Base Class: Fighter
There was never a small moment where anyone could have guessed the united front of the realm. As it stands in front of us, the threat of war is always near and the forming Empires and establishing Kingdoms sends forth the preparations of it all. With the leaders spreading tension, so should armies, but some do not stand under a flag or a leader, only themselves and their own cause. After the era of Warlords, there have been those spanning across the realm, building their own factions, kingdoms and causes, in the sense that power and domination is what is required.
Such honor and chivalry has ended in this time of war and darkness. Since its ending, the influence of rage and vengeance has never looked brighter in these times of tension. Conquest has taken to new meaning and the curtains of Unity have torn. The Warlord is a fighter for dominion in their own right and perspective. Whether they lead a faction of their own, minor or major, or they follow a cause. They shall honor no lordship or culture, unless they swear allegiance to their own.
Tyrant Resolve
When you choose this archetype at 3rd level, a warrior's resolve is strong in the face of combat but the Tyrant could wield far powerful strength for victory. Only a warrior could enact the truths of war, but a dog is one who follows in it. Shall there be chaos, then you tame it. Shall there be conflict, then you make peace. Shall there be defense, you breach it.
Resolve. Resolve is used to boost your performance in the heat of battle as an effective tyrant. You start with six, then you progressively gain more as you level up. Each Technique is required to use these Resolves at certain prices. Powerful ones or higher valued would be expensive compared to others.
Skirmish Techniques
Beginning at 3rd level, choosing this archetype should benefit in your brutal tactics as you revel in the fight through the battlefield and smell the blood of your own enemies and hear the frightened voices scream out in agony. You gain the adrenaline of the fight as you spread yourself across in swift fashion. You could add your proficiency bonus to your Initiative Checks. Once per turn, if you've laid an attack successfully against a creature, then you could initiate an option to commence against your opponent.
Backslash
Only the most gullible of fighters would be foolish enough to be distracted to the point of being guided to have their back face against you. Once you hit the target, you can force the target make a Strength saving throw or you both would switch places but the target has their back turned against you, allowing you to force a backstab, dealing an extra 3d8 slashing damage.
Cost. 3 Resolve
Blade Acrobat
There comes a moment when twirling a blade you wield is not just graceful but deliberate and fathomable. You can use your bonus action to attack all creatures around you in melee distance with the same damage equal to your normal attack and damage stats with the weapon you use.
Cost. 2 Resolve
Blinding Dirt
If the terrain applies then you could throw a cloud of dirt or anything in a handful at the target, making them roll a Constitution saving throw or they would be [Tooltip Not Found] until the end of their next turn.
Cost. 2 Resolve
Crashing Strike
In many orders, the barbaric ones would be the wiser to uphold their truths to charge into the fray without thinking. You would reach a creature crashing onto them, both you and the target must make Strength saving throw (DC 12 + every 5 feet travelled) or become prone. As you crash into the creature the target takes one to max amount of d6 bludgeoning damage, where the amount of d6s would be however many tiles you charged for (i.e. Charge 20 ft. = 4d6 bludgeoning damage.). If you failed the Strength save then you also take the damage.
Cost. 4 Resolve
Death Cry
A shrieking death cry can be heard far beyond you could see. A deafening scream could be the very last thing someone hears until they perish. As a bonus action, you let out a scream that can be heard up to 30 feet from you. If any creature is in that radius, you choose who you look towards, forcing the target to make a Wisdom saving throw or they will become frightened for 1 minute.
Cost. 3 Resolve
Experienced Safeguard
You even knew what it was like to fall before your leadership or battles. Faced against powerful warriors or spell users, this would boost your knowledge to expect what is to come. As a reaction, you or a creature 30 feet from you could boost their ability check, attack, or saving throw with 1d8 until the end of their next turn.
Cost. 4 Resolve
Finisher
The dishonorable way to finish a fight, but to you is a finished fight entirely. As long as the enemy cannot breathe or move then its over. If the target is prone and is below 50 hit points, then you stab it behind on the ground, killing the creature entirely. If the creature is Huge or more then the effect is ineffective.
Cost. 8 Resolve
Fray
Knock the air out of someone's lungs. Allow the opponent to feel a strain in their combative capabilities. You would fault your opponent as the fighter would have to make a Constitution saving throw or they would become stunned until the start of their next turn.
Cost. 3 Resolve
Immobilize
When you heard the faster ones are quite more powerful than pure strength, you considered the benefits. But how could something be fast without mobile capabilities? You learn to dishonor the traditions of "fair fighting" to immobilize the target. Once you hit the target, they must make a Strength saving throw or the target should lose all movement speed and become [Tooltip Not Found] for 1 minute. The target creature can roll every time at the end of next turn until succession.
Cost. 4 Resolve
Mangle
Vicious, but effective. Disheartening, but harrowing. Sloppy, but dynamic. If you stand against a target with equal or smaller size of you, then you could mangle the target leaving them to become paralyzed with however method you deem necessary. The target must make a Strength saving throw or the mangle effects shall initiate. This could kill if the target couldn't survives 8d8 (weapon damage type) damage.
Cost. 8 Resolve
Menacing Parry
Allow the enemy to gain the upper hand. Deceive them as you allow these common sweeps against you only touch your body but not your pride. When another creature damages you with a melee attack, you can use your reaction to strike against them as well forcing the creature to make a Wisdom saving throw, or they become frightened until the start of their next turn.
Cost. 3 Resolve
Subtle Jab
Even if it sounds subtle, the results are heavy. As an action, make an unarmed attack as you pound against the torso, resulting in the target having to make a Constitution saving throw or the target becomes stunned until the end of its next turn.
Cost. 2 Resolve
Terrifying Tactic
You leer at a target with some terrifying maneuver. The target you hit must make a Wisdom saving throw or become frightened until the end of its next turn.
Cost. 3 Resolve
Trick Attack
You understand the measures of collapsing your stance in the heat of combat, for this would always result in something falling. When you hit a target, the target must roll a Strength saving throw or they would fall prone and incapacitated until the end of their next turn. If the target is Huge or more then the fall is ineffective.
Cost. 4 Resolve
Urgency
You apply a boost in decisive approaches. Relaying information is key in the fundamentals of battle. As a reaction, you can choose one creature you can see and hear to boost their speed and mental awareness, granting an extra reaction.
Cost. 3 Resolve points
Battleborn
At 3rd level, you gain proficiency with mason's and navigator's kit.
Fortitude
At 7th level, while you have understood the foothold of battle, there are always circumstances that must be predicted or expected. A gap must be produced between you and your target. You cannot allow your opponent to gain the upper hand through fearsome combat. You have advantage in saving throws against physical attacks without magical advantages such as spells.
Unyeilding
At 10th level, you are undoubtedly a structure of unfathomable remedy. When a creature hits you with an attack, then you could use your reaction to drop damage from that creature to 0 after making a Constitution saving throw (DC 5 + damage taken).
Unfair Fighting
At 15th level, you have become ruthless in the art of warfare. A force who has understood that honor does not matter in combat or even duels. If you use the Attack Action and successfully expend your attacks, then you could use resolve to regain your attacks at a cost of 4 resolve each.
Ulrah's Promise
At 18th level, face any fighter that shall stand against you then dispose of their miserable efforts with ease. Only the foolish or brave should die by your hand, but who should they become? Until the answer is clear, there is only one path in the fearsome march you have entrusted. You cannot be surprised by any possible means. Also, for 1 minute, you could spend 2 resolve to become proficient in your chosen ability check, saving throw or weapon attack, if you already are then double it.
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