Base Class: Fighter
*Talented writers are welcome*
Unarmored Defense
While you are not wearing any armor or shields, your armor class equals 10 + your Dexterity modifier + your Wisdom modifier. You shouldn't be encumbered either in order to gain this benefit.
Flow
In battle, you fight with uncanny concentration. On your turn, you can enter a flow as a bonus action.
While in the flow state, you gain the following benefits if you aren't wearing any armor or shield:
- You have advantage on Dexterity checks and Dexterity saving throws.
- You have resistance to psychic damage and mind control/charm/sleep effects.
- You can spend your bonus action or reaction to gain advantage on your next attack roll against the target, until the start of your next turn.
This ability requires your concentration therefore If you are able to cast spells, you can't cast them or concentrate on them while in the flow state.
Your flow lasts for 1 minute. It ends early if you are knocked unconscious. You can also end your flow on your turn as a bonus action.
Once you have entered the flow state the number of times equal to your proficiency modifier, you must finish a long rest before you can enter this state again.
Coordinated Movement
After dedicating yourself to all sorts of swords and blades and training with them in each of your hands, you learn how to make a lunge with both of them and keep the high efficiency. Instead of making an offhand attack using your bonus action, your attack becomes a simultaneous, swift move with both weapons in your hands. For example, if you're wielding two shortswords your damage becomes 2d6 + Dexterity modifier. You must wield a one-handed, bladed weapon in each of your hands in order to use this feature.
Unforgiving
While in the flow, you can punish each melee attack that an enemy misses on you, by delivering a hit with one of your weapons. The damage of such blow equals to 1d[X] + Dexterity modifier, where [X] is your weapon's damage die. For example, if you counter-attack with a shortsword, the damage is 1d6 + Dexterity modifier. Additionally, if a ranged foe misses a shot against you and the shooter is in your sight, you can spend your reaction to redirect the shot into any enemy who is in your melee range. The damage is the same as against you.
Whirlwind
In the heat of a fight, when your soul and mind crave more speed than a mortal body can squeeze out, it starts absorbing the weave around itself, propelling it with power. Now, whenever you enter the flow state you get all effects of the Haste spell.
Blade Master
Years of experience with blades in each hand have led you to the perfection of two weapons fighting style.
- The number of times you can enter the flow isn't limited to your proficiency modifier anymore.
- You can only be flanked if there are at least 4 enemies around you in the melee (5 ft.) range, with at least one of them behind you.
- At the cost of losing proficiency in any bladeless weapon, you gain expertise in bladed weapons, while in the flow.
- You also get expertise in either acrobatics, perception, or sleight of hand.
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