Base Class: Fighter
The Adaptive Blade is a combat tactician who shifts techniques on the fly, reading the battlefield and adjusting styles in real time. With honed instincts and a unique flow of power, they become a one-person army able to meet any threat head-on—or sidestep it entirely.
Adaptive Combat
**Combat Versatility.** You gain proficiency in one of the following skills of your choice: Insight, Acrobatics, Arcana, Deception, Investigation, or Survival. If you already have proficiency in the chosen skill, your proficiency bonus is doubled for it.
**Flow Reading.** When you make an ability check using Strength, Dexterity, Constitution, or Intelligence, you may add 1d4 to the roll. You can use this ability a number of times equal to your Intelligence modifier (minimum once). You regain all expended uses when you finish a long rest.
**Situational Stance.** When you roll initiative, you may immediately switch into one of your Tactical Styles without using an action.
Adaptive Reflexes
When you are forced to make a Strength, Dexterity, or Constitution saving throw, you may use your reaction to reroll the save after seeing the result but before knowing the outcome.
Once per short or long rest, when you switch into a Tactical Style as a bonus action, you may immediately use that style’s Tactical Surge without expending its use.
Second Skin
You gain +1 to AC while you are wearing light or medium armor or are unarmored.
Once per turn when you miss with a weapon attack, you can choose to retain momentum: gain advantage on your next attack roll before the end of your next turn.
You may switch Tactical Styles as a reaction when you take damage.
Dominant Form
Choose one of your known Tactical Styles. This becomes your Dominant Form. You gain an additional Dominant form at level18. Your dominant forms can be maintained with only one other tactical style
When using that style:
- Its passive feature improves (see Tactical Style entry).
- You may use its Tactical Surge 4 times before requiring a rest.
- You simultaneously maintain your Dominant for and and active Tactical Style
Tactical Perfection
You can maintain two Dominant Forms simultaneously. While doing so, you gain the passive benefits of both styles, but can only use one Surge per turn.
When you roll initiative and have no uses of Tactical Surges remaining, you regain spent surges.
Tactical Flow
You learn 2 Tactical Styles of your choice. You gain an additional style at levels 7, 10, 15, and 18.
You may switch to a different known style as a bonus action.
You can use a Tactical Surge once per style. You regain all expended surges on a short or long rest.
Ambusher Style
Passive: While hidden, your attacks critical hit range increases.(i.e if crit range is 19-20 it goes to 18-20)
Tactical Surge – First Strike:
When combat begins and you are unseen, make one weapon attack as part of your initiative. If it hits, the target is surprised until the end of its next turn.
Dominant Form Bonus: Add your Intelligence modifier to attack rolls and damage against surprised or unaware creatures.
Arcane Echo Style
Passive: Learn two cantrips from Artificer, Wizard, or Druid list (Intelligence-based). You may cast cantrips using your weapon as a focus.
Once per turn when you hit with a weapon, you may cast a cantrip as a bonus action targeting the same creature or yourself.
Tactical Surge – Arcane Pulse:
After casting a cantrip, make a weapon attack as a bonus action. If it hits, it deals an extra 1d8 force damage.
Dominant Form Bonus: You may teleport 10 ft after Arcane Pulse. Force damage becomes 2d8, and you may change cantrip damage type to acid, cold, fire, lightning, or thunder.
Breaker Style
Passive: Your weapon attacks ignore resistance to non-magical damage.
Tactical Surge – Shatterpoint:
As an action, make a melee or ranged weapon attack. On hit, the target must make a Strength saving throw (DC = 8 + Proficiency + Strength or Intelligence mod) or be stunned until the end of your next turn.
Dominant Form Bonus: When using Shatterpoint, you may reroll 1s and 2s on weapon damage dice.
Dervish Style
Passive: You may draw or stow a weapon as part of any movement, and may switch between one- and two-handed grip mid-combat. Two-weapon fighting gains +1 AC while both weapons are drawn.
Tactical Surge – Bladed Rhythm:
When you hit a creature with two different melee weapon attacks in a turn, you may make one additional weapon attack as a bonus action.
Dominant Form Bonus: Bladed Rhythm adds your Intelligence modifier to the bonus attack's damage and ignores resistance.
Dragoon Style
Passive: When you move at least 10 ft in a straight line before attacking, you gain +2 to that attack's damage and don’t take fall damage from heights less than 30 ft.
Tactical Surge – Sky Piercer:
Jump up to 20 feet vertically or horizontally (without provoking opportunity attacks), then make a melee weapon attack. On hit, it deals an extra 2d6 damage and knocks the target prone.
