Fighter
Base Class: Fighter

Lotus Fighters take to the battlefield with magically enhanced weapons, channeling magic through their weapons and empowering their attacks with elemental energy. Despite the name, neither spells nor blades are required; a Lotus Fighters uses raw magical power instead of the structure of spells to grant these effects, and can deliver them through any weapon.

These magical abilities are known as Blade Arts, though a blade is not required to use them - swords, axes, hammers, arrows, and even fists are capable of channeling this magic just as effectively.

One with the Wind

At 3rd level, after being targeted by an enemy attack that misses, you can use your reaction to teleport up to 30 feet to a location you can see and make a single weapon attack. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest

Blade Arts

You learn your choice of three of the following elemental Blade Arts, magical effects which can be used when you take the Attack action during your turn. You learn one additional Blade Art of your choice at 7th, 10th, and 15th level. Each time you learn a new Blade Art, you can also replace one Blade Art you know with a different one. You may only use one Blade Art per turn.

  • Blazing Blade. Your weapon bursts into flame. On a hit, it deals fire damage instead of its normal damage type. Once on this turn when you hit a creature with this weapon, you can choose to set the target ablaze, dealing 1d4 additional fire damage. This additional damage increases to 2d4 when you reach 5th level in this class and 3d4 at 11th level.

  • Caustic Blade. Your weapon drips with a corrosive acid. On a hit, it deals acid damage instead of its normal damage type. Once on this turn when you hit a creature with this weapon, you can deal 2d4 acid damage to a different creature of your choice within 5 feet of the target.

    • hilling Blade. Your weapon coats itself with magical frost. On a hit, it deals cold damage instead of its normal damage type. Once on this turn when you hit a creature with this weapon, you can reduce its movement speed by 10 feet until the start of your next turn.

    • Mocking Blade. Your weapon shifts in distracting ways, becoming disorienting to look at. On a hit, it deals psychic damage instead of its normal damage type. Once on this turn when you hit a creature with this weapon, you can choose to disorient it, giving it disadvantage on the next attack roll it makes before the start of your next turn.

    • Mystic Blade. Your weapon is coated with a shimmering field of pure force. On a hit, it deals force damage instead of its normal damage type. Once on your turn when you hit a creature with this weapon, you can choose to ignore the effects of any protective spells such as mage armor, shield, or stoneskin.

    • Resounding Blade. Your weapon clashes and clangs against nothing as you swing it, and strikes with the sounding of a gong. On a hit, it deals thunder damage instead of its normal damage type. Once on this turn when you hit a creature with this weapon, you can push it up to 10 feet into an unoccupied space of your choice.

    • Shining Blade. Your weapon glows with a bright light. On a hit, it deals radiant damage instead of its normal damage type. Once on this turn when you hit a creature with this weapon, you can use the light to guide an ally's strike. The next attack made against it by a creature other than you before the start of your next turn has advantage.

    • Shocking Blade. Your weapon crackles with electricity. On a hit, it deals lightning damage instead of its normal damage type. Once on this turn when you hit a creature with this weapon, you can choose to shock it, preventing it from taking reactions until the start of your next turn.

    • Toxic Blade. Your weapon smokes with the fumes of a magical poison. On a hit, it deals poison damage instead of its normal damage type. Once on this turn when you hit a creature with this weapon, you can choose to debilitate it. The targeted creature subtracts 1d4 from the next saving throw it makes before the start of your next turn.

    • Withering Blade. Your weapon seems to weather and warp, appearing ancient and cruel. On a hit, it deals necrotic damage instead of its normal damage type. Once on this turn when you hit a creature with this weapon, you choose to flood it with necrotic energy, and it can't regain Hit Points until the start of your next turn.

Blazing Blade

  • Blazing Blade. Your weapon bursts into flame. On a hit, it deals fire damage instead of its normal damage type. Once on this turn when you hit a creature with this weapon, you can choose to set the target ablaze, dealing 1d4 additional fire damage. This additional damage increases to 2d4 when you reach 5th level in this class and 3d4 at 11th level.

Caustic Blade

 Your weapon drips with a corrosive acid. On a hit, it deals acid damage instead of its normal damage type. Once on this turn when you hit a creature with this weapon, you can deal 2d4 acid damage to a different creature of your choice within 5 feet of the target.

Chilling Blade

  • Your weapon coats itself with magical frost. On a hit, it deals cold damage instead of its normal damage type. Once on this turn when you hit a creature with this weapon, you can reduce its movement speed by 10 feet until the start of your next turn.

Mocking Blade

 Your weapon shifts in distracting ways, becoming disorienting to look at. On a hit, it deals psychic damage instead of its normal damage type. Once on this turn when you hit a creature with this weapon, you can choose to disorient it, giving it disadvantage on the next attack roll it makes before the start of your next turn.

Mystic Blade

Your weapon is coated with a shimmering field of pure force. On a hit, it deals force damage instead of its normal damage type. Once on your turn when you hit a creature with this weapon, you can choose to ignore the effects of any protective spells such as mage armor, shield, or stoneskin.

Resounding Blade

Your weapon clashes and clangs against nothing as you swing it, and strikes with the sounding of a gong. On a hit, it deals thunder damage instead of its normal damage type. Once on this turn when you hit a creature with this weapon, you can push it up to 10 feet into an unoccupied space of your choice.

Shining Blade

Your weapon glows with a bright light. On a hit, it deals radiant damage instead of its normal damage type. Once on this turn when you hit a creature with this weapon, you can use the light to guide an ally's strike. The next attack made against it by a creature other than you before the start of your next turn has advantage.

