Drawback=you have disadvantage on charm and fright saves

Consumption=You immediately consume your enhancement and drawback as reaction at any point in the initiative order, you get to take a full turn at this initiative and your turn now moves to this initiative.

Control enhancement

Intelligence based

Enhancement=gain advantage on all rolls to resist or overcome the charmed, frightened, paralyzed or petrified condition.

Drawback=you gain disadvantage on attack rolls.

Consumption=You immediately consume your enhancement to gain immunity to one of these conditions (player's choice) for one minute.

Damage enhancement

Dexterity or Strength based (depending on main weapon)

Enhancement=gain an addition to damage rolls equal to your proficiency bonus

Drawback=reduce your AC by 2

Consumption=As a bonus action immediately consume your enhancement and drawback and gain bonus damage equal to half your fighter level until the end of your turn.

Defense enhancement

Dexterity based

Enhancement=Increase your AC by 2

Drawback=reduce damage rolls by your proficiency bonus

Consumption=As a reaction immediately consume your enhancement and drawback when you take any damage to gain resistance to all damage until the start of your next turn.

Distance enhancement

Strength based

Enhancement=triple your high jump and long jump distance

Drawback=gain slashing damage vulnerability

Consumption=Immediately lose your enhancement and drawback and cast fly on yourself lasting for 1 minute without requiring concentration

Hardiness enhancement

Constitution based

Enhancement=gain Xd6 temporary hit points where X is equal to your constitution modifier.

Drawback=reduce your speed by 10ft (this drawback lasts either the full minute or until you lose all your temporary hit points)

Consumption=You can consume this enhancement as a bonus action only if you have temporary hit points remaining, when you consume this enhancement you immediately lose your enhancement and drawback, for the next minute if you are at half hit points or less you regenerate 5+your con mod hit points at the start of each of your turns.

Social enhancement

Charisma based

Enhancement=gain proficiency in persuasion and deception if you don't already have it.

Drawback=reduce your current hit points and hit point maximum by Xd4 where X is equivalent to your Charisma modifier.(note when the drawback ends you regain your normal hit point maximum but do not regain any current hit points lost through this enhancement)

Consumption=As an action immediately consume your enhancement and drawback and gain expertise and advantage on your next charisma ability check or saving throw within the next minute.

speed enhancement

Dexterity based

Enhancement=gain an extra 10ft to movement speed and be capable of using the dash action as a bonus action

Drawback=halve carrying capacity and have disadvantage on all checks to make or break a grapple

Consume=as a bonus action consume the enhancement to gain the feature that the first enemy you attack on your turn (hit or miss) you gain passive disengage against until the the end of your turn, this effect lasts 1 minute.

Spell resistance enhancement

Intelligence based

Enhancement=Gain advantage on all saves to resist spell effects for the duration.

Drawback=take additional damage from evocation spells equal to the spell caster's spell attack bonus.

Consumption=As a reaction when you fail a spell save you can consume your enhancement and Drawback to automatically succeed on the saving throw.

Strength enhancement

Strength based

enhancement=increase carrying capacity by 100lbs and gain advantage on all grapple and strength checks and saving throws.

Drawback=gain disadvantage on dexterity ability checks and saving throws.

Consumption=immediately consume your enhancement and drawback and for the next minute count as 1 size category larger while grappling or carrying/dragging/lifting and gain proficiency in athletics if you do not already have it.

Tactic enhancement

Intelligence based

Enhancement=gain advantage on attack rolls against enemies for 1 minute

Drawback=enemies have advantage on attack rolls against you for the 1 minute

Consumption=Bonus action consume your enhancement and drawback before taking the attack action on your turn to automatically critical hit on your next attack that hits based on your actual roll this turn.(if no attacks actually hit this turn then the consumption is wasted)

Vision enhancement

Wisdom based

Enhancement=Gain proficiency in wisdom perception checks and darkvision if you don't already have it, if you do have darkvision increase it's range by 20ft for an hour.

Drawback=Gain disadvantage on all intelligence checks for the next hour.

Consumption=immediately consume your enhancement and drawback to gain superior darkvision and expertise on perception checks for 10 minutes.

 

Talented

At 3rd level you gain proficiency in any three new ability and/or tool skills of your choice.

Fighting style

At 7th level pick another fighting style from the fighter list (you can not pick the same style that you chose at level 1)

Practiced enhancer

At 7th level you can now activate your enhancements as a bonus action.

Prowess

At 10th level choose one ability score, when you activate an enhancement based on that score you gain a bonus to all ability checks using that ability score equal to half your proficiency bonus so long as the enhancement is active. At 18th level you can pick a second ability for this feature.

Might over matter

At 10th level gain proficiency in one saving throw of your choice that you are not already proficient in.

Comprehension

At 18th level choose 1 of your known enhancements, you can now activate that enhancement without using an enhancement and without suffering the drawback, to consume this enhancement you must spend an enhancement and normal rules apply)

Consumptive power

At 15th level you can now consume your enhancements before they end, as a prerequisite you must do so before the enhancement is more than halfway through it's duration as well as meeting any other prerequisites specified by the enhancement, to do so you must use a bonus action, action or reaction as specified by the enhancement, when you do so you lose your enhancement and drawback to gain an immediate significant benefit that has a duration only if specified. After you use the consumption of an enhancement you can't use that enhancement again until you take your next long rest.

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