Fighter
Base Class: Fighter

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Elements of this subclass do not belong to me, I simply made them into a D&D format after taking inspiration from an anime called BOFURI, and as such the class features are named after aspects of the anime.
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Great Shielder

Starting at level 3, whenever wielding a shield you can add 1d6 times your fighter level bludgeoning damage. This damage counts as magic and regular, whichever suits the situation.

Hydra

You've gained a resistance to poison, at level 7 you have resistance to all poison damage and do an extra 1d4 x fighter level poison damage, and at level 14 you become immune to poison damage all together. The damage counts as magic.

Syrup

At level 10 you can find bestial companionship, this animal acts similar to how a ranger's companion does. Similar to the the ranger class, the beast must be 1/4 your fighter level, for more information on normal actions your companion can take see the ranger subclass Beast Master from the Players Handbook.
Your bestial companion also has the ability to use the effects of the spell Enlarge/Reduce and Fly each once per long or short rest, each counting as their lowest level casting effect for the increased amount of time of up to 2 hours.

Demonic Angel

Starting at level 15 you gain the ability to turn into a more angelic or demonic version of yourself, each granting their own effects. You can do each once every long or short rest.
Angelic: You sprout feathered wings on your back and gain a golden halo of light, which radiates a 30ft radius of magical bright light, although not especially bright when looking at the source. All non-hostile life within a 10ft radius gains complete immunity to damage for 1 minute, although you must spend every turn during that minute doing nothing but being in your angelic appearance or else you lose your form.
Demonic: You gain the effects of Enlarge from Enlarge/Reduce with an increased attack damage of 1d12 instead, as well as an extra attack. You cannot take the Disengage, Dodge, Help, or Hide actions while in your demonic appearance, this lasts up to 1 minute.

Mecha-

Starting at level 18 you can equip yourself with a magically appearing and disappearing mech that you pilot. The mech has the following abilities:
Explosive Ammo: A bonus action attack that allows you to fire missiles at your opponents, you gain advantage to hit when using this. You can fire up to 6 missiles which do 10d6 magical fire damage,  and can choose how many missiles you are firing until all of them are used up.
Machine Gun: You can rapidly fire bullets at an opponent, with no disadvantage from ranged weapons due to your suits superior targeting abilities. Enemies must make a Dexterity saving throw. On a failed save they take 10d6 piercing damage, on a successful one they take half as much. You can target up to 2 enemies within 30ft. You can only use this ability once per mech equip.
In this form, you have a fly speed of 60, and a "walk" speed of 30, and your AC becomes 20 unless your non-equipped AC is 20 or higher, in which case it becomes 25.
This equip lasts for up to 1 minute. Non-casting attacks may also be used in this form, although you lose your AC bonus during these attacks due to your armor partially going away.

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