Fighter
Base Class: Fighter

Crafted by the child of a Giant God, this school of martial arts is a path not many walk due to its soul numbing difficulty and, to make greatest use of its value, the hundreds of years in its study one must spend. For the latter reason, the school of Sky Breaking is in the Astral Plane, where the unaging nature of its inhabitants allow for true mastery of the subject. 

Those who make the trek along this path will encounter fear and mistrust from the strong, for this school has no purpose but to assist in the destruction of those above you.

Restriction: This set of techniques was formed to be learned by women only. If your character is a man, or something else, you may discuss with your DM how the school might make an exception for you, and how your character will overcome this issue of gender and how it affects your swordsmanship.

Breaking the Sky Swordsmanship

The titular technique of the school, a style of swordsmanship to cut apart even the greatest of beings. 

When you make a melee attack against an opponent, you can choose to gather yourself, and strike with an energy that is near divine. If the attack hits, the target takes the normal damage for the strike, but also an amount of damage equal to the maximum number of hit dice it has. For example, a standard vampire has 17d10 hit dice, so the attack will deal 17 extra damage of the weapon’s type to it.

You may make this attack an amount of times equal to the modifier of the ability score you use for the attack. This limit recharges on a long rest.

Additional Techniques

At 7th level, you proceed further in your studies, gaining two additional techniques from within the school’s repertoire. You also may choose another at 10th level. Additionally, at this level, your weapon attacks are considered magical for the purposes of overcoming resistance or immunity to nonmagical damage.

Hundred Steps Godly Fist

A technique formed out of boredom by the school’s founder, your unarmed strikes now do 1d8 damage, and they can be made with Strength or Dexterity. Additionally, you may make a Shove attack as part of an unarmed strike.

Recovery

You take an action and heal yourself by three times your level. If you wish to do this additional times, you gain a point of exhaustion for each additional time you use it. This limit resets on a long rest.

Red Phoenix Shunpo

A technique to move like the wind, you become like a red blur through the air. Your walking speed increases by 10 feet. Additionally, you may expend as much of your movement available to you as you’d like to teleport the same distance. When you come out of this movement, you have advantage on the first attack you make. You must have an unblocked path between yourself and the destination, and because this requires you to expend movement to do so, you cannot teleport out of a grapple, but you do ignore difficult terrain, opportunity attacks, and height with this movement.

Strong Self-Defense

As a reaction to an attack you can see hitting you, you can gain resistance to the damage of that attack.

Additional Techniques 2: Electric Boogaloo

Apparently just giving you the option to choose more from a previous feature doesn’t count as its own feature for this system. It does for me for balancing purposes, so this is just filling in the empty spot. Carry on.

Transcendence

Starting at 15th level, your character has gone beyond the limits of their species to become a transcendent. All of your stats’ natural limits are raised by two. This happens again at level 18. If your DM intends to run a campaign into epic levels, it is recommended this feature’s limit increase procs again every three levels, starting at the 21st.

Transcendence Lvl. 2

Apparently the system won’t let you get away with an “empty” feature for one of your levels, even though I already addressed that level 18 gets a feature in the 15th, it’s just not entirely separate. So this is just to fill out the space.

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