Base Class: Fighter
You are a powerful foe to all, you have been imbued with powers a regular fighter would never have in their dreams and you have a sudden urge to say "Show me ya moves!" or something punch...
"Show me ya moves!"
When you choose this archetype at the 3rd level you can use "Show me ya moves!" as an action in battle, you will be able to choose an opponent that you will taunt which may be used once per short rest or long rest. This will deal 1d6 psychic damage to the selected target within 60ft of you. If you make a successful save then they take the damage rolled plus any bonuses. If you fail the save then they take none of the damage.
You gain resistance from bludgeoning, piercing, and slashing damage because of the huge muscles you have gained and love showing off giving you armor in a way from your muscular body from flexing and yelling "Show me ya moves!".
At the 8th level this move will become 2d6, and it becomes 4d6 at the 18th level.
Fiery Training
When you choose this archetype at the 3rd level once reaching the 7th level you will gain access to fiery training. You may choose a new attack for your action on the 7th, 10th, and 15th levels. At the 10th level you gain two new attacks over one on the 7th level, and at the 15th level you gain a 3rd new attack for a grand total of 3 new attack options being, Raptor Boost, Falcon Kick, and Falcon Punch being unlocked at the 7th, 10th, and 15th levels.
Falcon Kick
When you choose this archetype at the 3rd level, at the 7th,10th, or 15th level you can choose Falcon Kick. As an action you may jump forward 20ft feet first and kick your opponent dealing 2d6 fire damage once per short rest. If this is used while in the air and you are at least 20ft in range of an enemy that is on the ground you dive down and hit them, it will deal the same amount of damage to the enemy and you will take no damage from falling.
If the enemy makes a successful save in strength this move will do half of the total damage done plus any bonuses that you may have. Also this move may not be used consecutively and you must use something besides Raptor Boost (If you have it), or Falcon Kick.
This move becomes 4d4 at the 18th level.
Falcon Punch
When you choose this archetype at the 3rd level at the 10th or 15th level you can choose this as a new attack option, you charge up pulling back your arm putting all the power you can into this punch imbueing it with fire. You deal 1d20 fire damage on the enemy within melee range of you. It doesn't do anything special besides the huge power it can have (No effects besides damage).
You may use this twice per short rest or long rests. If the enemy saves successfully in strength they take half the damage plus bonuses from the attack. If you miss falcon punch you may not move the next turn.
At the 20th level it upgrades to 4d8
Raptor Boost
When you choose this archetype at the 3rd level, at the 7th, 10th, and 15th level you can choose Raptor Boost in Fiery Training. Raptor Boost deals 2d6 fire damage as a melee attack, you jump forward at the enemy within 15ft of your range knocking them prone unless they make a successful saving throw in strength which will lead to the move dealing half the damage plus any bonuses you may have, and not leaving them prone.
This move cannot be used consecutively and must be used after something besides Raptor Boost.
At the 15th level the moves damage is changed to 2d8 damage.
F-Zero Fighting Training
When you choose this archetype at the 3rd level you gain F-Zero Fighting Training at the 10th level. Thanks to your training in fighting you have gained a great skill in unarmed fighting or more commonly called fist fighting, you gain your strength check bonus in unarmed melee fighting.
As well thanks to your training in dodging you gain advantage in athletics and +1 into your dexterity stat.
Amazing Costume Design
When you choose this archetype at the 3rd level you gain Amazing Costume Design at the 15th level. You now gain +4 in your charisma stat from your great costume design making you very flashy and cool, this gives you disadvantage on stealth because people can see you but you gain advantage on persuasion.
F-Zero Blue Falcon
When you choose this archetype at the 3rd level you gain Blue Falcon at the 18th level. You snap your fingers summoning a mysterious force that you can feel rush past you as you see your enemy be trample and run over by something dealing 3d8 force damage on this poor soul causing them to go prone no matter how big they may be and leaving them to reflect on their own mistakes for fighting someone like you until it is there turn (No other effects besides making enemy prone). You must see the chosen enemy to be able to use this.
When an enemy makes a successful save in constitution they will take half the damage plus any bonuses you have, they will also not fall prone.
At the 20th level this moves damage will be upgraded to 6d8 with no other changes.
Previous Versions
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12/7/2022 10:01:20 PM
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8
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1
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12/8/2022 4:59:32 PM
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14
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1.1
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Coming Soon
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12/9/2022 5:03:07 PM
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13
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1.2
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Coming Soon
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1/10/2023 10:23:38 PM
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18
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1.3
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Coming Soon
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