Fighter
Base Class: Fighter

Some fighters take up their arms for justice, some for coin,
and some to protect their loved ones. An Implement of
Violence doesn't need a reason. They just need a blade in
their hand and a canvas to paint on.
To such a fighter, violence is not a means to an end; rather,
it is at once the end and the means. An Implement of
Violence in combat is a chaotic storm of weapons, sheathing
one blade to draw another just as a painter switches between
brushes and pigments. There is no pattern to their
movements, no hidden technique to their relentless attacks.
There is only madness.

Bonus Proficiencies

3rd-level Implement of Violence feature
You gain proficiency in the Acrobatics and Athletics skills.
Additionally, you gain proficiency with improvised
weapons, and you can treat them as weapons with a 1d6
damage die and the versatile (1d8) property.

Storm of Violence

3rd-level Implement of Violence feature
You can freely draw and stow your weapons any number of
times on your turn.
Additionally, when you hit a creature with an attack roll
that uses Strength or Dexterity, your next attack roll against
that creature has advantage if it uses the other ability. If you
hit on an attack that has advantage in this way and the target
is Large or smaller, you can impose an effect on it depending
on which ability the attack used:
Strength: The target is pushed 5 feet away from you.
Dexterity: The target's speed is reduced by 10 feet until
the start of your next turn.

Twitch Reflexes

7th-level Implement of Violence feature
Your enhanced reflexes and combat presence grant you
proficiency in Dexterity saving throws. If you already have
this proficiency, you instead gain proficiency in Strength or
Intelligence saving throws (your choice).
Additionally, your jump distance is doubled, and you don't
require a running start to jump your full distance.

Implacable

10th-level Implement of Violence feature
In combat, you move and strike with unceasing ferocity. Your
walking speed increases by 10 feet.
Moreover, when you hit on an attack that has advantage
due to Storm of Violence, the additional effect improves if the
lower of the two d20s would also hit:
Strength: The target is pushed 10 feet away from you and
knocked prone.
Dexterity: Until the start of your next turn, the target's
speed is reduced by 20 feet, and it can't take reactions.

Relentless Counter

15th-level Implement of Violence feature
You've developed a sixth sense for threats in combat and can
counter them in the blink of an eye.
When you are hit by a weapon attack, you can use your
reaction to make a Strength (Athletics) or Dexterity
(Acrobatics) check. If the result meets or exceeds the attack
roll, the attack misses instead and you can immediately
retaliate in a way depending on which skill you used:
Athletics: You can attempt to grapple or shove the
attacking creature if it's within your reach, then make a
weapon attack against it.
Acrobatics: You leap up to your speed in any direction
without provoking opportunity attacks, and you can make
a weapon attack at any point during this movement.
Once you successfully avoid an attack with either skill, you
can't do so again using that skill until you next roll initiative.

Do What Comes Natural

18th-level Implement of Violence feature
Violence is second nature to you, akin to breathing. You gain
the following benefits:
Nothing can impose disadvantage on your attack rolls.
Nothing can prevent you from making attacks against your
intended target while you aren't incapacitated (such as the
charmed condition and the sanctuary spell).
As a reaction when rolling initiative, you can immediately
take an extra turn before any other creature can act. Once
you do this, you can't do so again until you finish a short or
long rest.

Martial Archetype: Implement Of Violence Image

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