Base Class: Fighter
They are able to wield a sword with incredible expertise in speed, power, and skill, allowing them to perform feats such as stopping and deflecting arrows, decimating large objects or areas, cutting through a solid material such as steel, and when necessary even hold back their strength to deal damage to their foes without killing them.
Might
As a result of your training with specific weapons since birth, you gain extra proficiencies with them. Choose a martial melee weapon and a simple ranged weapon. Additionally, you gain a bonus equal to your might to attack rolls and damage rolls. You always get the Might bonus for rapiers and longswords, even if it isn't your weapon of choice. You can't choose weapons with the Heavy or Loading property. The might for your current level is 6, you gain more with each level as followed:
- 4th- 2
- 5th, 6th, 7th, 8th- 3
- 9th, 10th, 11th, 12th- 4
- 13th, 14th, 15th, 16th- 5
- 17th, 18th, 19th, 20th- 6
At 10th level, you may also choose another martial melee weapon to also gain this benefit.
Counter
Starting at 3rd level, your keen senses allow you to make attacks from certain openings. When you are attacked by a creature within 5 ft of you, you can use a reaction to make a melee weapon attack against the creature.
Superiority Technique
Techniques
At 3rd level, you gain access to special techniques that reflects your difficult training. You can expend Technique Points to activate a technique of your choice.The Technique Grade column displays the level of Technique you can use according to your level. You can only use one technique per attack.
Points spent for grade of technique
- Double the technique grade - 1
Technique Points pool
- Your Fighter level + Your Might + Intelligence modifier + Strength modifier
Saving Throws
Some of your techniques require your target to make a saving throw to resist the technique's effects. The saving throw DC is calculated as follows:
Technique save DC = 8 + your proficiency bonus + your Intelligence modifier
1st Grade Techniques
- Luna: With a bonus action, your next attack will have a bonus to the attack roll equal to +3
- Sacred Cowl: When you move, you can expend up to 3 technique points and add those expended points multiplied by 2 to your AC until you stop moving.
- Escutcheon: When you are hit by an attack, you can use your reaction to roll 1d8 and reduce the damage by the result of the roll + your Intelligence modifier.
2nd Grade Techniques
- Sol: When you take an action to attack, you can heal with half of the total damage dealt.
- Vantage: When you are attacked by a melee attack, you use your reaction to attack your foe before the attack hits. When attacking with this technique, you cannot benefit from the Multiple Attacks feature.
- Dragon Gaze: With a bonus action, you can stare at your opponent and figure it's weak points. After you take an action to attack, you increase your total damage by 1/4.
3rd Grade Techniques
- Aether: When you attack, you gain a +3 bonus to attack rolls and you heal with 1/4 of your total damage dealt.
- Lunar Flash: When you attack, you gain a +2 bonus to attack rolls and +4 to damage rolls made in that turn.
- Astra: When you attack, you can forgo one of your attacks to make three extra attacks that deal half damage. Each attack has its own damage roll but you can only add your modifiers to one of the attacks.
4th Grade Techniques
- Radiant Aether: When attacking a target, you gain a bonus to attack rolls equal to +5 and you heal with half of the total damage dealt.
- Galeforce: Your speed becomes so tremendous that you can act twice as fast. If you use an action to attack, you gain an extra action this round only.
- Dragon Fang: With a bonus action, you can attack with such force that the it will look like a dragon hit. After you take an action to attack, you increase your total damage by 1/2(ignoring resistances).
Rightful King
At 7th level, you begin to manifest more refined maneuvers in combat, allowing you to hit with more precision. Your critical attacks range becomes 19-20 on d20.
Lord's Enlightenment
Also at 7th level, your abilities become more honed and your knowledge becomes more broad. You can waste a technique point to add a bonus equal to your Intelligence modifier to an ability check, or saving throw.
Double Lion
At 10th level, your training grants you the ability to surpass your limits even further. You can waste 3 Technique Points to use your attack action twice instead of once until the end of your turn. You can only use this feature once, and you regain its uses when you finish a short rest.
Awakening
At 15th level, your motivation becomes stronger when you are injured. When below half of your hit points, your attacks deal 1d4 extra damage, you gain a +2 bonus to your AC and you receive +2 to attack rolls and damage rolls.
Divine Blade
At 18th level, your will to conquer revitalizes your spirit. At the start of each turn, you gain temporary hit points equal to 2d10 + your Constitution modifier.
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