Base Class: Fighter
A Nailmaster has mastered the way of the nail.
Focus
Beginning when you choose this archetype at 3rd level, you gain a pool of soul for healing. Your pool has 15 charges of soul. Each time you hit a creature with a melee weapon, you gain a charge. As an action, you can use 5 charges of the pool to heal 1 of your hit dice + your constitution modifier. This pool loses all charges after a long rest.
Mantis Claw
When you choose this archetype at 3rd level, you gain a climb speed equal to your walk speed.
Charms
Starting at 7th level, you can choose special charm effects. Of the charm effects listed below, you can equip a number of them equal to your proficiency bonus. You can freely adjust which charm effects you equip when you take a short or long rest.
Overcharm: You can equip up to 2 more charms than your proficiency modifier. If you do, you are overcharmed and take double damage from all sources.
Dash Master
You can take the Dash action or the Disengage action as a bonus action.
Defender's Crest
You can emit a foul stench against your foes. At the end of your turn, you can choose to release an 5ft radius aura of stench that lasts until the beginning of your next turn. While activated, all creatures that start or end their turn within 5ft of you must make a constitution saving throw with DC equal to 10 + half your fighter level(rounded down), taking 2d4 poison damage on a failed save and half as much on a success.
Grubberfly's Elegy
When your hit points is at its maximum, your melee weapon attacks deal an extra 1d6 Radiant damage and has 5ft extra reach.
Hiveblood
Once per short rest, if you are not at your maximum hit points and it has been exactly a minute since you have last taken damage, you heal for 1d10 + your fighter level.
Lifeblood
At the end of a short or long rest, you gain temporary hit points equal to twice your fighter level that last until you take a short or long rest.
Longnail
Your melee weapon attacks have 5ft extra reach.
Sharp Shadow
When you move within 5 feet of a creature or an object that isn’t being worn or carried, it takes 1d6 piercing damage. A creature or object can take this damage only once during a turn.
Sprintmaster
Your walking speed increases by 10ft.
Stalwart Shell
When a creature hits you with an attack, you gain a +2 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
Steady Body
You cannot be moved against your will.
Nail Arts
At 10th level, you can perform powerful Nail Arts. You can perform one of the three Nail Arts listed below by taking a bonus action to charge the Nail Art, then releasing the Nail Art with an action on another turn.
Your charge is interrupted if:
- You choose to stop the charge(no action required).
- You use an action to attack, cast a spell, or help an ally.
- You take damage. Make a Constitution saving throw just like a concentration check. Charging a Nail Art does not count as concentration for the purposes of concentrating on multiple things.
Nail Arts are not considered Attack actions or the sake of features such as the Extra Attack feature until you reach level 18.
You can use this feature up to a number of times equal to twice your proficiency bonus, and you regain all expended uses of it when you finish a short rest.
Great Slash
When you perform the Great Slash, make a melee weapon attack with your weapon but an additional bonus to hit equal to your proficiency bonus and as if it had an extra 5ft reach. On hit, roll all damage dice twice and double any modifiers.
On a crit, roll damage dice 4 times and quadruple any modifiers.
Cyclone Slash
When you perform the Cyclone Slash, roll for damage. All creatures must on a dexterity saving throw with the DC equal to 8 + your weapon's bonus to hit. If you target 4 or more creatures this way, all of them have disadvantage on the saving throw. On a failed save, creatures take the full damage and are knocked back 5ft. On a success, creatures take half as much damage and are not knocked back.
On a crit, roll double dice as usual, but if the crit would cause any other effects, creatures that succeed on the saving throw do not receive those effects.
After performing the Cyclone Slash, you cannot move for the rest of your turn.
Dash Slash
To perform the Dash Slash, you must first take the Dash action and must have moved your full movement beforehand. When you perform the Dash Slash, roll for damage with your melee weapon. All creatures within a 30ft long 5ft wide line must make a dexterity saving throw with the DC equal to 8 + your weapon's bonus to hit. On a failed save, creatures take the full damage and half as much on a successful one.
On a crit, roll double dice as usual, but if the crit would cause any other effects, creatures that succeed on the saving throw do not receive those effects.
If you can take the dash action as a bonus action, such as the Cunning Action feature of Rogues, you can perform the Dash Slash as part of that bonus action.
Dream Nail
Starting at 15th level, your nail allows you to dive into the minds of others. As an action, roll to hit with your melee weapon against a target. On hit, you cast Detect Thoughts on that target without a spell slot. When you do, you also gain 5 charges of soul for your pool. Unconscious creatures automatically fail on the wisdom saving throw to probe deeper. You can also use this feature on any corpse that has died in the last 24 hours, but they do not give you soul.
A creature can be affected by this feature only once per year.
Dreamgate
At 15th level, your nail allows you to travel through dreams. If you spend 1 minute doing nothing but concentrating on your nail, you can place a Dreamgate at your current location. This Dreamgate is undetectable and unaffectable to any creature other than you. If you set a Dreamgate while you have another one set, the previous one disappears. Your Dreamgate also disappears if you have not visited your Dreamgate for 1 year, either by going there physically or by teleporting.
Once per short rest you can spend 1 minute doing nothing but concentrating on your Dreamgate to teleport yourself and up to 8 willing creatures of your choice within 5ft of you to your Dreamgate.
Void
At 18th level, your mastery of the nail has granted you powers of the void. As a bonus action, your inner void breaks out and envelops you. While in this form, you are resistant to all damage except radiant damage which you are now vulnerable to. Also, your melee weapon attacks score a critical on a 19 or 20 in this form.
This form lasts for 1 minute or until you end it early as a bonus action. When this form ends, your speed and maximum hit points are reduced by half until you take a long rest.
If you were to fall to 0 hit points or die while in this form, you are instead teleported to your Dreamgate unless you do not have one set.
You can activate this feature once per long rest.
Previous Versions
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Posted Sep 17, 2025Could you make a 2024 version of this class?