Fighter
Base Class: Fighter

A master at combat, with either weapons of swords, hammers, or even rapiers and throwing cards. 

Critical Clash

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Kinship

Kinship allows the user to manifest his weapon into a creature CR of 0-2 which allows wildshape from the weapon. 

Additional Fighting Style With Flourishing Blows

At 10th level, you can choose a second option from the Fighting Style class feature. You also learn four maneuvers that aid you in battle. You can use Flourishes only when you are wielding a single melee weapon. You can use Flourishes a number of times equal to your Strength modifier before needing to finish a long rest. You learn the following Flourishes:

  • Feinting Blow. Take the attack action. You can choose to use this flourish along with it. You force your opponent to make a Wisdom (Perception) check, contested by your Dexterity (Sleight of Hand) check. If the target fails, you have advantage on your attack rolls against that opponent until the end of your next turn.
  • Sweeping Strike. As an action, Swing your weapon out as far as you can. Every creature in a 5ft radius (10ft if your current weapon is Two-Handed) must make a Dexterity saving throw (DC 8+ your Dexterity modifier+ your Proficiency bonus). On a failure, the targets take 1d8 Slashing damage, or Bludgeoning if your weapon has no blade. If they roll a 1, they are knocked prone. This doesn't stack with any extra attacks.
  • Cascading Flurry. As an action, make a melee attack with a +1 to to damage rolls. If you roll a 19 or 20, the attack acts as a critical. You can roll again. This time, the range is 18-20,and you have a +2 to damage. If a crit, roll again with a range of 17-20, and a damage bonus of +4. Continue this process until the range had expanded to 15-20. This doesn't stack with extra attacks.
Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Dialogue Combat

Starting at 15th level, you gain the ability to create perfect dialogue mid-fight

Masterful Combat

Using the weapon you are proficient in, you gain the abilities to use the weapons with full potential. You gain the follow additional moves as a bonus action.  

Frightening Blow: After dealing a critical blow with a bludgeon you are able to frighten a creature doing mass damage as well as an additional dice of damage causing blunt force trauma. 

Cleaving Slash: After dealing a critical slash with a slashing weapon you are able to carve into their flesh dealing two more additional dice of damages

Piercing Penetration: After dealing a critical piercing with a piercing weapon you are able to stab through vital failing any death saves.   

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