Fighter
Base Class: Fighter

Once upon a fairy tale, there was a boy that stood against a corrupted King and saved the world from being stuck in eternity so that everyone may make the most of their lives. After slaying the King and defeating the true villain, the boy earned the title of "The True King". However, before that title, he went by a different moniker; "The Mythic Knight," a force that serves the world and the people. 

His heroics inspired many, and eventually, many took his teachings to heart. A style based on the young hero was born, the followers taking the old moniker as the face of their cause. 

Fighters that become Mythic Knights have no true master, serving the wind that blows free.  Injustice and tyranny, no matter the perpetrator, is what you stand against, wanting those that live to make the most of their lives.


Soul Gauge

At third level, you're training and connection to the planet gifts you the ability "Soul Gauge." You gain 6 Soul points that you can use on special techniques that are listed below. You regain these soul points on a long rest.

Special Techniques

Quick Step- As a bonus action, you can use 1 Soul point to Disengage.

Speed Up- As a bonus action, you can use 1 Soul point to Dash.

Soul Slash- You can spend 1 soul point to extend your melee range out 10 feet. This cannot be used if you would not hit your enemy.

Soul Barrier- You can spend 3 soul points as a reaction to gain a +5 to your AC until the beginning of your next turn.

Aegis Guard- As a Reaction, you can spend 2 Soul points to reduce the damage by 1d10 + fighter level

Combat Style

When it comes to the Mythic Knight, each follower takes their own path in how they interpret the code. This has led to multiple combat styles being created and passed down. The three most popular are; the Knight, the Cavalier, and the Paladin. 

At seventh level, you take one of these combat styles.

The Cavalier

Cavaliers focus on Movement over power. Your movement speed increases by 10 feet. 

The Knight

Knights focus on defense over movement and power. You gain a +2 AC

The Paladin

Paladins focus on power over Speed. You treat the first 1's you roll on damage rolls as 3's. However, you can apply this to additional 1's up to your charisma modifier every long rest, with a minimum of one.

Sword from the Stone

The Mythic Knights serve the planet, and through that service, an entity imbues their weaponry with the spirit of nature. 

At 10th Level, as a bonus action, you may infuse your weapon with the power of the Sword from the Stone. This effect lasts for 1 minute.

While active, your weapon gains a +1 to both attack and damage roles. This upgrades to +2 at Level 15, and +3 at Level 18.

Soul Surge

At 15th level, the practice of your techniques start to pay off. You gain 3 more Soul Points and three of the techniques to improve. You can still use your original versions of each techniques as well.

Special Techniques

Soul Slash + - You can spend 1 Soul Point to extend your melee attack out by 20 feet. This cannot be used if you would not reach the targeted enemy.

Soul Barrier + - You can spend 3 soul points as a reaction to give +5 AC to anyone within 10 ft of you (including yourself) who has been attacked, possibly negating the damage. This lasts until the beginning of your next turn.

Aegis Guard + - As a Reaction, you can spend 2 Soul points to reduce the damage by 1d10 + fighter level. If you decrease the damage to 0, you may make a single melee attack at the attacker if they are in range.

Excalibur

Having gained the blessing of the sacred swords, you can call upon the power of Excalibur, the true blade. 

AT 18th level, as an action, you may summon forth the power of Excalibur, the mighty sword of legend to power your sword for a single, mighty, and all encompassing strike. This strike does 8d12 radiant damage, and bypasses resistances and immunities. The strike uses the to hit bonus of the weapon you use to invoke Excalibur.

You may use this feature once per long rest.

Previous Versions

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