Fighter
Base Class: Fighter

You are a one-man army, a fighter whose limits only lie in your lack of arcane prowess, and even then you see very few disadvantageous situations. You're able to turn even the worst possible situations to your benefit. Einherjar are supernatural warriors in both strength and stature, bordering on the powers of demi-gods and ancient heroes. Who knows, you might even eventually surpass the gods themselves.

Einherjar are fast, relentless, and are gifted with bodies even the gods should fear.

Note: When taking this Subclass, you cannot take any feat or features that might grant Spells or Superiority Die, and you can't multi-class into or out of this subclass. It is also intended that you are not allowed to be buffed by magic in any capacity. 

Note 2: This Subclass is intended to be a logical 'pinnacle of force'. 

Divine Body

Starting at 3rd Level, your body begins to evolve into a superhuman physique.  You gain the following attributes:

  • Your size is considered Large for the sake of Grappling and Shoving, even if you are actually Small or Medium size.
  • Your jump distance doubles.
  • Your movement speed increases by 10. 
  • You can add your Constitution Modifier to any Strength or Dexterity on any Saving Throws made against damage. 

Superior Brawling

At 3rd level, your Shove and Grapple options improve, and you gain a new type of Throwing attack.

  • Crushing Grapple. Whenever you successfully Grapple a creature, you can deal damage to that creature equal to your Strength Modifier.
  • Launching Shove. Whenever you successfully Shove a creature, you move them 10 feet instead of 5 feet and you can choose to shove them upwards instead of only horizontally.
  • Preternatural Toss. You can throw creatures you have Grappled. When you do so, the thrown creature takes damage equal to 1d6 per every 5 feet the creature travels + your Strength Modifier(NOTE: You only add your Strength mod to the final result). When you throw a creature in this way, make an Strength (Athletics) check, the total number rolled is the distance the creature travels for the throw. 

 

Anti-Magic Evolution

Starting at 7th level, your body steadily adapts to the lack of magical energy present in your body inherently, be it divine, Weave, or even primordial, you have a heightened resistance against spells. You become partially resistant to magic effects caused by spells, and more evasive against magic attacks. 

  • Magic Resistance. You have advantage on saving throws against spells and other magical effects.

  • Arcane Repellant. When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.

Divine Athleticism

At 7th level, you gain greater proficiency when utilizing your own self in combat. 

  • Athletics Expertise. You gain Proficiency in Strength(Athletics) checks if you do not already have it. You also gain Expertise in this skill.
  • Born Ready. You gain a bonus to Initiative rolls equal to your Proficiency Bonus. 

Relentless Brawler

Starting at 10th level, you learn new ways to harm creatures Grappled and Shoved by you.

  • Pulling Shred. Whenever you use the Dash Action, you can make a special Bonus Action on your turn, violently dragging a creature you have Grappled along the ground and shredding their form. When you do so, roll 1d6 for every 5 feet you travel. Damage dealt by this feature is considered Magical Slashing damage for the sake of overcoming resistance. If a creature is immune to Slashing Damage, it becomes Resistant to Slashing Damage instead if you travel at least 30 feet before the end of your turn using this feature Action - the creature's armor is shredded off. Constructs are Vulnerable to damage dealt by this feature. 
  • Momentous Slam. Whenever you use the Dash Action or fall more than 10 feet with a creature grappled, you can make a special Bonus Action on your turn, swinging the grappled creature overhead and slamming it on the ground for massive damage. A creature must make a Constitution Saving Throw or take 5 Bludgeoning Damage for every 5 feet you move or fall before taking this Bonus Action. A creature takes half as much damage on a successful save. Damage dealt by this feature is considered Magical Bludgeoning damage for the sake of overcoming resistance. If a creature is immune to Bludgeoning Damage, it becomes Resistant instead if you fall or travel at least 30 feet before you use this Bonus Action. 
  • Critical Juncture. When you successfully Shove a creature or construct on your turn, you gain additional movement equal to the distance you shoved them, and can use your Bonus Action to make one additional Attack on your turn. This attack can be a Preternatural Toss, Momentous Slam, or a regular melee weapon or unarmed attack.

Divine Mutation

At 10th Level, your Divine Body evolves yet again! 

  • Your size is considered Huge for the sake of Grappling and Shoving, even if you are actually Small or Medium size.
  • Your jump distance triples.
  • Your movement speed increases again by 10.

Quickened Brawling

At 15th level, your ability to throw down is enhanced in a factor of speed. 

Once per turn you can Grapple or Shove a creature without using your Action or Bonus Action.

Anti-Magic Blitz

Starting at 15th level, you learn to master your body's anti-magic properties. You become partially resistant to magic effects caused by spells, and more evasive against magic attacks. 

  • Arcane Desolation. Whenever a creature you see attempts to cast a spell, you can use your Reaction to move up to your full movement to counteract the casting of the spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, roll 1d20 and add your Strength modifier. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

Divine Ascension

Starting at 18th level, you reach a pinnacle of martial prowess. Your physical capabilities rival that of deities.

  • Your Movement speed increases by 10. 
  • You gain an additional Bonus Action for the use of Momentous Slam, Pulling Shred, and Critical Juncture.

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