Base Class: Fighter
Whether it was through a freak accident with a piece of bubble gum, or years of intense training, you have conditioned your body to be pliable and bouncy, much like rubber. You can use this newfound power to do complicated maneuvers and triumph against your opponents.
Elasticity
Beginning when you unlock your stretchy abilities at 3rd level, you are resistant to Non-magical Bludgeoning damage. Your elasticity makes you more agile. you can spend 15 feet of your movement to escape form non-magical restraints or being grappled.
Stretchy
Starting at 3rd level your elastic body grants you a greater reach. Your melee attacks now have a reach of 10 feet.
Pliable
Starting at 3rd level you can mold and shape your body to move through any space as narrow as 1 inch without squeezing for 10 minutes. You can activate this ability an amount equal to your Dexterity modifier every long rest. Your body stays in this pliable state for 1 hour when this ability is activated.
Elastic Arts
Starting at 7th level you have trained yourself in the elastic technique and you can mold your body and perform Elastic Arts. As an action you can perform the following moves.
At 5th level, you pick 2 arts, and you pick one more at 7th, 10th, and 13th level.
Elastic Camouflage
As an action you can transform your appearance by using your elastic powers for 1 hour. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your Statistics change. You also don't appear as a creature of a different size than you, and your basic shape stays the same, if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the Duration of the art, you can use your action to change your appearance in this way again.
This art can be used once per long rest
Elastic Expand
As an action you can focus your elastic abilities and expand your body to double its size for 1 minute. You double your size in all dimensions, and your weight is multiplied by eight. This expansion increases your size by one category - from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until this move ends, you also have advantage on Strength Checks and Strength Saving Throws. While you are enlarged, your unarmed attacks deal 1d6 extra damage.
This can art be used once per long rest.
Elastic Jump
As an action, focus your elasticity in your legs and triple your jumping distance for 1 minute.
Elastic Shrink
As an action you can focus your elastic abilities and shrink your body to half its size for 1 minute. Your size is halved in all dimensions, and your weight is reduced to one-eighth of normal. This reduction decreases your size by one category - from Medium to Small, for example. Until this move ends, you also have disadvantage on Strength Checks and Strength Saving Throws. While you are shrunken, your unarmed attacks deal 1d4 less damage (this can't reduce the damage below 1).
This can art be used once per long rest.
Elastic Whip
As an action you can focus your elastic abilities and you mold your arm into a whip to lash out a creature or object in range. The target must make a Dexterity saving throw. On a failed save, the creature takes 2d8 bludgeoning damage, and you either knock it prone or you can pull it 10 feet in any direction. On a successful save the creature takes half as much damage, and you don’t pull it or knock it prone..
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.
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.
Superior Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.
Survivor
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
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