Fighter
Base Class: Fighter

Each Form embodies a mythic force of destruction and is tied to a single element.
You choose one Form at 3rd level. You may change your active Form at the end of a long rest.

  • Zaratan — Earth / Stone
  • Dragon Turtle — Water / Ice
  • Phoenix Warden — Fire
  • Great Roc — Air
  • Kirin — Lightning
  • Astral Colossus — Force
  • Empyrean Sentinel — Radiant
  • Gravewarden Leviathan — Necrotic

Level 7: Form Expression

Your active Rending Form grants an additional effect when you strike a creature.

Earth Colossus: Once per turn when you hit a creature, its speed is reduced by 10 feet until the end of its next turn.

Leviathan Breaker: Once per turn when you hit a creature, you may push it up to 10 feet.

True Phoenix: Once per turn when you hit a creature, the target takes additional fire damage equal to your proficiency bonus times STR bonus.

Storm Roc: Once per turn when you hit a creature, you may move up to 10 feet without provoking opportunity attacks.

Storm Dragon: Once per turn when you hit a creature, you may deal lightning damage equal to your proficiency bonus times STR bonus to another creature within 5 feet of the original target. This damage arcs to additional nearby targets within 5 feet, -1 damage from the total amount of damage.

Astral Devourer: Once per turn when you hit a creature, the attack ignores resistance to bludgeoning, piercing, and slashing damage.

Solar Reaver: Once per turn when you hit a creature, you gain temporary hit points equal to your proficiency bonus. These temporary hit points do not stack.

Death Titan: Once per turn when you hit a creature that has already taken damage this round, the attack deals an additional 1d4 necrotic damage and reduces the target's max HP by the rolled amount.

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: HistoryInsightPerformance, or Persuasion. Alternatively, you learn one language of your choice.

Fighting Spirit

Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

You can use this feature three times, and you regain all expended uses of it when you finish a long rest.

Level 3: Rending Form Disciple

You gain proficiency with all axes, including hand axes, battleaxes, greataxes, and similar weapons.

Axes you wield that have runes associated with your chosen Rending Form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You learn one Rending Form, each tied to a single element and a mythic embodiment of destruction. You may change your active Rending Form at the end of a short or long rest.

Rending Forms:
Zaratan — Earth/Stone
Dragon Turtle — Water/Ice
Phoenix Warden — Fire
Great Roc — Air
Kirin — Lightning
Astral Colossus — Force
Empyrean Sentinel — Radiant
Gravewarden Leviathan — Necrotic

Level 3: Relentless Pressure

Once per turn when you hit a creature with a weapon attack using an axe, you deal additional damage based on your active Rending Form. The damage type matches your Form’s element. Can only be used x Level in Fighter

The extra damage is:
2d4 at 3rd level
2d6 at 7th level
2d8 at 15th level

If you hit the same creature more than once on your turn, you may apply this damage to each hit.

This feature requires no action and no resources.

Level 10: Sustained Assault

When you use Action Surge, Relentless Pressure applies to every hit you make during that turn, even if you change targets.

This does not increase the damage; it increases consistency.

Level 15: Perfected Rending Form

The extra damage from your Relentless Pressure feature increases to 2d8.

In addition, once per turn when you hit a creature with two or more attacks, you may apply your Form Expression twice during that turn. You may apply both effects to the same creature or to different creatures.

Strength before Death

Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.

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

Previous Versions

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