Fighter
Base Class: Fighter

Many have been taught to wield a blade against a enemy and crush in their skulls with brute force, but not many can learn to accurately strike their enemies from afar, cleanly seperate a man from his head and be able to command the battlefield like this fighter can.

Adaptable Weapon Bond

At 3rd level, you learn a ritual that creates a magical bond between yourself and up to two weapons. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon(s) must be within your reach throughout the ritual, at the conclusion of which you touch the weapon(s) and forge the bond granting them the Thrown Property.

Once you have bonded the weapon(s) to yourself, you can’t be disarmed of that weapon or weapons unless you are incapacitated. Also, if you use a weapon in a attack that is not one of your bonded weapons you are considered not proficient with that weapon. If it/they are on the same plane of existence, you can summon one or both weapons as a bonus action on your turn, causing the weapon or weapons to teleport instantly to your hands.

At 10th level This becomes a Free action.

If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Overbearing, but never Overextending

At 3rd level as a bonus action, whenever you make a Thrown weapon attack and successfully hit, you may teleport to any unoccupied space within 5 ft of the target. 

You may use this ability up to (1 + your wisdom modifier) per day and increases as 6th, 12th, and 18th level.

Forced Opportunities

At 7th level, you learn how to make your Thrown weapon strikes disorient your foes enough to create opening for your allies. Whenever you successfully hit a enemy with a Thrown weapon attack they must make a Dex saving throw of (8 + your wisdom modifier + 1/4 your fighter level(Rounded Down)) to succeed, otherwise the next melee strike against them will gain advantage until the beginning that enemies next turn. 

You also learn how to make your melee weapon strikes stagger your foes enough to create opening for you get to a safe distance. Whenever you successfully hit with a melee weapon, you gain the ability to use the disengage feature as a bonus action, but you must go be able to go 15 ft in a straight line. At 12th level this feature becomes a free action that can be triggered as part of the attack.

 

Relentless Warden

At 10th level, you gain the ability to make a Thrown weapon attack, as a reaction, against any enemy that successfully hits one of your allies within your line of sight.

You may use this ability up to (1 + your wisdom modifier) per day and increases at 15th and 20th level.

Flowing Combat Style

Starting at 15th Level, whenever you successfully hit with a Thrown weapon attack you gain 1 (1D8 Melee Versatility Die)(Max 1) and whenever you successfully hit with a melee weapon attack you gain a (1D8 Thrown Versatility Die)(Max 1).

(Melee Versatility Die) May be used on the next Melee attack to add that die to the total damage of the next attack.

(Thrown Versatility Die) May be used on the next Thrown attack to add that die to the total damage of the next attack.

Overwhelming and Always OverIndulging

Starting at 18th Level, whenever a ally successfully hits a enemy with an attack of opportunity you may, as a reaction, make a Thrown Weapon attack against that enemy as long as they are in your line of sight. Should the attack succeed, you are teleported to a unoccupied space within 5ft of the creature and are able to take a full attack action against it. Immediately after you use this ability you gain a level of exhaustion and are forced to long rest (unconscious) if this ability is used 3 times in a single day. 

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