Shocking Blade

 Your weapon crackles with electricity. On a hit, it deals lightning damage instead of its normal damage type. Once on this turn when you hit a creature with this weapon, you can choose to shock it, preventing it from taking reactions until the start of your next turn.

Toxic Blade

 Your weapon smokes with the fumes of a magical poison. On a hit, it deals poison damage instead of its normal damage type. Once on this turn when you hit a creature with this weapon, you can choose to debilitate it. The targeted creature subtracts 1d4 from the next saving throw it makes before the start of your next turn.

Withering Blade

Your weapon seems to weather and warp, appearing ancient and cruel. On a hit, it deals necrotic damage instead of its normal damage type. Once on this turn when you hit a creature with this weapon, you choose to flood it with necrotic energy, and it can't regain Hit Points until the start of your next turn.

Art Evolution

You learn how to further enhance your strikes causing stronger effects to happen. Once on this turn when you hit a creature with a  weapon attack,  you can use a Evolution die to trigger a different affect then the normal magical effect. You can use this feature a number of times equal to your proficiency bonus, and you regain spent uses when you finish a long rest.

  • Crimson Flame.  Once on this turn when you hit a creature with a weapon attack you can replace the die from a d4 to a d8. 
  • Acidic Glue.  Once on this turn when you hit a creature with a weapon attack they must succeed a Dexterity save (DC = 8 + your proficiency bonus +  Dexterity) or be restrained  until they succeed. On the beginning of their turn they will take 1d8 acid damage, at the end of their turn they may repeat the saving throw at the end of their turn.
  • Water Geyser. Once on this turn when you hit a creature with a weapon attack you can deal an  additional  1d10 damage. The area up to 15ft of the target is considered difficult terrain till the start of your next turn.
  • Taunting Cackle. Once on this turn when you hit a creature with a weapon attack they must make a charisma save (DC = 8 + your proficiency bonus +  Dexterity) or be taunted by you until the end of your next turn. The creature makes attacks with disadvantage against everyone but you.
  • Aero Slash. Once on your turn you can make a ranged attack with 30/60 range. On a hit, the target suffers the usual effects of the attack.
  • Delayed Strike. Once on this turn when you hit a creature with a weapon attack at the beginning of its turn it must make a constitution save  (DC = 8 + your proficiency bonus +  Dexterity) on a s failed save it takes the damage from your last attack again and on a success it takes half the damage rounded down. 
  • Sapping Slash.  Once on this turn when you hit a creature with a weapon attack you gain temporary health equal to the damage dealt. 
  • Lightning Dash. You dash in a straight line using all of your movement. Creatures in this line must make a dexterity save (DC = 8 + your proficiency bonus +  Dexterity or take 8d6 lightning damage. At the start of your next turn your speed is reduced to 0 until the end of your turn.
  • Viper Strike.  Once on this turn when you hit a creature with a weapon attack the targeted creature has disadvantage on saving throws until the end of your next turn  
  • Eclipse. Once on this turn when you hit a creature with a weapon attack temporarily weaken its resilience. Until the end of the target’s next turn, it loses resistance to one damage types of your choice.
Acidic Glue

Once on this turn when you hit a creature with a weapon attack they must succeed a Dexterity save (DC = 8 + your proficiency bonus +  Dexterity) or be restrained  until they succeed. On the beginning of their turn they will take 1d8 acid damage, at the end of their turn they may repeat the saving throw at the end of their turn.

Aero Slash

Once on your turn you can make a ranged attack with 30/60 range. On a hit, the target suffers the usual effects of the attack.

Crimson Flame

 Once on this turn when you hit a creature with a weapon attack you can replace the die from a d4 to a d8. 

Delayed Strike

Once on this turn when you hit a creature with a weapon attack at the beginning of its turn it must make a constitution save  (DC = 8 + your proficiency bonus +  Dexterity) on a s failed save it takes the damage from your last attack again and on a success it takes half the damage rounded down. 

Eclipse

Once on this turn when you hit a creature with a weapon attack temporarily weaken its resilience. Until the end of the target’s next turn, it loses resistance to one damage types of your choice.

Lightning Dash

You dash in a straight line using all of your movement. Creatures in this line must make a dexterity save (DC = 8 + your proficiency bonus +  Dexterity or take 8d6 lightning damage. At the start of your next turn your speed is reduced to 0 until the end of your turn.

Sapping Slash

Once on this turn when you hit a creature with a weapon attack you gain temporary health equal to the damage dealt.

Taunting Cackle

 Once on this turn when you hit a creature with a weapon attack they must make a charisma save (DC = 8 + your proficiency bonus +  Dexterity) or be taunted by you until the end of your next turn. The creature makes attacks with disadvantage against everyone but you.

Viper Strike

 Once on this turn when you hit a creature with a weapon attack the targeted creature has disadvantage on saving throws until the end of your next turn  

Water Geyser

 Once on this turn when you hit a creature with a weapon attack you can deal 1d10 damage along with the weapons damage. The area up to 15ft of the target is considered difficult terrain till the start of your next turn.

Spellguard

When you use a Blade Art, you may gain resistance to its damage type for one minute as a bonus action. This resistance remains active even if you use Spellguard to gain resistance to a different damage type. You may use this feature a number of times equal to your proficiency bonus, and you regain spent uses when you finish a long rest.

Elemental Empowerment

Once per turn, you can deal additional damage equal to your proficiency bonus of the same damage type as your Blade Art when you hit with an attack.

Spellblade Mastery

You may have two different Blade Arts active at the same time, allowing you to use the additional effects of both. You can also gain resistance to both damage types with Spellguard. You must choose one damage type for your Elemental Empowerment's bonus damage as well as the damage for the attack itself, but they need not be the same type.

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