Fighter
Base Class: Fighter

You have a strong grasp on physics and this allows you to direct your opponents power. This technique has been trained heavily due to you spending most of your life training with people who were physically stronger than you. This does not mean however that you are weak. In fact it could be quite the opposite as you have learned that without strength you would not be able to divert attacks. The most important thing for you in a fight is that you always aware of where the balance is. You focus on the balance so that you can jump from one extreme to the opposite fluidly. You are always both sides of the coin. You are hard as steel yet, you are also as fluid as water. Your body is weightless like air, but your blows are as heavy as stone. In fact when it comes to your thought process You are more similar to a monk than a fighter; however, you have spent far to much time dedicated to learning how to use weaponry and could never consider abandoning your tools.

Altered Blows.

3rd Level

 

You can use your reaction to change a physical attack that is within 5 feet of you. If you have a Weapon with reach you can use that as the range of this ability. To succeed you must roll a D20 plus your proficiency and that number must beat or equal the opponents attack roll. When you do this you are deflecting the attack so that it doesn’t hit its target, and goes slightly to the side. If the attack you deflect is a ranged attack you change it’s direction as long as it doesn’t go straight back, but it can only travel 10 more feet. (if you use a whip you cannot hit it far away. You can only knock it down or try to grab it.)

Later at level 10

You can cause ranged attacks to fly 20 feet away. Also you are now able to divert ranged attacks in any direction, but you still must roll an attack roll to see how well you aim.

Later at level 15

This ability can be applied to all magic attacks that have a solid shape (ex: ice dagger and fireball prior to explosion). This is due to you having a small knowledge about the balance of magic and are able to keep the spells stabilized as you alter their direction. Meaning that they do not explode when you alter them but after they hit their new target. You can freely control where they go, but you have to roll to see if you hit. Also they can only travel 20 feet at most.

Perfect Balance

7th Level

Construct

You are able to build complex structures out of random materials and still keep them perfectly balanced. For example if you have a enough spears you could stack them up to 15 feet tall in one turn. 

Self Balance

You are able to perfectly balance your body on the smallest point. You could even stand on the tip of a blade. In fact it is possible for you to sleep on a balance point. If you do so than any disturbance it to the balance of what your on will immediately wake you up. You must make an acrobatic check if you are attempting to move across balance points, or stay atop a moving balance point.

Flow Follow.

10th Level

You alter your body movement to better deal and handle blows.

Withstand

You can now take a bonus action that is similar to Dodge called Withstand. Withstand allows you  to move your body with the direction of an up close melee attack on yourself. (Keep in mind this only works for melee attacks. This ability does not work for ranged attacks.) The movement of your body lessens the damage you take by 1 D6 + your Dexterity or Strength  modifier + Fighter level. If you are using strength you are not so much as dodging, but more like preparing your muscles.

Prepared strike

You can now take the bonus action called Prepared strike. This bonus action allows for you to position your body so that you gain the utmost from your attack. This allows for you to move an extra 10 feet and aim for a specific area on your opponent (ex: knees) which will cause them to loose balance and fall prone. The last benefit of prepared strike is that it adds 1 D4 to the damage of the attack.

To determine if your opponent falls prone after an attack with Prepared strike they must make a strength or dexterity save. The save is against your attack roll. They also get a bonus depending on their size. These bonuses are as followed.

Tiny = +0

Small = +2

Medium = +4

Large = +8

Gargantuan = +16

 

Harmonious Magic

15th Level


You are able to understand magic to a small degree due to your vast understanding of the universes balance. If elemental magic has been used within 10 feet of you in the last hour you are able to use the opposite element on all of your physical attacks. This ability only lasts from exactly 1 hour after the first elemental magic was cast. If there is another type of magic which goes off within 10 feet of you the ability is reset even if the time limit has not expired.

The amount of damage in magic is your proficiency number. 

The following is what types of magic trigger the opposite.

Force - Psychic

Fire - Cold

Acid - Poison

Radiant - Necrotic

Thunder - Lightning

 

Tipping the Scale

18th Level

 

If at the start of this turn half of your health is gone you can choose to break the balance between life and death. If you do so you can choose to which side the scale tips. If you choose death you can add 1 D6 to all attacks. If you choose Life you can heal 1 D4+ constitution modifier. 

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