Fighter
Base Class: Fighter

A shoto warrior is a fighter who channels the power of unarmed fighting. They have trained for years to unlock this power, and now they have mastered the basics.

Unarmed combat

Starting at 3rd level you have mastered the unarmed fighting style. You gain the unarmed fighting style, which damage will increase, 1d8 at 3rd level, 1d10 at 7th level, and 1d12 at 10th level, if you have something in your hand the damage is 1d6 at 3rd level, 1d8 at 7th level, and 1d10 at 10th level. Also if you already have the unarmed fighting style your grapple damage is 1d6 at 3rd level, a 1d8 at 7th level, a 1d10 at 10th level, and a 1d12 at 15th level, if you don't have it your grapple damage is a 1d4 at 3rd level, a 1d6 at 7th level, a 1d8 at 10th level, and a 1d10 at 15th level. Your unarmed strikes also count as magical.

Combo

Starting at 3rd level you can enter a combo, now the last attack you make the enemy must make a strength saving throw with a DC of 8 + your strength modifier + your profiency bonus on a failed save the enemy is stunned until the start of your next turn. You may use this feature equal to your profiency bonus, you regain all uses upon taking a short/long rest.

Special moves

Starting at 7th level you gain special moves.As a action you may use your special moves equal to your profiency bonus per short/long rest. (So if you have a profiency bonus of 3 you can do 2 fireblasts and a uppercut.) All special moves are magical.

Fireblast.

You blast fire, to hit is your dexterity modifier + your profiency bonus, damage is 8d6 fire damage + your strength modifier. This has a range of 120ft.

Uppercut.

You uppercut, to hit is your dexterity modifier + your profiency bonus, damage is 7d8 bludgeoning damage + your strength modifier. This also knocks enemies upwards equal to your strength score rounded up.

Flying kick.

You go 35ft foward and kick, to hit is your dexterity modifier + your profiency bonus, damage is 7d8 bludgeoning damage + your strength modifier.

Throw.

You throw an enemy, you must make a contested strength saving throw on a failed save the enemy takes 5d8 bludgeoning damage and is knocked back 15ft and is prone until the start of your next turn, on a successful save the enemy takes half damage and is knocked back 15ft.

 

Parry

Starting at 10th level everytime your attacker rolls exactly your armor class +1 you take half damage, if you already have resistance to the damage type you take no damage. (So say you have a AC of 16 an enemy rolls 14 +3 since they got a 17 this still allows you to parry it, also say you are resistant to that damage now you take no damage.)

Super move

Starting at 15th level you can do a super move, doing this allows you to do a special move but add both your dexterity and strength modifier to hit and for damage, and add an extra 3d8 force damage to the move. You can use this once per long rest.

Daigo parry

Starting at 18th level everytime you parry as a reaction you can use your super against your enemy, doing so will take up your super move use.

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