Fighter
Base Class: Fighter

Buster knights are warriors who pledged service to a higher cause, specially picked as this requires someone to have a broad understanding of different techniques. A buster knight’s skills are determined on the battlefield, being able to push beyond the normal standard of a trained fighter, being able to take a style of combat from many different groups whether they be mages, swordsmen, marksmen or something otherworldly, they can rebuild those moves into their own combat and channel that new style through the use of their sword, surpassing their shortcomings with the use of their limit breaks. Tough in battle these esteemed soldiers are far and few between, it may take years to learn the basics of this style and from then on most knowledge is gained by combat. Busters Knights may truly be the pinnacle of any combined fighter

Preferred Weapon

Beginning when you choose this archetype at 3rd level, you start to better comprehend the capabilities of what your weapon can do in your hands, its limits and how those can be bypassed. By spending a long rest with a single weapon you are proficient with it becomes your Preferred Weapon. Any attacks made with your Preferred Weapon score a critical hit on a roll of 19 or 20.

(Critical Hit Ruling: When you score a critical hit, you get to roll extra dice for the attack’s damage against the target. Roll all of the attack’s damage dice twice and add them together. Then add any relevant modifiers as normal.)

Limit Break

Limit Dice

When you choose this archetype at 3rd level, you learn Limit Breaks, these are fueled by special dice called limit dice. You gain a pool of d6 dice equal to your constitution modifier (minimum of 1) that recharge after a long rest. These d6 become d8 at 15th level.

Limit Break

Limit Breaks enhance your attacks in different ways. You can use only perform limit breaks during your turn. You gain access to more Limit Break options as you increase in levels in this class. Limit Breaks are special as they can be affected by critical rolls, thus granting a more advanced form of the ability to take place.

Limit Strike Roll

Some limit breaks will call for a Limit Strike Roll, in this case you will roll as if you were trying to hit with your weapon, rolling a d20 and adding only your weapon modifier. If the die would land as a critical, the limit break will be enhanced. Any change to your critical range affects this roll such as your preferred weapon allowing you a critical on a 19-20. While Limit strikes can be affected by the lucky feat or a wizards portent and other similar effects, it cannot benefit from advantage and cannot be hindered by disadvantage, as-well as effects that would add additional dice cannot be used here (ex. bless, bardic inspiration, guidance, etc.).

Saving Throws. Some of your Limit breaks require your target to make a saving throw to resist the abilities effects. The saving throw DC is calculated as follows:

Limit Break save DC = 8 + your proficiency bonus + your Constitution modifier

Limits Breaks:

**Limit breaks unlocked at 3rd level**

-Blade Beam. Whenever you would take the attack action expend one limit die, you may forgo one of those attacks to make a ranged weapon attack against a target within 25ft, make this attack as though you made a melee attack. If the attack hits, add the limit die to your attack as your weapons damage.

Critical Hit: If this would land as a critical strike, apply normal critical rules to the damage dealt.

-Braver. As an action choose a point within range to make a leaping strike onto it. Expend one limit die as you attempt to close the gap equal to 10ft plus the roll of your limit die. If this ability would place yourself within 5ft of a creature, make a melee attack. On hit, add the limit die to your attack as your weapons damage. This ability does not take from your movement speed. This ability can be added to the total of any high jump or long jump you perform.

Critical Hit: If this would land as a critical strike, apply normal critical rules to the damage dealt. The target must now succeed on a strength saving throw or be knocked prone if it is size large or smaller. 

**Limit breaks unlocked at 5th level**

-Climhazzard. As an action expend 1 limit die and make a melee weapon attack against a creature within range. On a hit, the target suffers the weapon attack’s normal effects and takes 2d6 cold damage plus the limit break die as your weapons damage. The target's movement speed is reduced by 10ft until the end of their next turn.

Critical Hit: If this would land as a critical strike, apply normal critical rules to the damage dealt. That creature's movement is now reduced by half of its total. At the end of each of their turns they can make a constitution saving throw to end this effect.

-Cross-slash. Whenever you take the attack action, you may forgo one of those attacks to expend a limit die to disrupt the target's focus. Make a limit strike roll. The target must subtract the roll of your limit die from its ranged and melee attacks against you until the end of its next turn. 

