Fighter
Base Class: Fighter

Honing your body and mind, you have become a vessel to enact your blade's will. Reflex Fighters understand their weapon of choice with all their being, treating it as if it were a part of them. They channel a razor sharp finesse that carries them across the battlefield. Using enhanced reactions, you can sway the tides of battle by moving around the battlefield and staying agile even when it's not your turn. 
To be an effective killer is to examine the enemy, wait for an opening and release a flurry of strikes when they least expect it. You specialise in reading intentions and sensing enemy's micro movements. You are often times the first to react when any conflict breaks out and you most likely have a plan to correct it. However it goes, you will deal with it, pushing efficiency to the forefront of your mind.

Way of the Reflex fighters have trained the majority of their lives in order to retain a mind free of distraction. If the time comes to react without a moment’s notice, you won't spare a single thought before unsheathing your blade and disposing of the threat.

Level 3: Reflexive

At 3rd level, you gain incredible reaction speed, enough to react multiple times in quick succession. You now have a number of Reactions equal to your Wisdom modifier. Moreover, these reactions cannot be used on weapons with the Heavy property.

Reflex Dice. You gain a Reflex Dice that you can use to fuel Reactions. The number you get is the amount of Reflex you have until you roll the Reflex Die again. You can cash in Reflex for enhanced reactions to use in combat until your next turn. The number of Reflex Dice you have access to is equal to your Dexterity modifier.
(At 3rd level your Reflex Dice is a d6. At level 7 your Reflex Dice is a d8 and at level 15 your Reflex Dice is a d10.)

Assess. As a Bonus Action, you must first assess the battlefield to predict your enemies' next moves. Spend a Reflex Die and roll it to gain Reflex. Reflex points reset the next time you roll a Reflex Dice or combat ends. Your Reflex points persist through turns. Once you use Assess, you must end your turn.

Enhanced Reactions. You learn three Enhanced Reactions of your choice. Each Reaction has a Reflex cost. Exchange Reflex Points to gain access to a plethora of Reactions. You learn an additional Enhanced Reaction at 7th, 10th, and 15th level. (You can perform more than one or multiple of the same Reactions if you have enough Reactions and Reflex points).

 

Compounded Focus

10 Reflex | Compounded Focus. At the end of your turn, after rolling your Reflex Die, as a Reaction you may compound 10 Reflex. Each time you take the Attack action for the remainder of this combat, add 1d4 to the damage rolled. This skill stacks up to a number of times equal to your Wisdom Modifier.

Deflect

2Reflex | Deflect. As soon as an enemy makes an attack against you, you can spend a Reaction to add your Wisdom modifier to your Armour Class, possibly causing the attack to miss.

Evasive Trip

8Reflex | Evasive Trip. If an attack misses you and you are within melee range to the attacker, spend a Reaction to trip the target, causing it to fall prone.

Fast Mind

6 Reflex | Fast Mind. If you are forced to make an Intelligence or Wisdom Saving Throw, you may spend a reaction, using your keen mind to resist. Add your Dexterity Modifier onto your Wisdom or Intelligence Saving throw, possibly causing you to succeed the roll.

Line in the Sand

4Reflex | Line in the Sand. If a creature enters within melee range, make a melee attack as a Reaction with your equipped weapon.  

Opportunistic Strike

5Reflex | Opportunistic Strike. In response to an ally attacking a creature within 5ft of you, make a melee attack against it as a Reaction with your equipped weapon.

Parry

8Reflex | Parry. If an enemy within melee range hits you with an attack, you may make an attack against it. The damage you deal negates the oncoming damage. Any excess damage is carried on to the attacker. This Reaction must be called before the oncoming attack is rolled. If the attacker misses, you make a free attack against the enemy. 

Reposition

2Reflex | Reposition. Once an enemy misses an attack against you, you can choose to spend a Reaction to move up to half your speed. This movement does not provoke Opportunity Attacks.

Level 3: Uncanny Perception

At level 3, you can perceive the micro-movements in a creature's demeanour. As a Bonus Action, you may roll an Insight or Perception check to discern what a creature will do next. The check must be higher than 10 + the creature's Charisma modifier. On a success, you may ask your Dungeon Master a simple, one sentence question that can be answered with a single word. The answer must be obtainable from the creature's appearance. You could ask one of these simple questions:

  • What direction will it move on its turn?
  • Will it make a ranged attack next turn?
  • Will it make a melee attack next turn?
  • Will it perform a spell next turn?
  • Does the creature intend to attack?
  • Who is the creature focused on?

You may use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a short or long rest.

 

Level 7: Sheer Speed

At 7th level, your body is honed for swift bursts of movement.

Sheer Speed. At the cost of a Bonus Action, you make your intentions hard to read. You focus your movement into a short, swift burst of speed. Until you stop moving you are considered to be invisible, as onlookers see but a blur. If you end your movement out of enemies' line of sight, you are automatically hidden. Furthermore, you do not provoke attacks of opportunity while moving and you do not need to use the Jump action to cross gaps of 5ft or less.

Level 10: Accelerating Onslaught

At 10th level, your physical power grows with the number of attacks you make.

Accelerating Onslaught. Activate this feature at the start of your turn. After each attack you make, roll 1d4 and add the result to the Onslaught Pool. Each attack after the first deals an additional amount of damage equal to the Onslaught Pool's value. This feature ends at the start of your next turn.

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

Level 15: Flash Cut

Starting at 15th level, you can dash from enemy to enemy, cutting the space between them to attack from a great distance.

Flash Cut. By spending a Reaction in conjunction with your melee attack it gains a range equal to your movement speed. When making a Flash Cut, you instantly teleport within 5ft of the target. Your movement is not restricted by altitude as long as it is within your movement speed and you can see the target. This attack still counts as a Melee Attack.

Level 18: Focused Blitz

at 18th level you have mastered the pinnacle of speed and precision. You draw all the energy from within you to move unnaturally fast.

Focused Blitz. By using an Action, a Bonus Action, and Concentration on your turn, you may give yourself a second turn in Initiative order. Roll Initiative again, you now have two turns. When this feature ends you gain 1 level of Exhaustion.

This feature ends when you lose Concentration or when combat ends. You may use this feature only once per long rest.

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