Fighter
Base Class: Fighter

A small boy in chains deftly darts between attackers during a waging war, dispatching foes left and right with his two rusty daggers. Another, a woman defending her two young ones from bandits who have been ravaging their hometown, stands firm with a small blade in each hand. Both remembering what they had been taught, and how to use such small utensils to shift their own tides in battle.

A lesser-known art of fighting, fighters following the Twin Fang archetype use their quick wits, dexterous capabilities, and flashy ways with the dagger to influence and alter their fighting capabilities. Considered to be defensive specialists in their own right, those who follow the Twin Fang often times are moving all around the battlefield, using two of the smallest blades to their advantage. Often dashing and gliding their way to open up the best opportunity for themselves, these fighters are a sight to behold on the battlefield. 

Dual Wielding Initiate

When you choose this archetype at 3rd level, you gain the Two-Weapon Fighting fighting style.

  • Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage on the bonus action attack.

Additionally, you gain proficiency in the Acrobatics skill.

Art of Twin Fangs

Starting at 3rd level, you've learned how to use daggers at a greater potential then most others. As a bonus action, you may enter the Twin Fang stance. While only dual wielding daggers, without using any other weapon or a shield, you gain the following benefits:

  • Your AC increases by 2.
  • Your movement speed increases by 5 ft.
  • When throwing knives, you no longer gain disadvantage when throwing past 20 ft, and can throw up to their maximum distance.
  • When rolling damage with knives on a hit, you roll d6's instead of d4's.

This stance lasts for 10 minutes and can be used a number of times equal to your Dexterity modifier, which you regain all expended uses after a long rest. Additionally, your movement speed increases by an additional 5 ft when you reach 10th level, and by an additional 5 ft when you reach 15th level.

Defense of the Fang

Starting at 7th level, you've learned to increase your defensive capabilities while prior, and in the midst of battle. You become immune to the [Tooltip Not Found] condition, and while you are in your Twin Fang stance, you gain advantage on Dexterity saving throws. Additionally, while you are in your Twin Fang stance, you may use the Dash or Disengage actions as a bonus action.

Improved Reactions

Starting at 10th level, you've increased your reaction time considerably. You gain an extra reaction per turn. Additionally, you gain expertise in Acrobatics.

Momentum

Starting at 15th level, you have learned to use the opportunity of another's failure to your own advantage. While in your Twin Fang stance, if you are attacked by a creature within 30 ft of you that you can see, and they miss their attack, you may use your reaction to store a charge of momentum. While you have a charge of Momentum, you may expend a charge on your turn to add an additional attack when attacking with the Attack action. You may hold enough charges equal to your total reactions, and all momentum charges are expended at the end of your next turn.

One with the Dagger

Starting at 18th level, you've become one with the dagger, and they seem to be an extension of yourself. If you are dual wielding daggers, and you are currently in your Twin Fang stance, you may attack one more time as part of your attack action. Additionally, you've exploited the true potential of the dagger. When dealing damage with daggers, instead of rolling d6's, you now roll d8's instead.

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