Fighter
Base Class: Fighter

A sword saint is a paragon of martial discipline and unyielding resolve. They are almost unbreakable of the battlefield and follow a strict code of martial honour, as respected within a noble's court as they are on the battlefield.

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

Fighting Stance

Starting at 3rd level, your commitment to martial discipline and training grants you knowledge of three special fighting stances that can grant you the edge in battle. As a bonus action you can enter an offensive, defensive or mobile stance. You remain in the stance for 1 minute unless you fall unconscious or use a bonus action to exit the stance or enter a different stance. Additionally, when you use a bonus action to enter a stance you gain temporary hit points equaly to twice your level in this class.

When you enter a fighting stance you choose from one of the following options:

Offensive Stance - You hone your mind and body to find the weaknesses in your enemies' defence. While in this stance, on each turn when you take the attack action you may give yourself on one weapon attack. Additionally, whenever you score a critical hit you roll one additional damage die to the weapon damage. At 15th level you gain roll one additional damage die.

Defensive Stance - You plant yourself firmly and prepare for the enemy to strike. While in this stance you gain a +2 to AC. Additionally, while in this stance you can take the Dodge action as a bonus action, however you make only take this bonus action if you have not used any of your movement on this turn. Once you have taken the bonus action, your speed is 0 until the start of your next turn

Mobile Stance - Tensing your body like a spring you prepare to move like a whirlwind. While in this stance your speed increases by 10 feet and do not provoke opportunity attacks from any creature you have hit with a weapon attack this turn. Additionally, once per turn you can use your action to make a melee attack against every creature within your weapon reach. Make an attack roll against every creature in range.

You start with 3 uses of your fighting stance ability, you gain additional uses as you increase level in this class and regain all uses of fighter's stance on a long rest

Astute Retainer

Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. You gain proficiency in charisma (Persuasion) and Wisdom (Insight) abiility checks. If you already have proficiency, you may gain expertise in these skill checks.

Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Unbroken Discipline

Starting at 7th level your self mastery grants you resilience against effects that would break a weaker warrior. You have advantage on saving thows against being charmed or frightened.

Additonally your powess on the battlefield can be used to steel the nerves of your allies. Once on each of your turns when you are in one of your fighting stances you can end the frightened or charmed condition on a single ally within 10 feet of you as an action.

Tireless Stance

Starting at 10th level, when you take a short rest you regain one use of your fighting stance. Additionally whenever you roll initiative and have no uses of Fighting Stance remaining, you regain one use. when you roll initiative and have no uses of Fighting Stance remaining, you regain one use.

Unyielding Battlecry

Starting at 15th level, you harness your fighting spirit in a mighty yell. When you enter one of your Battle Stances you can also cause your warrior spirit to radiate outward, granting allies within 30 feet of you temporary hitpoints equal to your fighter level. Enemies within the same range must make a Charisma saving throw DC 8 + Strength or Dexterity modifier (your choice) + PB or be frightened of you for one minute. While frightened, enemies may only take the Dash action on their turn and use their movement to move as far from you as possible. If the enemy starts their turn more than 30ft from you they may use their action to make the saving throw again.

A creature that succeeds on the on the saving thow cannot be frightened by this ability for 24 hours.

Once used you cannot use this ability again until you have finished a short rest.

Strength before Death

Starting at 18th level, you master your fighting stances to endure even the most severe assaults. While in your fighting stance, if you take damage that reduces you to 0 HP and doesn't kill you, you can use your reaction to end your fighting stance and drop 1 HP instead. You can then immediately take and extra turn, interrupting the current one. During that extra turn, being reduced to 0 HP does not result in you falling unconscious but does cause hitpoint damage and death saving throw failures as normal. When the extra turn ends you fall unconscious if you have 0 HP.

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