Base Class: Fighter
A subclass for the fighter who cannalizes its breathing to empower their movements in different styles, using water as a source of flow motion.
Water Breathing Styles
Beginning when you choose this archetype at 3rd level, you can use a variety of breathing styles to empower your attacks. You can use them a number of times equal to your fighter level plus your proficiency modifier.
Dextrous Combatant
Starting at Level 3, you gain proficiency on Dexterity Save Throws.
Additionally, as a reaction to an attack that would knock you prone, you can make a Dexterity (Acrobatics) check to roll 10ft backwards and remain on your feet. This roll does not generate an opportunity attack. This feature does not reduce nor negate any damage dealt by the attack that would knock you prone.
Water Breathing Charges
Starting at level 3, you can use your breathing forms a number of times equal to your Fighter Level plus your proficiency modifier.
Total Concentration Breathing
A partir do nível 7, você adquire resistência a dano de veneno e ganha vantagem em testes de resistência contra efeitos e ataques que o deixariam Poisoned, Stunned e Unconscious.
Hinokami Kagura
A partir do nível 10, a personagem pode transformar sua respiração em uma dança flamejante que ataca de forma brutal e agressiva para causar muito dano rapidamente ao custo de muito cansaço após a série de ataques. Seus ataques normais causam 1d8 de dano radiante extra. Cada forma do Hinokami Kagura pode ser utilizado apenas uma vez por ativação da habilidade.
Se o usuário conseguir realizar todas as 13 formas da dança antes do tempo expirar, o usuário não ganha um nível de exaustão.
Fiendslayer Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 19–20 when fighting any fiendlish creature and deal maximum damage.
Recovery Breathing
At 18th level, you attain the pinnacle of resilience breathing. At the start of each of your turns, you regain Hit Points equal to your Constitution modifier if you have less than your max Hit Points left. You don’t gain this benefit if you have 0 Hit Points.
The first time your Hit Points drop to 0 or below, you have advantage on your Death Saving Throws for 1 minute. You gain the benefit of this feature once per Long Rest.