Critical Hit: If this would land as a critical strike, do not apply the critical rule. Instead roll the limit die 3 times, taking the highest number rolled. The target must subtract the roll of your limit die from its ranged and melee attacks against you until the end of its next turn. 

**Limit breaks unlocked at 9th level**

-Finishing Touch. As an action you can expend two limit die and make a Limit Strike roll, each creature in a 15-foot line must make a wisdom saving throw. On a failed save each creature takes 3d8 lightning damage plus the limit break dice roll as weapon damage. On a successful save, each creature takes half as much damage. 

Critical Hit: If this would land as a critical strike, do not apply the critical rule. On a failed save each creature takes 3d10 lightning damage plus the limit break dice roll as weapon damage and are now blinded. At the beginning of their turn they can make a wisdom saving throw to end this effect.

-Meteorain. As an action can expend three limit dice and make a Limit Strike roll. Each creature in a 10 foot radius must make a Dexterity saving throw. On a failed save all creatures take 4d6 fire damage and three rolls of your limit die as weapon damage. On a success creatures only take half as much damage.

Critical Hit: If this would land as a critical strike, do not apply the critical rule instead each creature hit subtracts 2 from their saving throw total, potentially causing them to fail the save. On a failed save each creature takes 4d8 fire damage and 1d8 bludgeoning damage plus three rolls of your limit die as weapon damage. On a success creatures only take half as much damage. For the rest of your turn you can move without provoking opportunity attacks.

**Limit breaks unlocked at 12th level**

-Ultima. As an action make a limit strike roll and expend 4 limit die as you and up to 5 creatures of your choice within a 30ft radius are inspired by your coordination and leadership. Roll 4 limit dice, each creature gains temporary hit points equal to two of the highest rolls of your limit dice + your proficiency bonus. You each gain 10 movement speed for the next minute.


Critical Hit: If this would land as a critical, you each gain temporary hit points equal to 2 times the maximum of your limit die + 2 times your proficiency bonus. While any target has temporary hp from this effect, they can add additional damage to their spells and attacks equal to one roll of your limit die as your weapon damage once per turn. In addition, the next time any of the targeted creatures would be forced to make a saving throw, they can roll with advantage. This effect can only be used once per creature, per instance of Ultima . You each gain 10 movement speed for the next minute.

-Cherry Blossom. As an action you can expend 4 limit dice and make one melee weapon attack against one creature within range with advantage. If that attack hits, add the limit break die to the attack’s damage roll. Then make a limit strike roll. After each successive roll, you can make another attack as listed in the following order.

On an outcome of 5 or higher apply 3d6 weapon damage, you can make another limit strike roll.

On an outcome of 10 or higher apply 4d6 weapon damage, you can make another limit strike roll.

On an outcome of 15 or higher apply 5d6 weapon damage, you can make another limit strike roll.

On an outcome of 20 or higher apply 6d6 weapon damage, you can make another limit strike roll.

On an outcome of 25 or higher apply 7d6 weapon damage and add 1 limit die to your limit die pool.

If during this ability that you would fail to meet the limit strike listed, your attack is finished; as each continuation of attacks requires you pass the save of the previous check.

Critical Hit: If the first attack of this ability would land as a critical strike, do not apply the critical rule instead reduce the limit strike requirement by 5 on all instances of cherry blossom.

Counter Guard

Use your reaction to reduce an a single melee or ranged attack targeting you by 1d10 + half your fighter level rounded up. If the damage is reduced to 0 gain 1 limit break dice. You can use this feature a number of times equal to half your proficiency rounded up, regaining all uses of it after a long rest.

Veteran Sense

You've learned to find opening where others would not be able to see, as a bonus action you may expend 1 limit break die to gain insight on your foes for your next attack. The next time you make a single melee weapon attack or use a limit break you can treat it as though you rolled critical on the die.

You can perform this ability 3 times a day, regaining all expended uses on a long rest.

If you would use a limit die to make use of Veteran Sense and it is your final use, make a constitution saving throw (DC 15), on a fail you over exerted yourself, you gain one level of exhaustion.

Superior Limit Break

At 15th level, your limit break die become 1d8 instead of 1d6.

Iron Skin

At 18th level, after taking numerous hits, you've learned to shrug off the smaller scratches. Your constitution score increases by +2 and the maximum possible becomes 22. Any time you would take bludgeoning, piercing or slashing damage, you take 3 less of that damage.

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