Fighter
Base Class: Fighter

Gwen from LoL but DnD

Thousand Cuts

Beginning when you choose this archetype at 3rd level, you gain the blessings of the Hallowed Mist.

Hallowed Weapon: As a free action, you may conjure a spectral weapon with an appearance of your choice. This weapon remains until you desummon it.  This weapon deals 1d10 radiant damage at 3rd level and increases to 2d10 at 6th level, 3d10 at 9th level, 4d10 at 12th level, 5d10 at 15th level, and 6d10 at 18th level. When wielded by anyone other than you, this weapon deals 1d10 slashing damage.

 Bonus Damage: When dealing damage with your Hallowed Weapon, Snip Snip!, or Needlework feature you deal additional force damage based on the creature's size class on-hit:

  • Tiny - 1d4
  • Small - 1d6
  • Medium - 1d8
  • Large - 1d10
  • Huge - 2d12
  • Gargantuan - 2d20

When you deal damage with your Hallowed Weapon, Snip Snip!, or your Needlework feature you heal for ¼ of the total damage, rounded up.

Snip Snip!

Starting at 7th level, you may strike twice with your Hallowed Weapon in a 20-foot cone in front of you. Enemies in the area must make a Dexterity Saving Throw. On a failed Save, creatures in the cone take 1d6 Radiant damage per strike. Enemies in the center of this cone instead take 1d6 Force damage instead and Thousand Cuts is applied. 

Additionally, any time you land an attack with your Hallowed Weapon, you gain a stack of Snippy. You may have up to 4 stacks of Snippy. When you use Snip Snip! you consume stacks of Snippy to snip an additional time for each.

At level 15, this damage increases to a d8.

You may use this a number of times equal to your Constitution Modifier. All uses are regained upon a long rest.

Hallowed Mist

At 10th level, you can use your action to to generate a 20 foot sphere centered on yourself. If a ranged attack, spell attack, or spell effects attempts to target something inside the area, it immediately fails if the attack originated from outside the mist. While inside this area, you gain a +1 to your Armor Class. (This effect becomes +2 at 18th level.)  If you attempt to leave the mist, it will follow you, centering on you again (If you teleport, it will follow you to that location). If you attempt to leave a second time, the mist will disappear.

You may use this ability as a reaction when targeted by a ranged attack, spell attack, or spell effect if it is available.

This area lasts for 1 minute.

Once you use this ability, you may not use it again until you finish a Long Rest.

 

Skip 'n Slash

Starting at 15th level, you may use a Bonus Action to move up to your movement and make one Attack with an extended range of 15ft.  The attack range of your Hallowed Weapon is then 10 feet until the start of your next turn. If your Hallowed Mist is active when you perform this action and leave the mist for the first time, it will travel with you until the end of the movement granted by this ability and will then disappear if you attempt to leave for a second time.

You may use this ability an amount of times equal to your proficiency bonus.

Needlework

At 18th level, you attain the ability to use the Mist itself as a weapon. When you take the Attack action (including an attack from your Skip 'n Slash) you may replace one of your attacks to launch 1 projectile (you choose how these projectiles look) at a target. Make an attack roll for each projectile. Upon hitting an enemy, their movement is reduced by 15 and they take 1d6 radiant damage plus the damage from Thousand Cuts per projectile.

After Needlework has been used, you must hit an enemy with either an attack from your Hallowed Weapon or Snip Snip! to unlock the second use, which launches 3 projectiles dealing 1d8 radiant damage plus the damage form Thousand Cuts per projectile. You may choose one target or multiple.

After the second use, the aforementioned requirements must be met before using it a third time, launching 5 projectiles, dealing 1d10 damage plus the damage from Thousand cuts per projectile. You may choose one target or multiple. If the second or third use is not used before the end of the next turn after the previous use, it is lost.

Once you use this ability, it cannot be used again until you finish a Long Rest.

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