Fighter
Base Class: Fighter

It's a mostly universal rule that children will latch onto somebody for inspiration in their adolescence. For some it's their guardians, for others it's soldiers, artificers, or renowned healers. But, only one seems to rise above the rest, the heroes of books and legend. The deeds they perform, the accomplishments they make, and their impact on the world are nothing short of a wellspring of inspiration and admiration. 

To embody a Hero is to commit oneself wholly and truthfully on a path that rivals those of a Paladin's Oath. Pushing oneself beyond their limits and unlocking something deep within. No two heroes are alike, mark your path of heroism and become an icon of inspiration.

Dormant Power

At 3rd Level you've dedicated your efforts to becoming a Hero of legend that you've incurred a transformation of latent power. Choose one Tier 1 Power from the available options as your body grows to reflect this mutation/outbursting of power. As you enhance your power at higher levels you can branch off into one other category from the listed options, however, when branching off you forgo the current tier you would receive for your originally chosen power and instead take the Tier 1 power of the secondary branch and so on. (The one exception to branching is that you can choose one of the other options in Mutation but do still preside by the other rules.)

Mutation: You develop a mutation in the form of either Armor, a natural Weapon of your choice, or an Ability.

  • Armor: You develop a natural armor of 17 but are unable to wear armor except for shields.
  • Weapon: You develop either claws, a tail, horns, or something else appropriate and agreed upon by your DM. This weapon deals a 1d8 + STR Modifier Bludgeoning, Piercing, or Slashing damage.
  • Ability: Pick any 1st level spell, you can cast this spell as a Bonus Action equal to your proficiency bonus per short rest.

Prowess: Your skills sharpen and clarify, honing in supernaturally. Choose any one attribute, when a roll requires the use of that attribute, you can double your Proficiency Bonus on that roll. Can do this equal to your Proficiency Bonus per short rest.

Super: Your body strengthens, allowing you to perform feats beyond normal limitations. Increase your speed by 10 feet and when determining your ability to push, drag, pull, or carry you count as one size larger. 

Burst of Greatness

At 7th Level you know that to be a legend, your skills must be extraordinary. Gain Proficiency in the Performance Skill if you didn't already have it, double Proficiency if you did. Additionally, once per short rest, you can add your Performance Skill to any other Skill roll you make regardless of proficiency.

Enhanced Power

10th Level unlocks a higher tier of your inner power. Choose one of the Tier 2 Power options below:

Mutation:

  • Armor - Your Natural Armor hardens significantly to damage, gain resistance to bludgeoning, slashing, and piercing damage for 1 minute as a Bonus Action once per short rest.
  • Weapon - Your mutated weapons grow deadlier. The damage increases to d10 and overcomes resistance and immunity to nonmagical attacks. Additionally, you can either extend the melee reach by 5ft or develop a ranged attack of 50/100 with 35 ammunition that replenishes on long rest.
  • Ability: Your gained ability grows in power. If the spell chosen at Tier 1 can be upcasted you now cast that spell at 1 level higher, if the spell chosen cannot be upcasted then the duration lasts twice as long. (Instantaneous Duration Spells now last for 1 round if viable for the latter option.)

Prowess: Gain Proficiency in 1 Skill or Tool. Additionally, you can no longer roll below a 10 on any checks that require the chosen attribute at Tier 1.

Super: You gain a swimming speed of 30 feet, double if you already have a swimming speed, your long jump increases by 10 feet, and your high jump can go no lower than 10 feet.

Achieve the Impossible

At 15th Level you're legend is mighty enough to ignore the laws of reality. You can ignore an instance of Disadvantage equal to your Proficiency Bonus (Rounded Down) per long rest. 

True Power

At 18th Level you're legend has reached fruition as the full strength of your power comes to bear. Choose one of the Tier 3 Power options:

Mutation: 

  • Armor: Your natural armor becomes nearly impenetrable. You can activate the Tier 2 upgrade twice per short rest and the resistance extends to all damage except psychic. Additionally, your base AC now increases to 20.
  • Weapon: Your natural weapon becomes a force of nature. Your damage increases to d12 and overcomes resistance to either bludgeoning, piercing, or slashing damage depending on what your weapon deals. You can also elementally channel your natural weapon as a bonus action from among the list of Fire, Lightning, Cold, or Poison. You can switch your element three times per long rest. DC for Poison = 10 + STR Mod + Con Mod for enemy to resist the Poisoned condition.
  • Ability: Your ability has become second nature to you. This spell can now be casted as a reaction. If the spell can be upcasted you now cast that spell at 1 level higher, if the spell cannot be upcasted then it gains an extra 3 uses before a short rest.

Prowess: Gain proficiency in the chosen attributes Saving Throw, double proficiency if you already have the attributes Saving Throw. You have advantage on any roll that requires the use of the chosen attribute equal to your proficiency bonus per short rest.

Super: Your unarmed strikes increase to d10 and you gain advantage on grapple, Athletics, and Acrobatics checks. Additionally, you gain a flying speed of 30 feet and you can dash as a bonus action.

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