Fighter
Base Class: Fighter

The prowess of a Combat Prodigy is different from that of other fighters; a Combat Prodigy doesn't focus on raw power, study magic, or simply just hone a skill. For a Combat Prodigy, the connection to the weapon is a sacred one that goes beyond the physical plane. It is the wisdom of the blade, the teacher and the student. A Combat Prodigy seeks only to know the secret knowledge of the multiverse through combat, and every blow helps to come closer to that revelation. In this regard, a Combat Prodigy only seeks truth, and through it uncovers power other warriors could never hope to achieve. A Combat Prodigy lives and dies by their blade, controlling the battlefield with ease to tip the scales of fate their way. For a Combat Prodigy their battle forms and training for them are their way of life, day and night, rain or shine they train these forms with an array of weapons. 

Combat Forms

When you choose this archetype at 3rd level, you learn three combat forms of your choice from the list of forms you have access to. You can prepare combat forms by spending at least one hour during a short or long rest practicing your fighting forms through drills or katas.

There are 13 combat forms taught through the lands with a Combat Prodigy learning them from travels and training. With these forms the Combat Prodigy excels on the battlefield in all situations.

In combat, as a bonus action on your turn, you can enter a combat form granting you special abilities for as long as you are in the form. You can exit your current form or enter a new stance as a bonus action. Your combat forms end if you are incapacitated, knocked prone, or when combat ends. You may only benefit from one form at a time.

You can learn and prepare additional combat forms as indicated on the Combat Forms table below.

Combat Forms

Fighter Level

Forms Prepared

Forms Known

3

2

4

7

3

6

10

4

9

15

5

11

18

6

13

 

Steady Form

By 7th level, your combat forms have become second nature. When you roll initiative, you can immediately enter a form of your choice.

Combination Mastery

By 10th level, you have unlocked the secret to combining combat forms. You can now gain the benefit of two different combat forms at the same time. They must both be activated following the rules for entering forms.

The two forms may have conflicting features; when this happens, the second forms rule overrides the previous forms rule. For example, if you gained a +2 bonus to Armor Class when you entered Defensive form, then you enter Aggressive form using this feature, the Aggressive form reduces your Armor Class based on your current Armor Class (Defensive form bonus included), not your original AC.

Flowing Form

At 15th level, you can rapidly switch from one form to another. You can now enter or exit a form as a reaction.

Form Mastery

At 18th level, you have mastered your combat form. Pick one form you know. You always gain the benefits of this form and it doesn’t count against the number of forms you can have active at once. You cannot enter this form any longer, since you are always in this form.

Combat Form List

Form 1 - Aggressive

You raise your weapon high and lash out with fury, harnessing your forward momentum to force your weapon to hit its mark. While in this form, you gain a cumulative +2 bonus (to a maximum of +6) to melee weapon attack and damage rolls each round, but your Armor Class is reduced by the same amount. 

Form 2 - Crippling

You use dirty street-fighting techniques to hinder your foes: bashing with pommels, jabbing at eyes, battering ears, or slashing calves. While in this form, as an action, you can make a special melee weapon attack against a creature. If the attack hits, it deals bludgeoning, piercing, or slashing damage equal to 1d4 + your Strength or Dexterity modifier (your choice) instead of its normal damage, and the creature must make a Constitution save (DC = 8 + your Strength or Dexterity modifier + your proficiency bonus) or suffer one of the following conditions of your choice until the end of your next turn: blinded, deafened, restrained, or stunned.

Form 3 - Defensive

You plant your feet firmly on the ground and take a deep breath, readying yourself for an opponent’s attack. While in this form, you gain a +2 bonus to AC and your speed is reduced by 10 ft.

Form 4 - Dueling

Your posture becomes straight and tall, as you take on an air of confidence. You lure enemies to their doom with goading words or gestures. While in this form, when you use the Attack action, you can first make a Charisma (Deception) check contested by your target’s Wisdom (Insight) check as long as the creature can see and hear you. If you succeed, you make your next attack against that creature with advantage.

Form 5 - Foot & Fist

Your weapon is only one part of your arsenal. While in this form, you prepare to lash out with your fists, feet, and head as a complement to your weapon attacks. On each of your turns, you can make one unarmed attack as a bonus action.

Form 6 - Forceful

You prepare to use the weight of your weapons against your enemy’s center of balance, enabling you to push your enemies around. While in this form, when you hit with a weapon attack, you can force your target to make a Strength (Athletics) check contested by a Strength (Athletics) check of your own. If your check succeeds, your attack knocks the target prone or pushes it 5 feet in a direction of your choice.

Form 7 - Leaping

You prepare to spring at your enemies. While in this form, as a reaction, you can leap up to 30 feet toward a hostile creature you can see. You may still trigger an opportunity attack if you leave a creature’s space, but you don’t trigger opportunity attacks along the path you travel. 

Form 8 - Offensive

You study your enemy’s movements and strike where it hurts most. While in this form, you gain +1 to attack rolls and, once per turn, you can add 1d6 extra damage when you hit with a melee weapon attack. 

Form 9 - Protective

You steel yourself to incoming blows to protect yourself and your allies. While in this form, you resist non magical bludgeoning, piercing, and slashing damage. As a reaction, you can intercept an attack that would have hit that ally within 5 feet of you, causing you to take the damage and any additional effects, instead of the ally. You must use this reaction before the damage is rolled. 

Form 10 - Quick

You raise up on your toes and become more nimble, almost weightless. While in this form, your speed increases by 10 feet and your movement does not provoke opportunity attacks. While in this form, none of your attacks may add your ability modifiers to damage. However, when you take the Attack action to make any number of melee weapon attacks, you can make one additional melee weapon attack as part of the same action.

Form 11 - Reactionary

You ready your weapon behind your back and prepare to use your enemy’s momentum against them. While in this form, when a creature would hit you with a melee attack, but before the damage is rolled, you must make a Dexterity (Acrobatics) check contested by your opponent's Strength (Athletics) check, to cause the attack to miss, as long as it wasn’t a critical hit. As part of that move, if the attacker is Large or smaller, you can move the attacker to an unoccupied space within 5 feet of you; whether or not it moved, you can also cause the attacker either to repeat the attack against another creature now within its reach or you can attempt to grapple the attacker.

Form 12 - Stealthy

You crouch and use shadows, blind spots, and nimble footwork to escape the notice of your enemies. While in this form, when you move on your turn, you can make a Dexterity (Stealth) check against the Passive Wisdom (Perception) of any creature in the area. Until your turn ends or you make an attack or cast a spell, you are invisible to creatures whose Passive Wisdom (Perception) scores are lower than the result of your check. 

Form 13 - Sweeping

You stretch your limbs and prepare to make wide, sweeping blows. While in this form, when you make a melee weapon attack, you can use the same attack roll on simultaneous attacks against a number of creatures of your choice equal to your Strength modifier. These creatures must still be within range of your initial attack.

Combat Prodigy Image

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