Fighter
Base Class: Fighter

This elite fighters split off into covens and follow their own rules, usually becoming bounty hunters or hired soldiers. They adhere to a strict code and if any one of them is broken or the Mandolorian dishonors their coven they are outcast and are stripped of their identity as a Mandolorian.  

Combat Dominance

At 3rd level you gain a Dominance die which fuel different abilities you gain by choosing this archetype. you have a number of Dominance die equal to twice your proficiency bonus

Whenever you finish a long rest, your Dominance die resets. When you reach certain levels in this class, the starting size of your Dominance die increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

You can use your Dominance Die in the following ways:

Z-6 Flight training- When you make a high or long jump, you can roll your Dominance die and extend the distance of the jump either horizontally or vertically , up to a number of feet equal to twice the number rolled plus thrice your Intelligence modifier (minimum of 1 extra foot). This extra distance costs you only 1 foot of movement.

Deadly Aim- You show your fighting prowess by a creature's weakest points. Once on each of your turns, immediately after you hit a target with a weapon attack, you can roll your Dominance die and deal additional damage to the target equal to the number rolled.

Dominant Replenishment- as a bonus action, you can calm your mind for a moment and regain a number of Dominance Die equal to you intelligence modifier. You then can’t use Dominant Replenishment again until you finish a long rest.

Way of the Mandalore

Once you reach third level you have been recognized by your covert. You gain proficiency with the intimidation skill and firearms if they exist in your world. After a long rest you can as an action make any medium or heavy metal armor into Mandolorian armor. This armor allows you to keep all the benefits of the armor you wore before, but it grants a +1 to your AC and te armor itself has HP equal to 5 time your fighter level.

As a reaction you can have to armor absorb the blunt of attacks thrown your way. Roll your Dominance die and reduce the damage taken the number roll + your fighter level. All of the damage you you absorb with this ability will be deducted from your armor's hit points. When your armor loses all of its hit points you will lose all AC benefits granted from your mandolorian armor and the ability to reduce the damage. If your Dominance die is available you can spend one as an action to repair your armor to 50% integrity once per long rest.

 

Signet of the Warrior

Once you join a Mandolorian coven you can earn a signet. When and if you earn this signet is up to your DM and should be discussed between the two of you. You earn a signet after you slay a mighty foe in battle. During a long rest you can put the signet of the creature you kill on your armor. The benefits of the signet only apply when your signet is forged to your armor.

After gaining your signet you gain a vast amount of knowledge about the type of creature you defeat. (aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, humanoids, monstrosities, oozes, plants, or undead) You gain the following benefits when dealing with the creature type of your signet:

-You have advantage on Wisdom (Survival) checks to track your signet creature, as well as on Intelligence checks to recall information about them.

-When you gain this feature, you also learn one language of your choice that is spoken by your signet creature, if they speak one at all.

-Your first attack against this creature type each day has advantage.

Tools of the Trade

At 7th level you gain two signature Mandolorian weapons, the flamethrower, grappling line, and the whistling birds, that are worn on your armor. These weapons can each required 1 Dominance Die to be used:


Flame thrower- Once per turn you can take the attack action to make an attack with your flamethrower in a 15ft cone . Any creature within this cone must succeed on a DEX save equal to 8 + your proficiency modifier + your intelligence modifier. On a failed save they take 2d8 fire damage plus the number rolled on your Dominance die or half of that on a success . You can also us your flame thrower to make an opportunity attack. This damage for the flame thrower will increase to 3d8 at 11th level and 4d8 at 17th level.


Whistling birds- As an action you fire a number of darts equal to your proficiency bonus at any target(s) that you can see within 120 ft, each automatically hit and each deal 1d4 +  your intelligence modifier plus. These darts will have no effect if the shield spell is cast.


Grappling rope- On your turn you can use your action to fire your grappling shot at a creature or object you can see within 30 ft. If the target is a creature they must succeed on a strength saving throw equal to 8 + your proficiency modifier + your intelligence modifier or be restrained. In that same turn you can pull them up to 30 ft towards you or knock them prone. If the target is a tiny object and you have a free hand you can pull that object to your hand.

Mandolorian movement

At 10th level you movement speed increases by 5 feet and getting up from prone only costs 10 ft

Reinforced Beskar

At 15th level your coven has deamed you worth of a beskar reinforcement for your armor. Your Mandolorian armor now hives you a +2 to AC. 

Master of the Skies

At 18th level you have become so skilled with your Mandolorian equipment, your skill is rivaled by few others in your coven. You have proven your skills and the leaders of the coven have granted you with a piece of of equipment given to only the most skilled Mandolorians, the arcane jet pack. This jet pack is a separate piece of your armor and doesn't count towards your carrying capacity.  This pack allows you to fly up to 60ft per turn for up to an hour per long rest. (60 rounds of combat). Your jet pack also has 2 arcane missiles that can be launched as an action into a space you can see within 150 feet. Each creature within a 20 foot radius of that space must make a DEX save equal to 8 + your proficiency bonus + your INT modifier or take 8d6 fire damage. If your armor is reduced to zero HP you lose all of these abilities. 

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