Fighter
Base Class: Fighter

Those who choose the archetypal Natural Warrior enter a state of communion with the aspects of the cosmos. The ways of the Natural Warrior can be taught through generations or mastered on their own when in a great accordance to nature.

Although there may be a clear resemblance between Natural Warriors, there are many ways to interpret the wilderness, which develops into a particular style for each warrior.

Elemental Art

When you choose this archetype at 3rd level, you must choose between one of the following damage types: acid, cold, fire, lightning, or thunder. This will be the damage for your techniques, which are fueled by special dice called element dice.

Techniques. You learn two techniques of your choice. Many techniques enhance an attack in some way. You may use one or more techniques per attack, if the technique allows so.

You learn two additional techniques of your choice at 7th, 10th, and 15th level. Each time you learn new techniques, you can also replace one technique you know with a different one.

Elemental Dice. You have four elemental dice, which are d6s. At 10th level, your elemental dice turn into d8s. At 18th level, they turn into d10s. A elemental die is expended when you use it. You regain all of your expended elemental dice when you finish a short or long rest.

You gain two additional elemental dice at 7th and 15th level.

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 Wisdom modifier.

Techniques

The techniques are presented in alphabetical order.

Accurate Strike

When you make a weapon attack roll against a creature, you can expend one elemental die to add it to the roll. You can use this technique before or after making the attack roll, but before any effects of the attack are applied.

Ascending Dragon's Wrath

When you hit a creature with a weapon attack, you can expend two or more elemental dice to enhance your fire technique. You add the number of elemental dice used to the attack's damage roll. This damage is instead radiant damage. Additionally, you regain hit points equal to the amount of radiant damage dealt.

Calamity Dragon's Wrath

When you hit a creature with a weapon attack, you can expend two or more elemental dice to enhance your cold technique. You add the number of elemental dice used to the attack's damage roll. This damage is instead necrotic damage. Additionally, the creature cannot regain hit points until the start of your next turn.

Circular Attack

On your turn, you can use a bonus action to attack several creatures in a circle. When you do so, you choose an undetermined number of creatures within 5 ft. of you. Every creature you choose must succeed on a Dexterity saving throw or take damage equal to your elemental die + your Wisdom modifier. (Can't be used with another technique)

Decaying Dragon's Wrath

When you hit a creature with a weapon attack, you can expend two or more elemental dice to enhance your acid technique. You add the number of elemental dice used to the attack's damage roll. This damage is instead poison damage. Additionally, the creature must succeed on a Constitution saving throw or it becomes poisoned until the start of your next turn

Deceive Thrust

When you hit a creature with a weapon attack, you can expend one or more elemental dice to enhance your strike. You add the number of elemental dice used to the attack's damage roll.

Defense

When another creature tries to you with a melee attack, you can use your reaction and expend one elemental die and add it to your AC, possibly making it miss. (Can't be used with another technique)

Flowing Strike

When you hit a creature with a weapon attack, you can expend one elemental die to move with your hit. After your attack, whether it hits or misses, you can move up to 10 ft. in any direction without provoking attacks of opportunity. If you hit, you add the elemental die to the attack's damage roll.

Mind Dragon's Wrath

When you hit a creature with a weapon attack, you can expend two or more elemental dice to enhance your lightning technique. You add the number of elemental dice used to the attack's damage roll. This damage is instead psychic damage. Additionally, the creature must succeed on a Wisdom saving throw or it becomes frightened until the start of your next turn.

Offensive Bash

When you hit a creature with a weapon attack, you can expend one elemental die to attempt to push the target. You add the elemental die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you shove the target 10 ft. in any direction. The target can't be knocked prone with this technique.

Roaring Dragon's Wrath

When you hit a creature with a weapon attack, you can expend two or more elemental dice to enhance your thunder technique. You add the number of elemental dice used to the attack's damage roll. This damage is instead force damage. Additionally, the creature must succeed on a Constitution saving throw or it becomes stunned until the start of your next turn.

Sweeping Strike

When you make a melee weapon attack on your turn, you can expend one elemental die to increase your reach for that attack by 5 feet. If you hit, you add the elemental die to the attack's damage roll.

Swift Dash

On your turn, you can use a bonus action and expend one elemental die to bolt in a straight line at an abnormal speed. When you do so, you can dart from one point to another up to 30 ft. in any direction in a straight line. Every creature in this line must succeed on a Dexterity saving throw or take damage equal to your elemental die + your Wisdom modifier. You aren't able to go through solid surfaces with this technique. If you stop at the same place as another creature, you are moved 5 ft. next to it. (Can't be used with another technique)

Exceptional Keenness

At 7th level, you become incredibly aware of the natural environment that surrounds you. You can't be surprised. During the first round of combat, enemies have disadvantage on attack rolls against you while you have not yet acted.

Light and Shadow

At 10th level, you learn mystic ways of nature unknown to most warriors. You must choose an additional damage type between radiant and necrotic.

Whenever you gain a level in this class, you may change your damage type for another one of your choice.

Vibrant Armor

At 15th level, as an action, you can conjure a powerful armor around your body based on one of the elements provided by your Elemental Art feature that lasts for 1 minute. The vibrant armor grants you immunity to the damage type of your armor. You gain temporary hit points equal to your fighter level for the duration.

Once you use this feature, you can’t use it again until you finish a long rest.

Tireless Spirit

At 18th level, you have perfected your state of harmony with the universe around you. Your elemental dice turn into d10s.

In addition, you are able to use the force of nature to keep you alive during fights. If you take damage that reduces you to 0 hit points, you can use your reaction to spend one elemental die to avoid falling unconscious. You return with an amount of hit points equal to your fighter level x 5.

You may use this feature once per long rest

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