Base Class: Fighter
In most of Lustria, warriors are made through training. They are shaped by bruises, drills, discipline, fear, and failure. A soldier learns to raise a shield because they have been struck before. A duelist learns timing because they have bled for being too slow. A hunter learns how beasts move because the ones who did not learn were eaten.
A Reflex Savant is different.
They do not simply learn movement. They inherit it.
Across Lustria’s oldest records, Reflex Savants are described as warriors whose bodies remember things they have never been taught. They can watch a blade pass through the air once and understand the hand that guided it. They can see a beast leap and feel the weight of that motion in their own legs. They can study the twitch of a shoulder, the shift of a heel, the breath before a strike, and know where the attack will land before the attacker fully commits.
They are called many names across the realm.
In Hidune, they are called Mirror-Knives.
At Tri-Point Academy, professors refer to them as Thousand-Generation Echoes.
The Lower Flowers call them blood behind glass.
The Guild calls them dangerous assets.
The East Lustria Trading Company calls them acquirable talent.
The Sharima Library records them under a more unsettling title:
“Living corrections in the pattern of history.”
Reflex Savants are said to appear only once every thousand generations, and never during peaceful ages. Their births are often tied to omens: a child copying a master’s sword form after seeing it once, a prisoner dodging arrows in the dark without knowing why, a sailor surviving a monster’s charge by moving exactly as the monster moved, or a student at Tri-Point Academy repeating a forbidden combat technique that had not been taught in centuries.
Some scholars believe Reflex Savants are born when Lustria itself senses disaster approaching. The world, wounded by old wars, ancient gods, broken oaths, and the reality-bending scars of places like the Stitch, creates them as a defense. Others believe they are echoes left behind by the Iron Leviathans of Iron, remnants of the age when heroes stood against OBA, the One Above All. A few darker voices claim they are not protectors at all, but mistakes — living splinters in destiny’s design, able to copy what should never be repeated.
The Fate Traverser’s followers fear them most.
To them, a Reflex Savant is not a warrior.
They are a contradiction.
A person who can look at fate’s motion and move differently.
“When I fight, I am not alone in my body. I feel every enemy I have survived standing behind my eyes. Their hands become mine. Their mistakes become mine. Their deaths become lessons my muscles refuse to forget.”
— Seren Vey, Reflex Savant of the Broken Chain
A Reflex Savant does not copy like an actor. They do not pretend. They do not mimic only the shape of a movement.
They understand the reason behind it.
A normal fighter sees a spear thrust.
A Reflex Savant sees the tightening fingers, the turn of the hip, the planted heel, the breath held too long, the fear hidden beneath discipline, and the opening that will appear half a second later.
This is why fighting one is so dangerous. Every attack teaches them. Every dodge gives them language. Every mistake becomes a weapon they can use against you.
A warrior may spend twenty years perfecting a technique.
A Reflex Savant may steal the heart of it in six seconds.
“I watched him fight Captain Roen for less than a minute. Then he lowered his stance, adjusted his grip, and used Roen’s own killing form against him. Not similar. Not inspired. The same. It was like watching a man murdered by his reflection.”
— Marshal Dena Marrick, survivor of the South Chain Duel
There are stories of Reflex Savants across Lustria’s long timeline, though many are half-buried, censored, or written as warnings rather than histories.
Kael Orison, called the Glass Duelist of Hidune, was said to have survived in the lower districts by copying the fighting styles of gang leaders, pit fighters, and Guild enforcers. By the time the Guild tried to recruit him, he already knew the sword forms of three of their captains.
Marya Thorne, a failed student of Tri-Point Academy, allegedly copied the trial-master’s own disarming technique during her expulsion test and broke his wrist with it. Her file was sealed under the note: “Do not instruct. Do not demonstrate. Do not corner.”
Vask of the Red Wake, a sailor from the eastern trade routes, survived an ELTC boarding massacre by learning the raiders’ footwork mid-fight. By dawn, he was using their own deck-clearing methods against them.
And then there was Ilan Vaust, a Reflex Savant recorded in the Sharima Library as one of the few who tried to study the condition instead of simply survive it. His final notes are still copied by nervous scholars:
“The body remembers too kindly. It does not ask whether a motion belongs to friend, monster, saint, or butcher. It only records. It only repeats. I fear the day I forget which movements were ever mine.”
— Ilan Vaust, final journal entry before his disappearance into the Stitch
The gift is powerful, but it is not clean.
A Reflex Savant pays for every stolen motion.
Each copied technique leaves pressure behind the eyes. Each perfect dodge sends pain through the nerves. Each prediction steals focus from something else. Some forget names for a few minutes after a fight. Some lose the memory of a song, a face, or a childhood road. Others develop tremors, blackouts, or phantom instincts that are not their own.
