Fighter
Base Class: Fighter

Cosmic Power flows in their body, a Cosmic Warrior is a fighter who augments their physical might with cosmic power, super speed, and cosmic energy manipulation. Many kalgorian train to become such warriors, like a men, they only fight with fists. In the planet thonnore, many young kalgorian dream of becoming Cosmic Warriors.

As a Cosmic Warrior, you might have honed your cosmic abilities through solo discipline, learn it under the tutelage of a master, or refined it at a cosmic warrior military academy.

Cosmic Power

At 3rd level, you starting to learn how to control your cosmic power. This power is represented by your Cosmic Energy. You have a number of Cosmic Energy equal to twice your proficiency, and they fuel various powers you have, which are detailed below.

Some of your powers expend the Cosmic Energy, as specified in a power's description, and you can't use a power if it requires you to use a cosmic energy when your cosmic energy are all expended. You regain all your expended Cosmic Energy when you finish a long rest. In addition, as a bonus action, you can regain one expended Cosmic Energy, but you can't do so again until you finish a short or long rest.

The powers below use your Cosmic Energy.

Deflect. As a reaction, you can expend 1 cosmic energy to deflect your opponent's attack, your Armor Class increased by your Proficiency Bonus until the start of your next turn.

Death Blow. When you hit a creature with an attack, you can expend 1 cosmic energy to deal force damage to the target, in addition to the melee damage. The extra damage is 2d6 for 1 cosmic energy. When you reach certain levels in this class, the size of your Cosmic Energy dice increases:at 5th level (d8) you can expend your cosmic energy to a maximum of 2 for one attack, 11th level (d10), and 17th level (d12).

Laser Eyes. You can use your cosmic power to project powerful energy purple beams from your eyes. As an action you can expend 2 cosmic energy to shoot laser from your eyes in line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Strength modifier + your proficiency bonus. A creature takes 2d6 + (your Strength modifier) force damage on a failed save, or half as much damage on a successful one. When you reach certain levels in this class, the damage of your Laser Eyes increases: at 5th level (4d6), 11th level (6d6), and 17th level (8d6).

Super Soldier

By the 7th level, You have mastered new ways to use your cosmic abilities, detailed below.

Super Speed. As a bonus action, you can increase your movement speed. Your movement speed is doubled until the end of the current turn. Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend a Cosmic Energy to take it again.

Super Punch. When you deal Bludgeoning damage to a target with your Death Blow, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier. If the save fails, you can knock the target prone or shove it up to 10 feet in the direction you hit.

Heavy Punch. When you run for a minimum speed of 20ft towards enemy and try to hit your opponent with an attack, your attack become heavier, you can increase this attack roll and damage roll with the number of equals to your proficiency bonus.

Strength Absorption

At 10th level, as an action, you touch a creature, and that creature must succeed on a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier or its strength modifier become 0 until the end of your next turn, you can add your attack roll and damage roll with its strength modifier, once you use this feature, you can't use it again until you finish a long rest, unless you expend 2 Cosmic Energy to take it again.

Invincible

At 10th level, you have resistance to Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Healing Factor

At 18th level, cells in your body starting to regenerate. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if your Hit Points is not full. You don't gain this benefit if you have 0 hit points. You can regenerate only five times. Once you spend all your regeneration ability, you can't gain this ability again until you finish a long rest, unless you expend 2 Cosmic Energy die to take it again.

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