Base Class: Fighter
Restriction: Only Erza Scarlet, her children, or pupils.
Requip
Starting at 3rd level when you take this feature, you may place magic or mundane items you own or are attuned to into an extra-dimensional space during a long rest. At any time after, you can spend a bonus action to call out items from your pocket or swap items you are currently holding or wearing. You cannot place a magic item with sentience inside your dimensional space, nor can you swap an item not previously placed in the dimensional space for one that is inside it. Example, if you are wearing a new dress you just bought you cannot swap that dress for a suit of armor in the pocket, you would need to remove that dress before using this feature. You are still considered attuned to items placed within the pocket.
Dance, my Blades!
Starting at 7th level, you can cause weapons to act as Dancing weapons. Choose a number of non-magical weapons equal to a fourth of your fighter level, rounded down.As an action, these weapons lift into the air and as a bonus action, you can move them each up to 30 feet and may make a single attack with one of them before or after the movement.When you take the attack action, you can use any of the affected weapons to perform your attacks, you can choose to have one weapon do all the attacks or can break them up between as many weapons as you can control with this feature. The weapons affected in this manner count as magic and this effect lasts for 1 minute. You can use this feature a number of times equal to your Charisma modifier and regain uses after a long rest.
Unarmored Defense
Starting at 10th level, when you are not wearing armor or using a shield, your AC is 10+Constitution Modifier+Charisma Modifier.
My Friends Are my Strength
Starting at 15th level you learn to channel your devotion to those you care about most to bolster your attack. As a action, you can begin to gather strength to unleash a powerful attack, enhanced by the sight of your comrades in battle. The next time you take the attack action, you add 1d6 extra weapon damage for each friendly humaniods you can see within 30 feet of you on one of the attacks you use, up to 10d6 extra damage. This damage ignores immunity and resistance. Once you use this feature, you cannot do so again until you complete a long rest.
Masterful Knight
At 18th level, you have mastered the potential of the Knight. When you store an item that you are attuned to in your extra-dimensional pocket from your Re-quip feature, your attunement is saved for that item but while it is stored you do not count as attended and do not gain its benefits. You can still only have 3 attuned items in effect at you at any time but can still freely swap them with your Re-quip feature, gaining the benefit of the new items and losing the benefits of the items you put away. There is no limit to the items you can be attuned to in this way.
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Posted Mar 3, 2020By all means! I'm glad you like the idea.
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Posted Mar 2, 2020this is a very interesting subclass mind if I take some ideas from this for my male Erza (Razer)