A Reflex Savant who copies too much may begin to move like people they have killed.
They may sleep in another warrior’s stance.
They may reach for a weapon they have never owned.
They may flinch from attacks that happened years ago to someone else.
This is called the Memory Trade-Off. Among healers, it is treated as a neurological wound. Among priests, it is treated as a spiritual fracture. Among the Lower Flowers, it is treated as proof that identity is thinner than most people want to believe.
“The first time I copied a dying man’s sword form, I felt his fear come with it. Not all of it. Just enough. Just the part his hands remembered.”
— Marya Thorne, expelled Reflex Savant of Tri-Point Academy
Those who fight Reflex Savants often describe the experience as deeply unsettling. Not because the Savant is always stronger, faster, or better armed, but because they make combat feel stolen.
A veteran fighter expects resistance.
They do not expect recognition.
They do not expect their opponent to begin the battle clumsy and end it familiar.
They do not expect to see their own habits turned against them with increasing precision.
“At first, I thought she was lucky. Then I thought she was trained. Then she smiled at me with my own footwork, and I understood I had been teaching her how to kill me since the first swing.”
— Captain Orell Vane, former ELTC security officer
“Do not duel a Reflex Savant for pride. Do not spar with one for sport. Do not show them your favorite move unless you are ready to die seeing it done better.”
— Master Helric Sorn, Tri-Point Academy combat instructor
Reflex Savants are feared by many of Lustria’s powers because they are difficult to control.
The Guild sees them as weapons, but weapons that learn too quickly from their handlers.
The East Lustria Trading Company has attempted to purchase, bind, sponsor, and imprison them, usually with disastrous results.
The Sharima Library wants to study them, but even its oldest scholars disagree on whether Reflex Savants should be preserved, protected, or hidden.
The Fate Traverser is said to avoid them, not because they are stronger than fate, but because they make fate harder to read.
And in the slums of Hidune, where children grow up beneath the shadow of the Stitch and learn early that survival is its own education, tales of Reflex Savants are told like both prayer and warning.
Because if one is born in the wrong age, they may become a hero.
If one is found by the wrong hands, they may become a living weapon.
And if one remembers too much, they may become something that no longer knows what it was before the fighting began.
“I have watched monsters, generals, assassins, storm-priests, raiders, and kingsmen. Every one of them believed their violence belonged to them. It does not. Movement is honest. It leaves itself behind. I only pick it up.”
— Kael Orison, the Glass Duelist of Hidune
Photographic Reflexes
Your body records movement with unnatural precision.
When you see a creature within 60 feet of you use a nonmagical physical technique, you may copy that technique until the end of your next turn.
A copied technique can include a weapon maneuver, fighting stance, athletic movement, grappling method, defensive motion, pounce, leap, charge, shove, disarm, or another visible physical action.
Before the end of your next turn, you may use the copied technique once. When you do, you use your own ability scores, proficiency bonus, weapons, armor, and equipment.
You may also briefly imitate the creature’s visible physical habits, such as its stance, posture, grip, footwork, breathing pattern, or combat rhythm. This does not change your body, size, race, anatomy, or creature type.
You cannot copy magic, spellcasting, divine power, psionics, teleportation, breath weapons, regeneration, supernatural abilities, or abilities that require body parts you do not have.
For example, you could copy a swordsman’s disarming strike, a beast’s pouncing motion, a guard’s shield stance, or a monk’s footwork. You could not copy a dragon’s breath, a vampire’s regeneration, a bird’s flight without wings, or a spellcaster’s spell.
Whenever you use this feature, you gain 1 Memory Trade-Off point.
──────────────────────────────────────────────────────────────────────────────────────────────────────────────────
Memory Trade-Off
Your mind can perfectly store movement, but your body pays the price.
Whenever you use a Reflex Savant subclass feature, you gain 1 Memory Trade-Off point.
If you have any Memory Trade-Off points, the next time you make an ability check using a skill or tool tied to an ability score with a positive modifier, you must spend 1 Memory Trade-Off point. When you spend the point, that roll is made with disadvantage.
For example, if you have a +3 Strength modifier and make an Athletics check, you must spend 1 Memory Trade-Off point and roll with disadvantage. If you have a -1 Intelligence modifier and make an Investigation check, this feature does not trigger.
Memory Trade-Off points remain until they are spent, until you finish a long rest, or until another Reflex Savant feature resets them.
Mental Toll
If your Memory Trade-Off points ever reach 7, your body suffers permanent damage from the strain.
When this happens, your hit point maximum is permanently reduced by an amount equal to your Fighter level. Your Memory Trade-Off points then reset to 0.
