Fighter
Base Class: Fighter

Typically those who wield paths of blades or arrows look to others to find strength and family, means to increase their own capabilities as soldiers and warriors. Whether it be the way they handle their bowstrings or posture they blades, mastery over such feats take the backing of others in order to see it's true potential, as without a guide there would be no path to walk.

However, there are those who did not believe in such a fate, those who would not walk the path of swords arrows are many of those around them do. They were more then just a warrior, but something more. Deep within them, they could feel something burning, a piece of themselves ready to bloom but without the water to sprout the seed. The path they would seek out to bloom the pain in their soul to crush many, and leave even more defeated. Those who fought what made them ready to accept this fate, this different path would display what they discovered firsthand. A genesis of power buried within themselves not real or fake, but a manifestation of their motivations and desires...in physical form.

This archetype focuses on the ability to manifest one's own inner strength through the creation of an Object of Power. An Object of Power is a manifestation of something which you have a deep connection with, or belief of which allows it to take form. They often come in the forms of religious power manifestations, amulets, jewelry, and more. Each Object of Power is unique to it's owner, so no two Genesis are the same.

If you believe you have he strength and willpower to bloom the genesis within your soul, that success comes from fully manifesting one's self, then allow yourself to display that power...and strike out against anything that stands in your path.

Genesis Creation

At 3rd level, you can use a bonus action to magically manifest your genesis around yourself. Your genesis stays within 5ft of your body, and has the capability to levitate if desired. If removed from within this range, it will become incorporeal and return itself to it's previous position. The genesis has the option to be corporal or not and weight up to 20lbs, along with being used as a improvised weapon and handled if applicable to it's design. Should it be damaged, it will injure you as well.

Upon manifestation, the genesis provides you with temporary hit points equal to a roll of your hit die + your Constitution modifier + your Proficiency modifier, provided you don't already have temporary hit points from a previous source.

The genesis will disappear when you are either incapacitated or if you do not gain any temporary hit points within the next 1 minute.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Hardship

When you choose this archetype at 3rd level, you learn to manifest your experiences into power through your genesis. As long as your genesis is manifested, every time you take or receive damage, you roll a 1d4, gaining [Hardship] points which can be spent on [Tactics]. This die becomes a d6 at Level 7 and a d8 at Level 18.

These points cannot be gained by preforming self-injury, or taking damage over time.

Burden of War

Consuming 5 [Hardship], you gain temporarily health points equal to your [Hardship] die + your Constitution modifier. 

At level 7, 11, 15, and 18 you can add an additional die equal to your [Hardship] die for 5 [Hardship] for a maximum of 2, 3,4 and 5 [Hardship] die.

Cold World

Consuming [3] Hardship, your next attack has a die equal to your Hardship die added onto it. This can be done once per turn.

At level 7, 11, 15, and 18 you can add an additional die equal to your [Hardship] die for 5 [Hardship] for a maximum of 2, 3,4 and 5 [Hardship] die.

Indomitable Might

Consuming 5 [Hardship], you become resistant to either bludgeoning, slashing, or piercing damage for one turn.

At level 7, 11, 15, and 18 you can extend the duration by 1 turn for 5 [Hardship] for a maximum of 2, 3,4 and 5turns total.

Steward Visions

Consuming 5 [Hardship], you observe the danger presented in-front of you. You gain Advantage until the end of your current turn, or at the start of your next turn if it is currently not your turn.

Rising Power

When you reach 7th level, you can manifest your genesis enough to unlock some of it's stronger properties. As a bonus action you can choose to levitate off the ground upwards to 15ft in the air for upwards to ten minutes before needing to take a short rest.

Evermore

Consuming [8] Hardship, you infuse your weapon with your own soul. Striking an enemy will give temporary health points based on half of the damage done until the start of your next turn.

Insolence

Consuming 8 [Hardship], you gain AC equal to your Hardship die until the start of your next turn.

Magistic

Consuming 7 [Hardship], you pour your soul's energy into your weapon which allows it to become magical.

Mobility

Consuming 8 [Hardship], you temporarily increase your movement speed by 10ft until the start of your next turn. This can be done a maximum of 3 times per turn.

Independence

At 10th level, you can use an attack action

Accucam

Consuming 8 [Hardship], you have the dodge action placed on you without cost until the start of your next turn.

Emikal

Consuming 12 [Hardship], until the start of your next turn each time you preform an attack action you roll your [Hardship] die and gain temporary health points.

Lifeburn

Consuming [8] Hardship, you can choose to either loose 8 ThP or 4 HP in order to convert your next attack action into a horizontal, stretching beam of flaming soul energy. This attack travels forwards 15ft in a 15ft horizontal arc, and anything caught in it's path must roll a DC save equal to 12 + your Hardship Die + your Proficiency Bonus or take 2d12 [Fire] damage, or half that on a save.

Resilience

Consuming 7 [Hardship], you become temporarily resistant to one element of your choice until the start of your next turn.

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Absolution

Consuming 16 [Hardship], you can use the total of one of your attack actions and instead of inflicting damage on an enemy, you can use the total damage and convert it into temporary health points divided by two.

Delusions

Consuming [14] Hardship, you can preform a Sneak Attack for one of your attack action as long as you already have Advantage.

Enigmatia

Consuming 14 [Hardship], until the start of your next turn you have advantage on saves against spells.

Verbatim

Consuming 14 [Hardship], you can become temporarily resistant to one negative condition of your choice until the start of your next turn.

Ascendance

At 18th level, you reach the full bloom of your power. You can use an attack action in order to convert the total amount of damage you inflict or are inflicted with until the start of your next turn into [Hardship] divided by two. You still take and deal the full amount of damage.

Light Up The Night

Consuming 18 [Hardship], you can choose to teleport using your movement, which does not provoke AOO. Alternatively, you can consume 36 [Hardship] to instead teleport without consuming your movement within your movement range if you were to consume it.

Sundering Under Dark Skies

Consuming 20 [Hardship], you can dispel a negative condition from yourself without suffering a penalty or become immune to one element of your choice until the start of your next turn. Alternatively you can consume 40 [Hardship] in order to become immune to that negative condition for two turns or become resilient to all elements for two turns.

War Without Reason

Consuming 20 [Hardship], until the start of your turn next turn reduce damage received by your [Hardship] die and gain temporarily health points every time your hit based on your [Hardship] die. Alternatively you can consume 40 [Hardship] to increase the [Hardship] die used by one, totaling to two die.

Weapons To Pierce Heaven

Consuming 20 [Hardship], you can preform an additional attack action. Alternatively, you can consume 40 [Hardship] to preform an additional bonus action.

Previous Versions

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