Fighter
Base Class: Fighter

A creation of god and demon, the radiant and narcotic energy that flow within are currently evenly balanced.

Bonus Proficiency

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

Pentability

Starting at 3rd level, your will manifests Demonic and God like power allowing you to harvest the power of Pentabilities. As a bonus action on your turn, you can activate one of your Pentabilities. When you do so you gain the power of one Pentability for the duration of the combat. Once chosen, the Pentability is locked in for the duration of combat, win or lose. Once the combat has ended the only way that specific ability can be re-accessed is if you exhaust the other available Pentabilities and they reset, or after a long rest. The Pentabilities are gained at lvls 3, 7, 10, and 15.

Formidable Mountain. First Pentability. Gained at lvl 3, Reduces Strength to 10 and adds Ability modifier to Armor Class.

Dark Siphon. Second Pentability. Gained at lvl 7, Character deals an addition 1d6 Necrotic damage on melee attacks, and gain 50%(rounded up) of the Necrotic damage dealt as temporary health.
At the end of combat, lose all temporary health and convert 1/6 of the temporary health lost as healing. damage increases by 1d6 when you reach 12th level (2d6),  and 15th level (3d6).

Glass Cannon. Third Pentability. Gained at lvl 10, Allows character to subtract 3 points From the Armor class and Add three points to the STR
Ability Modifier.

Cruel Sunbeam. Fourth Pentability. Gained at lvl 15, Forms a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Character Flips 3 coins. If you guess 2 of 3 flips correctly Do automatic
Radiant Damage equal to 1/3 of players max HP, if wrong it does nothing. .

1. Formidable Mountain

Formidable Mountain Reduces Strength to 10 and adds Ability modifier to Armor Class.

2. Dark Siphon

Dark Siphon allows character to deal an addition 1d6 Necrotic damage on melee attacks, and gain 50%(rounded up) of the Necrotic damage dealt as temporary health.
At the end of combat, lose all temporary health and convert 1/6 of the temporary health lost as healing.

damage increases by 1d6 when you reach 12th level (2d6), and 15th level (3d6)

 

3. Glass Cannon

Glass Cannon allows character to subtract 3 points From the Armor class and Add three points to the STR
Ability Modifier.

4. Cruel Sunbeam

Cruel Sunbeam forms a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Character Flips 3 coins. If you guess 2 of 3 flips correctly Do automatic
Radiant Damage equal to 1/3 of players max HP, if wrong it does nothing. .

Demi Wings

Starting at 7th level, wings sprout from back and grant flying ability at 30 movement speed. This increases to 50 at level 15
Wings are half Demon half Celestial in appearance.

Relentless Greed

When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Advanced DemiWings

Increase fly speed to 50

Last Resort

Last Resort: Fifth and final Earned Pentability.
Gained at lvl 18, Last resort is activatable as a Reaction, once per long rest.

Last resort is activatable as a Reaction, When the party enters combat the total CURRENT health of all members is logged. When the health pool of the party reaches 50% of the recorded total, Last resort can be triggered.

If triggered between 50% and 75% total health lost, deal 50% of total party damage taken to target enemy as radiant damage. player takes Take 1/10(rounded up) damage dealt.

If activated between 75% and 90% total health lost deal up to 90% of total party damage taken to enemies in a 30 ft cone starting from the player sequentially starting with nearest enemy as radiant damage. Set player health to 1hp.

If activated with more than 90% total health lost, the player sacrifices their life to deal 150% total damage to all creatures within a 50ft radius.  

50% Last Resort

If triggered between 50% and 75% total health lost, deal 50% of total party damage taken to target enemy as radiant damage. player takes Take 1/10(rounded up) damage dealt.

90% Last Resort

If activated between 75% and 90% total health lost deal up to 90% of total party damage taken to enemies in a 30 ft cone starting from the player sequentially starting with nearest enemy as radiant damage. Set player health to 1hp.

Final Last Resort

If activated with more than 90% total health lost, the player sacrifices their life to deal 150% total damage to all creatures within a 50ft radius.

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