Fighter
Base Class: Fighter

On the battlefields of cinema, it is not a winning strategy that takes the day, but a winning smile. Genre-savvy, the Cinematic Swordsman knows how to navigate D&D 5e's high-octane, larger-than-life combat, using the techniques of those silver screen duelists that so inspire the DM and players controlling their world.

24-Karat Smile

Let's be honest, you weren't chosen for this campaign because of your martial skill, you were chosen for that face. Yeah, that's the moneymaker. Starting when you choose this archetype at 3rd level, you gain proficiency in the Persuasion skill if you don't already have it. Additionally, you may use your Charisma modifier, rather than Strength or Dexterity, for the attack and damage rolls of melee weapons you wield.

Hero's Parry

Starting at 7th level, you learn how to deflect your opponent's blows in such a way as to frame your fine face for the camera. When a creature hits you with an attack roll, you may use your reaction to gain a bonus to your AC equal to your Charisma modifier. This bonus lasts until the start of your next turn.

You may use this feature a number of times equal to your proficiency bonus, and regain all expended uses after a long rest.

Conversational Bind

At 10th level, you are able to halt the flow of battle to exchange some dramatic and/or witty dialogue with your foe, cutting to the core of their psyche. When you take the attack action on your turn, you may enter a bind with another creature within your melee range that is wielding a melee weapon, in place of one of your attacks. While in a bind, you and the creature each have a speed of 0 and neither of you can take bonus actions or make attacks against any creature besides one another, as your focus is taken up by the dialogue passing between you.

If the creature hits you with an attack while in the bind, the attack deals psychic damage, its damage is halved, the bind ends, and you are pushed 5 feet away from them, distraught by their words. If you hit the creature with an attack while in the bind, the attack deals psychic damage, its damage is halved, and you may choose to end the bind.

When you end the bind, you make a final remark, causing the creature to take psychic damage equal to your fighter level plus your Charisma modifier. Additionally, the creature is pushed 5 feet away from you, as you dramatically expulse their weapon.

Plot Armor

Starting at 15th level, you have become too profitable to kill off. When you would be reduced to 0 hit points or killed outright, you instead become unconscious and stable, and gain immunity to all damage until the start of your next turn. At the start of your next turn, you lose the unconscious condition as you dramatically haul yourself back to your feet and your current hit points become half of your hit point maximum.

Once you use this feature, you cannot use it again until you finish a long rest.

Conservation of Ninjutsu

At 18th level, you have learned the ultimate rule of dramatic fight choreography: in a fight, each side is roughly evenly matched, regardless of apparent man power. As a result, one enemy is a deadly threat, but an army of them are disposable goons.

At the beginning of a combat encounter where your enemies outnumber you and your allies, you gain additional uses of your action surge equal to the difference in numbers. If you have any of these additional uses available at the end of the combat, you lose them.

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