Base Class: Fighter
A fallen fighter of old reborn due to a sudden surge of power, whether it be the eternal flame or some other unknown power source. Those who follow this path use their endless years of training and Ashen Arcanum to overpower their enemies with the perfect combination of Martial and Magical combat techniques.
Estus Flask
You carry a small, dull green flask on your hip which glows to a brilliant orange when filled with life's elixir: Estus. This flask can be drunk from to gain hit points, alongside an additional effect. As a Bonus Action, you can drink from your Estus Flask, healing you for 1d8 + your constitution modifier + your proficiency bonus, alongside giving you an additional effect.
The healing the Estus flask increases to 1d10 at 7th level, 1d12 at 10th level, 2d10 at 15th level and 2d12 at 18th level. You have a number of Estus Flasks equal to your level, and they reset after sitting at a bonfire.
Critical Estus
Your Estus Flask now allows you to land a critical hit on an attack roll of 19 or 20 for 1 minute after you drink from it.
Elemental Estus
Your Estus Flask now allows you to add a 1d4 of lightning, fire, cold, or acid damage to 1 attack you make each turn for 1 minute after you drink it.
Fraktall Estus
Your Estus Flask grants you 4 temporary hit points and 10ft of movement speed alongside +1 to all strength attack rolls for 1 minute after you drink it.
Ironskin Estus
Your Estus Flask now grants a +2 to your AC for 1 minute after you drink it.
Valiant Estus
Your Estus Flask grants you Advantage on your first attack each turn for 1 minute after you drink it.
Vampiric Estus
Your Estus Flask grants you Lifesteal on attacks you make after you drink it, healing you for 1d4+2 on one attack you make each round for 1 minute, before dealing half the amount healed as necrotic damage to the hostile creature.
Vicious Estus
Your Estus Flask now grants an additional 1d6 bludgeoning damage to 1 attack you make each round for 1 minute after you drink it.
Ashen Technique
Your near infinite amount of time in this realm has brought you great training, and such you can employ many different techniques in battle.
When you make an attack on a creature within range, you can choose to make it a light attack, heavy attack or to use your weapon art.
Light Attack. When you make an attack on a creature within range you can choose to make it a light attack, this gives you advantage on the attack roll but reduces the damage you will deal with the attack by -3. Additionally, you can use your bonus action to make a second light attack immediately after your first.
Heavy Attack. When you make an attack on a creature within range you can choose to make it a heavy attack, this adds half of the weapon's max damage to the attack, and gives a +2 to hit. However, it also makes you vulnerable to attack due to the heavy swing and so it gives hostile creatures advantage when attacking you until your next turn in combat.
Weapon Art. When you make an attack on a creature you can choose to use the weapon's Weapon Art at the cost of 1 spell slot (some weapons may become more powerful with the use of higher spell slots). The Weapon Art is unique to the weapon, and so it may be more effective in some situations than others.
Backstab
Although you have sworn to never turn to the sheepish face of cowardice, sometimes the most efficient way to dispose of an enemy is to stab them in the back. If you approach an enemy from behind and then you can make a stealth check against their passive perception, upon a success you can use your action to make an attack. If you are attacking with a sharpened weapon (up to DM to decide what qualifies as sharpened) and the attack hits, it is treated as a critical. You have advantage on the stealth check if the enemy is engaged with another creature, and you cannot use this feature against creatures which cannot be surprised.
Eternally Cindered Sword
You where granted a ceremonial coiled sword the day you became an Ashen warrior. This sword has been dowsed in an eternal flame, leaving it ever cindered and able to light a fire in the most extreme conditions. You can make a bonfire anywhere within 5ft of you. The Bonfire is 5x5ft and can be rested at to receive the effects of a long rest. Anyone sat at the bonfire has advantage on survival and perception checks, and you receive 5 temporary hit points after resting at it.
You can douse the bonfire in a unique dust compound to give it's flame a green glow, anyone who steps into the flames within the next minute will now be transported to "The Ashen Sprawl".
Ember
After a long rest you receive 1 ember multiplied by your proficiency bonus. You can consume an ember using a bonus action. Whilst "Embered" you gain 12 temporary hit points, and you are no longer embered if you lose these hit points. As a bonus action, you can use your ember in many ways.
Branded Success. You can expend your "Embered" Status to succeed on a saving throw you would have otherwise failed.
Flame Regurgitation. You can expend your "Embered" Status to light a bonfire you have constructed.
Cauterise. You can expend your "Embered" Status to gain advantage on an attack roll.
Shared Flame. You can expend your "Embered" Status and grant a creature within 20ft your remaining temporary hit points.
Cindered Foot. You can expend your "Embered" Status to grant yourself 10ft of movement speed for 1 minute.
Expending your ember removes remaining temporary hitpoints.
Soulless Engorge
Whenever you kill a creature, your DM will allocate you a number of souls for winning the fight. Your DM keeps track of your souls for you, and they can be used as a unique currency within "The Ashen Sprawl". You may also receive special boss souls from defeating more powerful enemies. These can be converted into special items and gear decided by your DM.
Vorpal Ash
Your ember brings out your true power, and as such you make a critical hit on attacks when you roll a 19 or 20. Alongside this, if you reduce a creature to 0 hit points whilst below 25% Hit points yourself (rounded down), you become embered. If you are under the effects of your "Critical Estus" you hit a critical on an 18,19 or 20.
Branding Strike
When your attack hits, you can use a bonus action to consume any 1-3 embers. Rather than imbuing yourself with the flame within this ember, you imbue your strike with the energy within. This strike now deals an extra 1d10 +4 fire damage for every ember consumed. If this attack did 25 damage or more, the creature struck is branded with the mark of a Rising Phoenix, and every time they move they must make a constitution saving throw or take 1d6 fire damage. At the end of their turn they can make a constitution saving throw against your spell save DC to remove the branded mark. The DC decreases by 2 for each fail. If you dealt 35 or more damage with this attack, then you can deal 10 radiant damage as the flames burn as bright as the sun.
Sun's Forge
Due to your years of experience, you have developed a method of combining weaponry in the fires of your own ember to form something new. At the end of a session, if you are embered, you can end by making a dexterity check at a bonfire with a set of tinkerers tools to combine two weapons you have acquired into something new. Depending on the power of the two weapons you are combining, your DM will decide the DC. Upon a success, you expel your ember and begin next session with a custom weapon imbued with your very own ashen flame. Upon a failure, one weapon is damaged and as such you have disadvantage with attack rolls made using it.
Branded Punishment
As an action, you can expend a 1st level spell slot to force a branded enemy to make a wisdom saving throw against your spell save DC. Upon a failure, deal 20% of a creature's max hit points as fire damage. Upon a success, deal half as much (rounded down).
This increases by 5% for each spell level above 1st.
Merciless Flare
You have honed your abilities to such an edge that you can never miss an opportune moment for a kill. A critical hit will now behead the enemy (If it is possible to do so) and as such will mark them as deceased.
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