Fighter
Base Class: Fighter

A Martial Soul fighter is a fighter who uses the magic of warriors to bolster their bodies, mind, senses and weapons with a plethora of magical techniques called Martial Arts

Such fighters practice their connection to their soul, using the power of their spirit to enhance almost any aspects of themselves for a short period of time. Other martial arts can deliver devastating attacks, while others may even grant ranged magic attacks. 

Warriors Soul

When you gain this subclass at 3rd level you unlock your martial soul, gaining 3 martial arts skills of your choice

You gain a number of martial points equal your double your proficiency bonus, these points are used whenever you use your martial arts. Whenever you gain a new martial arts you can replace one of your old ones. you learn an additional art at the 7th, 10th, and 15th level. You regain 1d6+CON on a short rest, or all on a long rest.

Some martial arts have level restrictions.

Ability Boost

Using three martial points as a bonus action, you enhance your physical strength and dexterity. Any athletic or acrobatic roll you make that is below 4 automatically becomes 4. This effect lasts for 1 minute.

Note: if this is used more than times equaling your constitution modifier between short rests you gain a point of exhaustion

Blade Dance

Using 10 martial points you attack everything within a 10 ft radius around you, roll a separate attack roll for each one. This can only be done once unless you use limit breaker

Cutting Edge

Using 1 martial point your melee attacks now send out a cutting blade of wind that has a reach of 15ft. These deal the same amount of damage as your weapon (does not include enhancements such as blood hunter rites or flame tongue weapons)

Dull Pain

Using 3 martial points as a bonus action you gain temporary hitpoints equal to your proficiency bonus, only one dull pain can be activated at once

Evasion

Spending 3 points as a reaction you can reroll a dex saving throw, you must use the new throw

Fatal Edge

Using 2 martial points, your next melee attack deals a bonus amount of damage equal to your proficiency bonus

Field

Spending 5 points you gain blindsight of 10ft for 10 minutes

Flow Acceleration

Spending 5 martial points you bolster your nerve system and muscles. For the next minute you have an extra attack, your AC is increased by 1 and your movement speed is increased by 10. However when the minute ends you become stunned untilled the end of your next turn as this martial art takes a heavy toll on the body

Focus Battle Aura

Using 4 martial points you pour your fighting spirit into your weapon(s) in order to overcome resitance. For the next 10 minutes your weapon(s) count as magical and gains a +1 to attack and damage rolls

Fortress

Using 1 martial point as a reaction you increase your AC by 2 against a single attack

Fourfold Slash of Light

Costing 6 martial points you can target up to 4 creatures of your choice that are within 10 feet of you. This special attack counts as magical and only counts as one of your attacks. However you can not add your DEX or STR modifier to the damage of the attack

Greater Ability Boost

Using 5 martial points you drastically increase your strength and dexterity. Any roll below a 6 is treated as a 6 on acrobatic and athletic checks. 

However this can only be done an amount of times equal to half your constitution modifier (rounded down)

Greater Evasion

Using 4 martial points as a reaction, should you succeed on a dex saving throw you take no damage, and only half on a failed saving throw

Heavy Blow

Using 2 martial points your next attack deals double damage to structures

Heavy Fortress

Using 2 martial points as a reaction your AC increases by 4 for the duration of the enemies turn 

Impenetrable Fortress

Using 4 martial points you increase your AC by 4 until the end of your next turn

Instant Counter

Using 2 martial points as a reaction, you make one melee attack against an enemy who missed you with an attack 

Limit Breaker

Using 1 martial point you break the limit of how many martial arts you can use, you gain 5 martial points but also a point of exhaustion 

Pace of Wind

Using 2 martial points you can take the dash action as a bonus action for the next minute

Posibility Sense

Using 4 martial points as a bonus action you gain advantage on attack rolls until your next turn

Reinforce Hide

Using 3 martial points your AC becomes 12+DEX modifier for then next hour

Strengthen Perception

Using 4 martial points you get advantage on perception checks that rely on sight for the next hour

Warriors Mind

At 7th level your martial soul has gained strength, you gain advantage on saving throws against being charmed or frightened

Soul Recharge

At 10th level your warrior soul has become very strong, you now regain all spent martial points on a short rest

Warriors power

At 15th level if you start combat with fewer than 5 martial points, you gain enough martial points to have 5

Master Soul

At 18th level your martial soul has become so resilient and strong you can evade death. You gain the following benefits:

whenever you are knocked unconscious (and dont die outright) you may spend 8 martial points and instead heal up to 1/4 th of your max HP

You also regain all your martial points on a short rest

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