Base Class: Fighter
Aspects of War are warriors that have been infused with a celestial or cosmic fragment of pure warfare. This aspect of war causes these fighters to specialize in polearm weapons and the use of shields as more than just defensive tools.
Level 3: Polearm Expertise
You have trained and mastered the use of polearm weaponry. Whenever you wield a polearm with the versatile property in one hand, you can still benefit as if you were wielding it with both. Additionally, you can hold a shield while wielding polearm weapons with the heavy and/or two-handed properties. If you hold a shield in this way, the AC bonus you receive from it is reduced to 1 and cannot be increased.
Level 3: Mortal Will
You gain a pool of expendable charges of Mortal Will. You have a number of Mortal Will charges equal to your proficiency bonus + your Constitution modifier. You regain half your total charges (rounded down) when you finish a short rest, and all of them when you finish a long rest.
You may expend charges of Mortal Will to enhance your abilities or attacks in the following ways:
- When you take the attack action with a polearm, you can expend charges of Mortal Will to increase the reach of that weapon by 5 feet per charge expended for all attacks in that action.
- When you deal damage with a polearm weapon, you can add another damage die for every 2 charges of Mortal Will you expend.
- When you make a Dexterity saving throw to avoid damage, you can spend 2 charges of Mortal Will reduce the damage you take by your fighter level.
- When a creature hits you with an attack, you can use your reaction and 2 Mortal Will charges to raise your shield and force the creature to reroll the attack.
- When a creature misses you with an attack, you can use your reaction and 2 Mortal Will charges to bash them with your shield. The creature must make a Constitution saving throw or become stunned until the end of its turn.
You can only use one of these options on a turn. You calculate your saving throw DC for your Mortal Will features using your Constitution.
Level 7: Comet Spear
When you wield a polearm weapon, it gains the thrown property if it doesn't already have it. Additionally, after you throw a polearm, it magically returns to your grip after reaching its destination.
You gain a new use for your Mortal Will:
- When you throw your polearm for an attack, you expend 3 charges of Mortal Will to cause the attack to deal an additional 2d10 damage and reduce the target's speed by half until the start of your next turn.
Level 10: Shield Vault
While wielding a shield, you can use your action to leap at a creature within 15 feet of you and slam your shield into them. The creature must succeed a Constitution saving throw or become stunned until the end of their next turn. If you are not wielding a shield, instead the creature takes 2d4 bludgeoning damage and must succeed a Strength saving throw or be thrown backwards 5 feet.
You can expend 3 charges of Mortal Will as part of this action to also immediately make 2 weapon attacks against the target creature after leaping to them.
Level 15: Aegis Assault
You can use your action to raise your shield and spear in a defensive posture. Until the start of your next turn, you have resistance to all damage whose source originates from a point in front of you, and creatures in front of you have disadvantage on attacks against you.
You can expend 3 charges of Mortal Will as part of this action. If you do, the damage resistance becomes immunity and all creatures in a 30 foot cone in front of you must succeed a Dexterity saving throw or take 8d8 piercing damage as you repeatedly thrust your polearm from the safety of your shield at lightning speeds. Creatures that succeed the saving throw take half damage.
Level 18: Grand Starfall
You gain the ability to temporarily manifest the Aspect of War in your body to achieve an impossible feat of athleticism. As an action, you can leap up to 60 feet straight up and launch your polearm down to a point you can see within in 250 feet with immense force. Any creature within 10 feet of its impact point must succeed a Dexterity saving throw or take 2d10 force damage (halved on a success). Then, your Aspect ignites and pulls you down to the point your spear rests like a comet rocketing to earth. You impact with such force that all creatures within 40 feet of you who fail another Dexterity saving throw take 8d12 force damage and have their speed reduced to 0 until the end of your next turn. Those that succeed take half damage and their speed is not reduced. You can use Grand Starfall once and regain the ability to use it on a long rest.
When you use Grand Starfall, you regain all charges of Mortal Will.
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