Base Class: Fighter
You are...stronger?
Arm of great
You become master of an martial.
At start of the combat you can change your fighting style
One man army
At start of level 10 You can add 1d4 to saving throw of your choice and every time
you can make critical role in attack action, you can add 1d4 as well You can use this feature 2 time per long rest
Flow the hand
At start of level 15 You can use your extra attack take and extraordinary things than usual
You can spend bonus action or extra attack to use jump, zone Omen or use second wind
Beyond the style
at start of level 18 You find out the truly perfection of martial art and learn how to use it in your own way
Choose one of the self style
Hand of crushed
every attack you make will do and extra unarm attack with out attack roll.
Your unarm attack damage become 1d6 as well
Scope max
Your range wepon don't have disadvantages attack anymore and gain +10 to long ranges. it have advantages on normal range or +3 to attack roll if already have advantages.
Throw the balls
You can use action, bonus action or extra attack to throw any weapon into the 30 feet high. if you do so you can use same action to pick up new weapon or just use unarm attack
The wepon in the sky can be pick by anyone who have Dexterity check more than 16 but you can pick it anytime, you can also throw it in long way up to 60 feet and you can still pick it up on the same way anytime
The wepon will drop after start of your next round
Try true
You can use reaction to roll d4 after you take and successfully attack that not critical
If you success roll on 6 you immune to the attack, if 2 or 3 you have resistance to that damage
Yoga move
You can spend extra movement and attack action to avoid opportunity attack and make and attack action with extra +2 to attack roll and extra +2 damage of your type damage
Omen of zone
At start of level 7 You can feel any sense of human you have, growing up to and superior attitude
You can spend your action to become preoccupied and get advantage on attack roll or hostile have disadvantages on attack roll against you until end of your next turn. you can use this feature one per turn