Fighter
Base Class: Fighter

Inside the aura sphere, you can exert complete control over the fabric of space, referred to as the ability to "operate" on anything within the spherical "operating room"; you can move things within the area of the sphere telekinetically and make things, including yourself and other people, swap locations via teleportation.

Knowledge

At 3rd level, You have studied and gained knowledge of medicinal and anatomical applications toward the body. Your Knowledge points are equal to 3 + wisdom modifier + proficiency bonus. You gain proficiency in medicine checks.

Room

Starting at 3rd level As an action you make a blue dome appear, centered on you, and encompasses everything within a 15ft radius. The dome lasts for 1 minute or until dispelled. The dome remains where it was cast and does not follow you. You may dispel the room as a bonus action on your turn. You may use this feature a number of times equal to your proficiency bonus.

While inside the dome you can activate one of the following abilities as a bonus action on your turn for the correct amount of knowledge points.

3 Knowledge Points:
Tact: you target 1 creature of equal or less size, it must make a Constitution Saving throw vs your DC (8 + wisdom modifier + proficiency modifier) On a failure the target is lifted 10 ft into the air and is considered restrained. Alternatively, you may target an object weighing no more than 200lbs and lift it 10ft in the air

3 Knowledge points:
Shambles: You choose a target creature that you can see of equal or lesser size and swap positions within the room. You may alternatively select an object that you can see weighing no more than 200 lbs and swap places with it.

6 knowledge points:
Amputate: While inside your room your next attack deals an extra 3d6 slashing damage or you can remove and replace one limb with another or an object without dealing damage.

 

Expanded Knowledge

At 7th level,  your Room expands by a 15ft radius, at 15th level the room expands to a 15ft radius centered on you. You gain expertise in medicine checks.

Haki

At 10th level, as a bonus action on your turn, you can use knowledge points and focus on your body to achieve one of the following effects per turn.

2 Knowledge Points:

Kenbunshoku: for the next 1 min you have advantage on saving throws and perception and insight checks.

4 Knowledge points:

Haoshoku: Your next attack has advantage and deals an extra 3d12 slashing damage

6 Knowledge points:

Busoshoku: Your AC increases by 2 for 1 minute, and does not stack.

K Room

Starting at 15th level As an action you make a blue orb appear in your hand and use it to absorb a weapon you are holding. The aura lasts for 1 minute or until dispelled. You may dispel the K Room as a bonus action on your turn. You may use this feature a number of times equal to your proficiency bonus.

While using K Room, your attacks with the held weapon are increased to 45 ft.

R Room

Starting at 18th level As an action you make a blue orb appear in your hand and use it to absorb a target (constitution saving throw). The aura lasts for 1 minute or until dispelled. You may dispel the K Room as a bonus action on your turn. You may use this feature a number of times equal to your proficiency bonus.

As an action you can use Knowledge points to create one of the following effects:

4 Knowledge Points:

Silence: no sound can be created by the object or creature for the duration of the effect.

5 Knowledge Points:

Explode: the target makes a Constitution saving throw (DC 8+ wisdom modifier+ proficiency bonus) and takes 8d6 fire damage on a fail and half as much on a success.

6 Knowledge Points:

Freeze: The target makes a Constitution saving throw (DC 8+ wisdom modifier+ proficiency bonus) on a fail, and becomes petrified for the duration of the effect.

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