This hit point maximum reduction can only be removed by powerful magic, such as greater restoration, wish, or another method approved by the DM.
Once this permanent damage happens, it cannot happen again until you finish a long rest.
──────────────────────────────────────────────────────────────────────────────────────────────────────────────────
Predictive Combat
You can read an enemy’s attack before it fully happens.
When a creature you can see targets you with a melee attack, ranged weapon attack, or ranged spell attack, you may use your reaction to predict the number rolled on the d20 before the attack roll is made.
Choose a number from 1 to 20.
If the number rolled on the d20 is within 2 of your chosen number, the attack automatically misses you.
For example, if you predict a 6, the attack misses if the d20 roll is a 4, 5, 6, 7, or 8.
This feature only works against attacks that require an attack roll. It does not work against saving throws, area effects, or spells and abilities that do not use an attack roll, such as
command, fireball, or magic missile.
Whenever you use this feature, you gain 1 Memory Trade-Off point.
A Reflex Savant does not dodge after the strike begins. They move because they already know where the strike wants to be.
-----------------------------------------------------------------------------------------------------------------------------------
At Lvl 18
Your perfect predictions become deadly counters.
When you use Predictive Combat and your predicted number exactly matches the number rolled on the d20, the attack misses and you may immediately make one weapon attack against the attacker as part of the same reaction.
If the attacker is outside your weapon’s range, you may instead move up to half your speed without provoking opportunity attacks.
This counterattack does not use an additional reaction.
When a Reflex Savant reaches this level, enemies often feel as though they are not attacking a person at all. They are attacking their own reflection — and the reflection is faster.
──────────────────────────────────────────────────────────────────────────────────────────────────────────────────
Level 7: Counter-Stance
When you successfully read an enemy’s attack, you can immediately turn their failure into an opening.
When Predictive Combat causes an attack to miss you, choose one of the following benefits:
- Your next weapon attack against that creature before the end of your next turn has advantage.
- Your next weapon attack against that creature before the end of your next turn deals extra damage equal to your proficiency bonus.
- You may move up to 10 feet without provoking opportunity attacks from that creature.
You choose the benefit immediately after the attack misses.
──────────────────────────────────────────────────────────────────────────────────────────────────────────────────
Borrowed Technique
Your copied movements remain in your body for longer.
When you use Photographic Reflexes, the copied technique lasts for 1 minute instead of until the end of your next turn.
During that minute, you may use the copied technique a number of times equal to your proficiency bonus.
You can only have one copied technique stored at a time. If you copy a new technique, the previous one is lost.
Whenever you use the copied technique, you gain 1 Memory Trade-Off point.
The longer a Reflex Savant holds another creature’s movement, the harder it becomes to remember where their own instincts end and the stolen ones begin.
──────────────────────────────────────────────────────────────────────────────────────────────────────────────────
Combat Mimic
You can copy the rhythm of a creature’s fighting style.
As a bonus action, choose one creature you can see within 60 feet of you. Until the start of your next turn, you gain one of the following benefits based on what you have seen that creature do:
- If the creature made a weapon attack, you gain a +2 bonus to your next weapon attack roll.
- If the creature blocked, dodged, parried, or avoided an attack, you gain a +2 bonus to AC.
- If the creature moved at least 20 feet, climbed, jumped, or escaped a grapple, your walking speed increases by 10 feet.
- If the creature grappled, shoved, tripped, or restrained another creature, your next Athletics or Acrobatics check has advantage.
─────────────────────────────────────────────────────────────────────────────────────────────────────────────────
Read the Pattern
Your predictions become sharper and more dangerous.
When you use Predictive Combat, you may predict two numbers instead of one.
If the d20 roll is within 2 of either number, the attack automatically misses you.
In addition, when Predictive Combat causes an attack to miss, your next successful weapon attack against that creature before the end of your next turn deals an extra 1d8 damage.
You do not merely avoid the attack. You understand why it failed.
──────────────────────────────────────────────────────────────────────────────────────────────────────────────────
Perfect Combat Memory
Your body becomes a living archive of battle.
You may now store up to two copied techniques from Photographic Reflexes or Borrowed Technique at the same time.
If you would copy a third technique, you must choose one of your currently stored techniques to forget.
In addition, once per long rest, when you use a Reflex Savant subclass feature, you may choose to not gain a Memory Trade-Off point from that use.
At this level, your name begins to enter the same fearful conversations as the old legends of Lustria. You are not simply a fighter anymore. You are proof that the world remembers how to kill.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/6/2026 10:30:05 PM
|
3
|
1
|
--
|
Coming Soon
|
Comments