Base Class: Fighter
Claymore are engineered warriors who have awakened enhanced abilities due to Yoma tissue implanted inside them. As the fighter becomes stronger they will be able to draw out more and more power, however using this all comes at a cost - at the flip of a switch a Claymore could go berserk and begin the transformation into an Awakened Being.
10% Release
As a bonus action, you can release 10% of your Yoma energy. For the next minute, you fight with a +1 to hit.
If you roll a critical fail on an attack roll while this ability is active you enter berserk mode. You may only take the 'attack' option and the DM decides your target randomly (enemies and allies). At the beginning of your turn, and each time you take damage, make a CON Saving Throw (DC 11) to return to your senses.
Yoma Infusion
Beginning when you choose this archetype at 3rd level, you gain proficiency in the athletics skill and on strength saving throws.
Specialism
At 7th level, you train extensively within one type of Yoma power control.
Defence
Your AC is increased by 1, you gain a second use of Second Wind.
Offence
Your melee damage is increased by your proficiency value.
Sensory
You can use True Seeing once per long rest. You gain proficiency in the perception skill.
30% Release
Starting at 7th level, your control of your Yoma power increases. As a bonus action, you can release 30% of your Yoma energy. For the next minute, you gain +2 to hit with melee attacks and gain temporary hit points equal to your CON modifier x 5..
If you roll a critical fail on an attack roll while this ability is active you enter berserk mode. You may only take the 'attack' option and the DM decides your target randomly (enemies and allies). At the beginning of your turn, and each time you take damage, make a CON Saving Throw (DC 15) to return to your senses.
50% Release
Starting at 15th level, you can unleash 50% of your Yoma Power. For 1 minute you gain +3 to hit, gain temporary hit points equal to your CON modifier x 5 and you're able to make an additional attack each turn.
If you roll a critical fail on an attack roll while this ability is active you enter berserk mode. You may only take the 'attack' option and the DM decides your target randomly (enemies and allies). At the beginning of your turn, and each time you take damage, make a CON Saving Throw (DC 23) to return to your senses.
Legendary Specialism
Your specialism further develops.
Defence Expert
Your AC increases by a further 1. At the start of each of your turns, you regain HP equal to your CON modifier (minimum of 1).
Offence Expert
Your melee weapon attack damage increases further, giving a total bonus of twice your proficiency.
Sensory Expert
You gain True Sight whenever your Yoma Powers are active.
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