Fighter
Base Class: Fighter

The Scions of the Morningstar are heirs to an ancient lineage of monster hunters who perfected the whip as both weapon and tool of control. These warriors specialize in binding enemies, maneuvering across the battlefield with fluid motion, and striking down creatures of darkness with consecrated techniques passed down through generations.

A Scion of the Morningstar fights with precision and relentless momentum, using their chain weapon to trip, bind, and disarm their foes while maintaining complete control of the battlefield. Against undead and fiends, their strikes carry sacred power capable of disrupting unnatural resilience and delivering devastating finishing blows.

Morningstar Initiate

Your training in the traditions of legendary monster hunters has taught you to wield the whip as both weapon and instrument of battlefield control.

Morningstar Whip Mastery

While you are wielding a whip, the weapon’s damage die becomes 1d8 instead of 1d4.

When you reach 10th level in this class, the whip’s damage die becomes 1d10.

Additionally you gain the Morningstar Weapon Mastery

You always have Weapon Mastery with whips and this mastery does not count toward the number of weapon types you can have mastery with.

Also you learn to use Chain Control:

When you hit a creature with a whip attack, you can force the creature to make a Strength saving throw.

Save DC = 8 + your Proficiency Bonus + your Strength or Dexterity modifier (whichever is higher).

On a failed save, choose one of the following effects:

Trip:
The creature is knocked prone.

Pull:
You pull the creature 5 feet toward you.

You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.

Hunter's Instincts

Additionally at level 3, your training has prepared you to hunt creatures of darkness.

You gain proficiency in Religion or Survival. If you already have proficiency in the chosen skill, you instead gain Expertise in that skill.

Additionally: You have advantage on Intelligence checks made to recall information about undead or fiends.
You have advantage on saving throws against being charmed or frightened by undead or fiends.

Religion

You gain proficiency in Religion or expertise if you already have proficiency in it.

Survival

You gain proficiency in Survival or expertise if you already have proficiency on it.

Chain Techniques

Your mastery of the whip allows you to bind enemies and maneuver across the battlefield with precision granting you the following abilities:

Chain Snare

When you hit a creature with a whip attack, you can force the creature to make a Dexterity saving throw.

On a failed save, the creature is Grappled by your whip.

The grapple’s escape DC equals your feature save DC.

While a creature is grappled in this way:

  • The creature must remain within your whip’s reach.
    • You can still attack the grappled creature with the whip.
    • The whip cannot be used to attack other creatures while the grapple persists.

You can have only one creature grappled by your whip at a time.

Chain Redirect

Additionally, you can redirect the arc of your whip around creatures, objects, or structures.

When you make a whip attack, you can redirect the strike.

When you do so:

The target does not benefit from Half Cover or Three-Quarters Cover against the attack.
If the attack misses, you can immediately make another whip attack against a different creature within reach.

You can use this feature once per round.

Chain Maneuver

You can use your whip to propel yourself across the battlefield.

As a Bonus Action, you can perform one of the following maneuvers using your whip:

Chain Pull.
You pull yourself up to 10 feet toward a creature, object, or structure within your whip’s reach.

Vault.
You move up to 10 feet in any direction, including vertically if a surface or structure is within reach.

This movement does not provoke opportunity attacks.

You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.

Consecrated Strike

Your whip channels the sacred techniques of the Morningstar hunters, allowing you to punish creatures of darkness and react swiftly to enemy movement.

Radiant Strike

When you hit a creature with a whip attack, you can cause the strike to flare with holy power.

The attack deals an additional 1d8 Radiant damage.

If the target is an Undead or Fiend, the attack instead deals 1d8 + your Fighter level Radiant damage.

Additionally:

The creature cannot benefit from Regeneration until the start of your next turn.
The creature has Disadvantage on the next attack roll it makes before the end of its next turn.

You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.

Reactive Lash

When a creature enters your whip’s reach, you can use your Reaction to make one whip attack against that creature.

Morningstar Mastery

Your control of the whip becomes legendary granting you the following abilities:

Extended Chain

When you make an attack with a whip, its reach becomes 15 feet.

Chain Disarm

When you hit a creature with a whip attack, you can force it to make a Strength saving throw against your feature save DC.

On a failed save, the creature drops one object it is holding of your choice. The object lands at the creature’s feet.

You can use this feature once on each of your turns.

Morningstar Judgment

You can deliver a devastating finishing strike with the Morningstar.

When you hit a creature with a whip attack, you can unleash a crushing chain strike.

The target must make a Constitution saving throw against your feature save DC.

On a failed save:

  • The creature takes 6d10 radiant damage
    • The creature is knocked prone
    • The creature’s speed becomes 0 until the end of its next turn

On a successful save:

  • The creature takes half damage
    • Its speed is reduced by 10 feet until the end of its next turn

You can use this feature once per Short or Long Rest.

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