Fighter
Base Class: Fighter

Those who strive to become a Warden must master their body as much as their weapon. To a Warden, combat is an artform, taking decades to learn. A Warden is aware that combat is a mixture of skill with a weapon and the grace of muscle, they study how the body moves and their weapon becomes an extension more so than a tool. Not every fighter has the dedication to become a Warden, but those who do become masters of the battlefield.

Following the ancient teachings of the Weapon Master Visalla, and her Seven Forms, Wardens become masters of their forms, though few Wardens master all forms, each Warden has become a master of those that they do study.

Master the Body

When you choose this archetype at 3rd level, you gain proficiency in Acrobatics and Athletics. you gain expertise in one of the following skills of your choice: Acrobatics or Athletics.

Expertise: Acrobatics

You Gain Expertise in Acrobatics. Your proficiency bonus is doubled for any ability check you make that uses  the chosen proficiency.

Expertise: Athletics

You gain expertise in Athletics. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.

The Seven Forms

When you choose this archetype at 3rd level, you learn Forms from The Seven Forms.

Forms. You learn two forms of your choice, which are detailed under "Forms" below. Many forms enhance an attack in some way. You can only have one form active at a time.

You learn an additional form of your choice at 7th, 10th, and 15th level. Each time you learn a new form, you can also replace one form you know with a different one.

On your turn as a Bonus Action you may activate a form. Forms last for 1 minute or until you become Incapacitated or unconscious.

You may activate a form a number of times equal to your Proficiency Modifier. You regain all all uses when you finish a short or long rest.

Saving Throws. Some of your forms require your target to make a saving throw to resist the form's effects. The saving throw DC is calculated as follows:
Form save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Crane Strike Form

You hold your weapon high above your head, leaving yourself open to attack to trade blows for a lethal strike. While Crane Strike Form is active, melee attacks against you have advantage. Your weapon attacks score a critical hit on a roll of 19 or 20.

Roaring River Form

Through combat you move with versatility, striking your foes and flowing around them like water. When you make an melee weapon attack with Roaring River Form active, you may move 5 feet, this does not count towards your movement speed.

Serpent Form

Your weapon weaves a pattern through the air, striking vital locations for maximum effect. While Serpent Form is active, when you hit with a melee weapon attack you may add your proficiency modifier to your damage.

Singing Winds Form

Your weapon strikes with such speed that it sings as it strikes. You have advantage with melee weapon attacks while this Singing Winds Form is active.

Soldier's Bulwark Form

Holding your weapon at your mid point, you take a defensive stance. You gain +2 to your Armor Class when wielding a melee weapon while Soldier's Bulwark Form is Active.

Thundering Bear Form

Your blows strike with the ferocity of a bear, knocking opponents off balance. While Thundering Bear Form is active, when you hit a target with a melee weapon attack, until the start of their turn, attacks against the target have advantage.

Willow Form

Extending your entire body with each strike you mimic the long reaching branches of a willow tree. While Willow Form is Active your melee weapons have the Reach property.

Additional Fighting Style

At 7th level, you can choose a second option from the Fighting Style class feature.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Superior Technique

You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Fluid Motion

Starting at 10th level, you have learned to weave through danger. While a form is active you gain proficiency is Dexterity Saving Throws and have Advantage on all Dexterity and Constitution Saving throws.

Shifting Forms

Starting at 10th level, your speed of combat has increased to the point you can switch your forms between your strikes. While a form is active, after you make a melee weapon attack you may expend one use of Activate Form to change your active form.

Endure the Pain

Starting at 15th level, Once per short rest as a reaction to taking damage you gain 1D10 temporary hitpoints. You may use this ability a number of times equal to your constitution modifier (minimum 1). You regain all uses after finishing a long rest.

The Eighth Form

Starting at 18th level, you have discovered the essence of combat and learned the secret Eighth Form. As an Action you may activate Visalla's Form, gaining unnatural speed and strength for 1 minute or until you fall unconscious.

Once you use this feature, you can’t use it again until you finish a long rest.

Visalla's Form. You gain +10 additional movement speed and can apply your proficiency bonus twice to Constitution Saving Throws. Whenever you hit with a melee weapon attack, you may add your strength or dexterity modifier to the damage an additional time.

Visalla's Form does not count as activating a Form and is not considered a form.

Warden Image