Fighter
Base Class: Fighter

In a world of magic, psionics, ki and who knows what else, the limits of the physical body can be surpassed practically on command. Though most wouldn't know where to start with ought permanently ruining there body Marthon's have managed to push the limit of what there body can survive beyond that of anyone else, and weaponized it in the form of specials maneuvers.

Overload

When you choose this archetype at 3rd level, you learn to perform powerful maneuvers to disable or damage your opponents

Maneuvers. You learn two maneuvers of your choice, which are detailed under “maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver  per attack.

You learn an additional maneuver of your choice at 5th, 9th, 13th, and 15th level. Each time you learn a maneuver, you can also replace one maneuver you know with a different one.

Vigor. You gain a number of grit points equal to your Constitution modifier (minimum of 1) pulse your Proficiency Bonus. You regain all expended vigor points after a long rest.

Saving Throws. Some of your Maneuvers require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:

   Maneuver save DC = 8 + your proficiency bonus + your Dexterity or strength modifier

Inhumen stamina

you've pushed your body so far you don't define exhaustion the same way anymore. When you reach 7th level, you regain a number of vigor points equal to your PB when you take a short rest. you can take points of exhaustion in place of of using vigor points as a one to one conversion. you can reduce 1 level of exhaustion when you take a short rest to a minimum of 1.

Pain Tolerance

you can chose to reduce the damage you take by your constitution modifier.  this damage reduction increases by your half your constitution modifier(rounded up) +  PB for every level of exhaustion you have.

Inhumane stamina

Starting at 15th level, You can recover your vigor on a short rest, at the start of your turns, you gain 2* your fighter level in temporary hit points if your at full vigor.

Herculean Effort

At 18th level, you can add your half your level to your str, con or dex checks for a hour at a time at the end of every hour you make a constitution save against your maneuver save, if you fail you loos 4 vigor and gain a point of exhaustion, halve as much rounded down if you succeed. additionally if your exhaustion level is below 6 you treat your exhaustion level as half for determining its effects on you.

If you would die with less than 6 levels of exhaustion than you can enter a state of self consumption instead. While you're in self consumption, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die , you don’t die until your self consumption ends. when you enter a stat of self consumption, your str, dex and con are increased by your level, you lose 1d12 of your str, dex or con score every round, any score drop below the bonuses is permanent. your state of self consumption ends when your dex, con and str are 0, or you choose to end the state and ending the state willingly witch kills you. You can not use any affect of Herculean Effort again until after 1d4 consecutive long rests where you did not need to recover any points of exhaustion.

Maneuvers

These maneuvers are the maneuvers you can learn.

Blitz

Once per turn as a free action you can spend one vigor to teleport an number of feet equal to half your speed to a place you can see, the next attack you make after using blitz it deals additional damage equal to your PB for every 10 feet you traveled.

Cataclysmic smash

As an action spend 3 vigor. you can make a high or long jump at some point in the jump, if you can hit a creature, object or surface with your weapon you strike it, this attack is always treated as a hits if your attack roll is bellow your targets AC, roll damage as normal, your target takes the damage as normal, but all creature other then you within 20ft of the impact must make a str save or take damage equal to the number rolled half as much on a success. you can spend 2 vigor to increase the radiuses by 10ft and to roll damage again and add it to the total damage. any creature who take damage count as having bin hit by the attack. At level 15 you can spend 6 instead of 3 vigor to roll like you critical hit a creature.

Clash

when your hit by an attack roll, you can spend 1 vigor to make an attack as a reaction, if the result of your attack roll is higher than the one that hit you, and it was a melee attack, there attack missis and they take a -2 to hit until the start of there next turn. If it was a ranged attack then there attack missis and you hit them with there own attack.

Fling

When when you deal weapon damage you can spend 2 vigor to send the target flying. they must make a str save or be pushed 5ft for every fighter level you have, 5ft for half your fighter level(rounded down) on a successful save, away from you. at 11 level you additionally push them a number of feet equal 5* you fighter leve, 5ft * half your fighter level(rounded down) on a successful save, for every 2 additional vigor you spend.

Flury

Spend 1 vigor, make an attack with a -1 to hit as a free action, every time you use this consecutively on a turn, the cost goes up by 5 - 1/6 your fighter level (rounded down), (1 the first time, 6 the second, 11 points the third).

Rain of blows

When you make an attack against a creature, you can expend 2 grit points, to instead make a melee attack,  4 grit points for ranged attack, against every creature within your, you can make no other attacks with this action. when you reach 11th level you can spend 2 vigor points to make another omni strike in place of the leftover attacks.

Sprint

You can expend 1 vigor point bonuses action, triple your currant movement speed, jump length and height. at 11th level, you can spend additional vigor points to increase the multiplication by one step each. 

Violent strike

When you roll weapon damage, you can expend 1 or more vigor points. For each vigor point expended, you roll one additional weapon damage die per vigor point spent. At 11th level roll 2 additional weapon damage die instead for every level of exhaustion you take in place of a vigor point for this maneuver.

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