Base Class: Fighter
With fists a blur as they deflect an incoming hail of arrows, a half-elf springs over a barricade and throws herself into the massed ranks of hobgoblins on the other side. She whirls among them, knocking their blows aside and sending them reeling, until at last they stands alone.
Step of the Wind
Your training in the ways of your bodies movements and balance allow you to move with a grace and fluidity others find hard to match.
While wearing no armor or light armor your movement speed increase by 10ft.
This increases to 15ft at 6th level and 20ft at 10th level
As a Bonus action you can take the Disengage and Dash actions, you can use this feature Proficiency bonus times per long rest.
Patient Defence
your awareness of your surrounding and an understanding of your position compared to your ally's and enemies on the battlefield allows you to take pre-emptive steps to make your self harder to hit.
While you are either not wearing armor or wearing light armor you can add your Strength modifier to your AC.
You can also spend a Bonus action at the beginning of your turn in preparation of being the target of ranged attacks, you may attempt to make one deflect attempt for each ranged weapon attack that you are the target of.
Spend 1 martial die roll, and reduce the ranged weapon attack to-hit value by this amount, this may change a successful hit into a miss.
You may use this ability proficiency bonus times per long rest.
Your Body as a Weapon
You are trained in the use of your body as part of your weapon, you gain four Martial dice (d8) that you can use for your martial effects.
You gain additional two Martial die at level 6,10,15.
The martial die will increase from a d8 to a d10 at level 10 and then to a d12 at level 18
When you make use a Martial ability you will spend a Martial die and add the roll to the abilities effect.
Energy Step
When you use your movement you gain the ability to step from one space into another in 30ft increments as if you take a single step.
You can expend a martial die to energy your movement allowing you to teleport your movement in 30ft steps up to your maximum movement speed.
Each time you arrive from a teleport step you may make a melee attack with advantage and then teleport step to the next location.
This ability can be used proficiency bonus times per long rest.
Flurry of blows
Your training has enabled you to build a rhythm with the swings of your unarmed strikes or one handed weapons.
When you take the Attack action and also use your Bonus action to attack you can spend martial dice to add one additional attack per die spent, you can spend no more than your proficiency bonus number of martial die per turn.
Roll one martial die and add this value to the damage caused by each additional attack if they successfully hit.
Force and precision
You can manipulate your enemy’s balance when you harness your own. Once per turn whenever you hit a creature with one of the attacks, you can spend a martial die to impose one of the following effects on that target:
1) The target is pushed 15 feet away from you.
2) The target can’t take reactions until the end of your next turn.
3) The target must succeed on a Dexterity saving throw or be knocked prone.
Roll the martial die and add this as damage to that attack you impose this effect on.
Hands of Healing
You touch a willing creature (including yourself) and use you energy to rebalance theirs.
Replace one attack with a gentle touch or your hand, you heal the touched creature for one roll of you martial die plus your level.
this ability can be used once per turn.
Projected energy
Your mastery of your natural body allows you to project a portion of your self.
When you roll an initiative roll, you can spend a Martial die to project the energy of your body.
Add 1 roll of your martial die to your initiative roll.
For the next minute, your attacks have the reach property add +5ft to their range.
When ever you roll a martial die during this period for damage you will get the maximum roll.
You may use one ability of Your Body as a Weapon of sixth level of below without spending a martial die
This ability can be used Proficiency bonus times per long rest.
The Nature of motion
When a creature misses you with a melee attack roll, you can use you movement and positioning as a reaction you can spend one martial die to cause that attack to hit one creature of your choice, other than the attacker, that you can see within your melee reach feet of you.
Roll the Martial die and add this value to the damage.
The protection of not being there
You are so swift and supple that when your enemies swing a sword at you, you are just not there.
As a Action you can spend a martial die to become always somewhere else, for the next minute you gain the following benefits.
You are permanently using the Dodge action as a free action
Your movement speed increases by 10ft
During that time, you have resistance to all damage but psychic damage.
This ability can be used proficiency times per long rest.
The purity of motion
You gain the ability to channel your energy into projected waves of force. When you take the Attack action on your turn, you can spend a martial die to project the force of the energy of your attacks made in that turn into a cone, each time you make an attack all enemy creatures within a 20ft cone must make a Dexterity save vs your Save DC (8+pb+DEX) or take one roll of your martial die plus your fighter level force damage, on a successful save they take half damage.
Any attack roll that succeeds will do damage as normal.
Infused Strike
Your understanding of the universe has made you come to a realization.
You have infused your body and any single weapon you are holding with energy from the universe.
This weapon, or any unarmed strike you make becomes magical for overcoming resistances.
you also gain proficiency in one skill and one language of your choice
Your body as a super weapon
You gain the ability to augment your weapons with the power of your energy.
As a bonus action, you can expend 3 martial die to grant one weapon (including your hands) you touch a bonus to attack and damage rolls when you attack with it. When you roll damage for this weapon roll the three martial die force damage in addition to the normal weapon damage.
This bonus lasts for 1 minute or until you use this feature again.
Defense this is you
Your understanding of energy and spacial relativity have opened your mind to everything and anything
You gain true sight to 30ft
If you make a saving throw against receiving damage on a successful save you receive no damage and on a failed save you only take half
You have advantage on saves against being Charmed, Frightened, or Dominated.
Your Armor class increases by 1
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