Fighter
Base Class: Fighter

Your family is slained by an Eastern Find, by an Oni. You have become an avenger and you learned the secret fighting style of the Oni Hunters. You learned addittionally focusing your spiritual power(Ki) and you use both, fighting moves and magical powers to kill all of the Fiends.

The Fiend Hunters training is beggining from the trauma's night.
This indoctrination is too long and hard for the normal peoples, but thanks for your new avenger soul you completed succesful.
Until your training your soul is bonded by an Shadow Companion.
This companion is a simple creature, who borned for your soul resonation and metamorphed her/his body by the end of the training.
Your Shadow Companion is have the original creature's statistics and skills, but additionally have an special ability. That skill is can change with your Variant.
From the three variant you can add for your companion the following skills:
 - Life: Touch of the Light. A creature who is touched regains a number of hit points equal to 1d8.
At Higher Levels. This skill's healing done increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
 - Death: Breath of Shades. The dragon exhales an necrotic blast in a 30-foot cone.
Each creature in that area must make a Dexterity saving throw against your Spell Save DC,
taking 1d8 necrotic damage on a failed save, or half as much damage on a successful one.
Can't restore the lost hit points, except when the hostile creature cured by an Greater Restoration.
At Higher Levels. This skill's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
 - Ways: Feel of the Lightning. Your companion grant for you doube proficiency in all of the Charisma based ability Checks.
At Higher Levels. This skill grants for you additionally skills when you reach 5th level (Athletic, Acrobatic, Stealth), 11th level (Arcana, History, Religion), and 17th level (Insight, Investigation, Perception).
When you companion drops to 0 HP, it hold on 1 HP instead of 0HP, additionally thanks for the soul link the additional damages you take instead of her/him.

Spell Casting:
Description of how Fiend Hunter uses magic. When you reach 3rd level, you augment your martial
prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting.
You focusing your Ki, and makes magical effects on yourself and other creatures.
You can regain all of your expanded spell slots, when you completed a Short Rest.
When you completed an short rest you can prepare any of your spells.

Expanded Spells:
The Fiend Hunter grants you an expanded list of
spells when you leveled up. The following
spells are added to the warlock spell list for you.

Fiend Hunter Expanded Spells:
 
- 3th - Haste, Alter Self, Tiny Hut, Secret Chest
 - 5th - Protection from evil and good, Awaken, Greater Restoration
 - 7th - Regenerate, Reincarnate, Power Word Stun
 - 11th - Death Ward, Crusader's Mantle, Circle of Power
 - 17th - Teleportation Circle, Conjure Celestial, Beacon of Hope

Natural armor:
At 3th level.
Thank for your lightsome fighting style your body is hardened than the normal.
When you choose this subclass at 3th level you gain plus 10 to your armor class.

Fen Fire:
At 3th level you can use your bonus action to ablazing your weapon with Fen Fire. It burns in a faint blue light.
When you attack with your weapon it dealing extra 2d6 Fire Damage and additionally sheds a 15ft. of Dim Light. Additionally it have an extra 2d4 fire damage against Fiends.

Additional Fighting Style:
At 7th level, you can choose a second option from the Fighting Style class feature.

Fox Stance:
Starting at 7th level.
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.
You must to hold your weapon in your hands.

Weapon Bond:
At 7th level, you learn a ritual that creates a magical
bond between yourself and one weapon. You perform
the ritual over the course of 1 hour, which can be done
during a short rest. The weapon must be within your
reach throughout the ritual, at the conclusion of which
you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you
can’t be disarmed of that weapon unless you are
incapacitated. If it is on the same plane of existence,
you can summon that weapon as a bonus action on your
turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can
summon only one at a time with your bonus action.
If you attempt to bond with a third weapon, you must
break the bond with one of the other two.

Fiend Hunter's Training:
Starting at 10th level.
Thanks for your special training you are proficient in the Oni Hunter's skills.
You ar proficient with the following skills:
 - Animal Handling
 - Arcana
 - Investigation
 - Perception
 - Stealth
 - Wisdom Saving Throw

War Magic:
Starting at 10th level, when you use your action to cast a spell, you can make one weapon attack same as this action.

Variants of Fiend Hunter:
Starting at 10th level.
This subclass have 3 Variant, Life, Death and the Ways.
When you completed a Long Rest you can change your Variant.
The master of Life is perfect chooise to supporting your team with utility spells.
The master of Death is perfect chooise to eliminate all of your enemies with the power of True Shadows spells.
The master of Ways is perfect chooise to use your powers to at the same time you killing enemies and help your team.

Step of the Wind:
Starting at 15th level.
You can focus your Ki to gain several power from the Wind.
You can take the Disengage or Dash
action as a bonus action on your turn, and your jump
distance is doubled for the turn.

Superior Critical:
Starting at 18th level, your weapon attacks score a critical hit on a roll of 18–20.

Natural Armor

Thank for your lightsome fighting style your body is hardened than the normal.
When you choose this subclass at 3th level you gain plus 5 to your armor class.
Additionally until your trainings you can choise between the Strength and Dexterity Score for your base.

Dexterity

Your characteristics is based on your Dexterity Score.

Strength

Your characteristics is based on your Strength Score.

Fen Fire

At 3th level you can use your bonus action to ablazing your weapon with Fen Fire. It burns in a faint blue light.
When you attack with your weapon it dealing extra 2d6 Fire Damage and additionally sheds a 15ft. of Dim Light. Additionally it have an extra 2d4 fire damage against Fiends.

Additional Fighting Style

At 7th level, you can choose a second option from the Fighting Style class feature.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmored Defense

While you no wearing armor, you gain a +1 bonus to AC.

Fox Stance

Starting at 7th level. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must to hold your weapon in your hands. Additionally you gain Adventege on all Dexterity Saving Throws.

Weapon Bond

At 7th level, you learn a ritual that creates a magical
bond between yourself and one weapon. You perform
the ritual over the course of 1 hour, which can be done
during a short rest. The weapon must be within your
reach throughout the ritual, at the conclusion of which
you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you
can’t be disarmed of that weapon unless you are
incapacitated. If it is on the same plane of existence,
you can summon that weapon as a bonus action on your
turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can
summon only one at a time with your bonus action.
If you attempt to bond with a third weapon, you must
break the bond with one of the other two.

Fiend Hunter's Training

Thanks for your special training you are proficient in the Oni Hunter's skills.
You ar proficient with the following skills:
 - Animal Handling
 - Arcana
 - Investigation
 - Perception
 - Stealth
 - Wisdom Saving Throws

War Magic

Starting at 10th level, when you use your action to cast a spell, you can make one weapon attack same as this action.

Step of the Wind

You can focus your Ki to gain several power from the Wind.
You can take the Disengage or Dash
action as a bonus action on your turn, and your jump
distance is doubled for the turn.

Superior Critical

Starting at 18th level, your weapon attacks score a critical hit on a roll of 18–20.

Fiend Hunter Image

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