Fighter
Base Class: Fighter

The ascended blade is a technique which absorbs the light around and turning them into an agonizing strikes. They also gain the ability to use the shadow for defense.

Absolute Strength

Beginning when you choose this archetype at 3rd level, you ignore the two handed property of weapons. If you have a strength score below 16, attack rolls made with two handed weapons are made at disadvantage, and if you have a strength score of 12 or lower, this feature does not work.

Light Leeching Blade

You can draw the light occupying the surrounding area into your weapon, empowering your attacks and granting you increased accuracy. As an action you may raise your weapon above your head and dim the light in a 10 ft cube around you(bright light turns to dim light, it turns to darkness). This area expands by 5 ft every time you gain a feature from this subclass. If this feature is used 5 consecutive times in the same location, the area affected by this feature does not return to its original state for a day. If it is used five more times within that timeframe, the duration extends to a week, then a month, and so on. For one minute when using this ability in a location that isn't in magical darkness, you gain +3 bonus to your attack rolls. This action can be used an amount of times equal to your proficiency modifier per long rest.

Solar Infused Smite

You gain resistance to radiant damage, deal 2d6 radiant damage when attacking with a non-magical weapon that deals slashing damage, and ignore resistance to radiant damage.

Abyss Maker

When you use Action Surge, if you are in darkness or magical darkness, you can thicken the darkness into almost abyss like radiance within 10 ft cubed around you: increasing by 5 feet every feature past this point, giving all ranged attacks on creatures inside the darkness from outside of the darkness disadvantage and -3 to all melee attacks made within it.

Ascendant Barrage

So long as you do not have disadvantage, as a bonus action you may make a number of strength checks equal to your proficiency bonus, DC 17. For every failed check, take 4d6 force damage. For every successful check, you can make an extra attack. Every time you use this feature, the DC increases by 1.

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