Dominant Form Bonus: Sky Piercer deals an additional 1d6 per 10 ft jumped and ignores resistance to damage dealt.
Iron Veil Style
Passive: You gain advantage on checks to resist being disarmed, and your carried items are considered immune to the heat metal spell or similar effects.
Tactical Surge – Hardened Will:
As a bonus action, for 1 minute you cannot be charmed, frightened, or disarmed. You may end this effect early to reroll a failed saving throw.
Dominant Form Bonus: While Hardened Will is active, you gain +1 AC and cannot be moved against your will.
Juggernaught Style
Passive: When you are not wearing heavy armor, you gain +1 AC, and resistance to forced movement.
Tactical Surge: Iron Stand: As a reaction when you would be knocked prone, pushed, or grappled, negate the effect and gain temporary HP equal to 2 × Fighter level.
Dominant Form Bonus: You gain resistance to bludgeoning, piercing, and slashing while in this style.
Mirage Style
Passive: If you move 10 ft or more during your turn, attacks made against you until the start of your next turn are made with disadvantage once per attacker.
Tactical Surge – Double Image:
As a reaction to being targeted by an attack, create a flickering illusory duplicate. Roll a d6: on a 4–6, the attack targets the duplicate and misses. The image lasts until it is hit or until your next turn.
Dominant Form Bonus: The duplicate rolls at 3–6 instead of 4–6 and lasts until destroyed (max 1 per round).
Null Form Style
Passive: You gain resistance to force damage and advantage on saving throws against spells that target only you.
Tactical Surge – Phase Break:
As a reaction to being hit by a spell or magical ability, reduce the damage taken by 2 × your Intelligence modifier and teleport 15 feet to an unoccupied space.
Dominant Form Bonus: You become immune to being grappled or restrained by magical effects, and your teleport range increases to 30 ft.
Phantomstep Style
Passive: Opportunity attacks against you are made at disadvantage. You can take the Hide action as a bonus action.
Tactical Surge – Fade and Strike:
As a bonus action, teleport 10 ft to an unoccupied space you can see. Your next melee attack within 1 round has advantage and ignores resistance to weapon damage.
Dominant Form Bonus:When you teleport using this Surge, you also become invisible until the start of your next turn.
Sentinel Style
Passive: You gain +2 to opportunity attack rolls, and enemies you hit with opportunity attacks have their speed reduced to 0 until the end of their turn.
Tactical Surge – Lockdown Step:
As a bonus action, choose one creature within 5 feet. Until the start of your next turn, its movement provokes opportunity attacks even if it disengages, and you may make one such attack this turn without using your reaction.
Dominant Form Bonus: Creatures provoke opportunity attacks from you even when moving via teleportation or forced movement while within 10 feet.
Stormcaller Style
Passive: Choose acid, cold, fire, lightning, or thunder. Once per round, you can deal 1d6 of the chosen damage type on a melee hit. This becomes 1d8 at level 10, 1d10 at level 15.
Tactical Surge – Elemental Flash:
As a bonus action, imbue your weapon with elemental power. Until the end of your turn, your melee attacks deal an extra dice of the chosen damage type and leave glowing arcs—granting you advantage on the next attack made against that target before your next turn.
Dominant Form Bonus: Surge damage dice are doubled, and enemies hit by Elemental Flash can’t take reactions until the start of your next turn.
Tactician Style
Passive: You may use Help as a bonus action, and when you do, the target gains +2 AC until the start of your next turn.
Tactical Surge – Coordinated Opening:
When you hit a creature, you can mark it. Until the start of your next turn, the next ally to attack it gains advantage and deals +1d6 damage.
Dominant Form Bonus: Allies gain +10 ft movement speed while within 10 ft of you and may move through your space
Tempest Style
Passive: You can make one additional weapon attack as part of the Attack action, but all attacks that turn suffer a –2 penalty to hit.
Tactical Surge – Whirlwind Flow:
As an action, make a single weapon attack against all creatures within 5 feet of you.
Dominant Form Bonus: You can target creatures within 10 feet with Whirlwind Flow, and your attacks no longer suffer a penalty while using this style.
Vanguard Style
Passive:Gain +10 ft movement speed and ignore difficult terrain when dashing or charging.
Tactical Surge: Relentless Advance – As a bonus action, move up to your speed. The first attack you make this turn has advantage and deals extra damage equal to your Fighter level.
Dominant Form Bonus: You may move through enemy spaces without provoking opportunity attacks and deal double damage to objects or structures.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
---|---|---|---|---|---|
8/3/2025 3:30:32 AM
|
5
|
1
|
--
|
Coming Soon
|
Comments