Fighter
Base Class: Fighter

The phasing dragons exist no more, but the knowledge of the way they moved and fought is still known by a select few masters in the world. Mastery of the Phasing Dragon Technique allows any fighter to be a force to be reckoned with on the battlefield. Blinking in and out of the ethereal plane allows the fighter to move through vast armies without recieving a scratch, while devastating the invading forces. Many masters dont even need to draw their swords, for when they arrive on the battlefield, the invaders simply turn around and flee. 

This ancient art form can be deadly to the practice though. Without true mastery of the self and extreme discipline, the power can be overwhelming and you may be lost in the ethereal plane forever.

 

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in performance. You also learn one language of your choice.

Dragon stance

Starting at 3rd level, you learn to embrace the fighting stance of the Dragon and make your self quicker and heartier. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

You can use this feature five times, and you regain all expended uses of it when you finish a long rest.

Daunting Rebuke

Starting at 7th level, your mental fortitude makes you a true force to be reckoned with in battle. Whenever you are hit with a melee weapon attack you may use your reaction to force the enemy to make a Charisma saving throw vs. your save DC (8+ wisdom modifer+ proficiency bonus) or take your wisdom modifier in damage and grant you advantage on an attack you can immediately take against them.

Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Rapid Strike

Starting at 10th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can only do this once per turn.

Phasing strike

Starting at 15th level, you take on the battle prowess of the phasing dragon. As an action, you can dash 60ft in a straight line, attacking any enemies in your range dealing an extra 2d6 of your weapons damage type on a hit.

At 17th level, the range Increases to 100 feet, and the extra damage increases to 4d6.

You can use this ability a number of times equal to your Wisdom modifier.

Dragons Descent

Starting at 18th level, your training in the Phasing Dragon technique reaches its peak and you learn to put all of your strength into a final devastating attack.

As an action on your turn you may mark one creature within 30 feet of you that is of Huge size or smaller as your quarry. You blink out of existence, reappearing a moment later in your melee range of the creature and make an attack against them. On a successful hit, deal normal damage to them and launch them and yourself 60 feet in the air. As a continuation of this assault, make attack rolls against the creature until you miss dealing your normal attack damage with each hit, to a maximum of 10 attacks. Each successful hit launches you and the enemy 10 additional feet in the air. At the end of this assault you spike the enemy straight down, you following behind, dealing fall damage to them (you take none) and causing a small explosion around the impact area. Every creature within 30 feet of the impact (except for you) must make a successful (DC 15) Dexterity saving throw or take 3d6 bludgeoning damage and be knocked back 10 feet. Your turn then ends.

Any hostile creature that can see this must make a Wisdom save against your save DC (8+ Proficiency bonus+ Wisdom  modifier) or be frightened of you for the next minute. Frightened creatures may repeat the save on consecutive turns, ending the effect on a success. 

On successful use of this feature, you can’t use it again until you finish a long rest.

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