Fighter
Base Class: Fighter

 Energy fighters flow through the battle field with strength and speed 

 

Energy Points

Energy Points
at 3rd level gain energy points which you may use in a multitude of ways. you start with 0 energy points they must be built up through several ways, you have a max number of these equal to your proficiency modifier. all energy points are reset to 0 after rolling initiative
while you have at least 1 point you have advantage on STR saving throws and STR checks, and + 10ft move speed.

these are the ways to gain energy points

Refresh
gain 2 energy point after activating your second wind feature

Surge
gain 2 energy point after using your action surge feature

Buffer
after making a successful STR, DEX or CON save gain 1 energy point

Motion
after taking the dash action you gain 1 energy point

Absorption
after taking damage of bludgeoning slashing piercing fire lighting force thunder or ice gain 1 energy point


These are the ways that you can use your energy points

Blast Back
after hitting someone with a weapon attack you may expend a point and knock them back 15 ft

Leap
as a bonus action you may expend one point to triple your jump distance for the rest of your turn

Conjoined
after hitting some with a melee attack you may as a bonus action expend 1 energy point to attempt to grapple the target

Toughen
as a bonus action you may expend 1 point to gain a +1 AC until the end of your next turn, this
bonus does not stack

Release
bonus action expend 1 point and gain 20 ft of move speed until the end of your turn

Connected Energy

at 7th level
on your turn after hitting a creature with a melee weapon attack, hitting a different creature grants bonus damage equal to 1d6 + proficiency modifier (the damage type is that of the weapon used) this effect applies to every consecutive different target on 1 turn. the bonus does not apply to the first creature hit. additionally hitting 4 different creatures on 1 turn grants you 2 energy points

Energy Transference

at 10th level.
gain resistance to bludgeoning damage. additionally as a reaction after taking damage of either fire, ice, lighting, force, or thunder you may half that damage. You can use this feature three times. You regain expended uses when you finish a long rest.

Unmovable

at 15th level
if a creature of huge or smaller, attempts to grapple you or move you in any way (including spells)
you may expend 1 energy point and be uninfected

Flowing vitality

at 18th level
once per turn when you hit a weapon attack gain 1 energy point,
additionally after hitting a weapon attack if you expend 1 energy point you can roll one additional damage die when determining damage.

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