Fighter
Base Class: Fighter

In a realm where the line between the mundane and the mystical blurs, a once unassuming fighter now stands as a beacon of raw power and untapped potential. Clad in armor dented by countless clashes, this warrior wields not just sword and shield, but the very essence of magic itself. Through a connection to the weave that transcends mortal understanding, they draw forth pure energies, weaving them into devastating spells and empowering strikes. Every movement is a symphony of martial prowess and arcane mastery, as the fighter channels the weave's power to turn the tide of battle in their favor. In their hands, the weave becomes a font of limitless strength, a wellspring from which they draw inspiration, resilience, and the unyielding will to triumph against all odds. (yes this is a solo leveling subclass)

Health & Longevity

Beginning when you choose this archetype at 3rd level, You gain immunity to disease, advantage against being poisoned, and resistance poison damage. And you are unable to be intoxicated or endure health altering effects from drugs in any way 

Weave Outburst

Starting at 3rd level, you are able to exert power from the weave and deal different types of magical damage to foes. 

When you make a successful melee attack roll once per turn you are able to deal extra damage equal to 5 (1d10) of damage type of your choice from: Acid, Cold, Fire, Poison, Lightning, Thunder.

The Damage increases at 5th level 11 (2d10), 9th level 16 (3d10), 11th level 22 (4d10), 17th level 27 (5d10).

You are able to use this feature a number of times equal to your proficiency bonus per long rest.

Full Recovery

Beginning when you choose this archetype at 3rd level, During a short rest you may add a number of hit points equal to half your constitution modifier (rounded down) to any hit dice rolled during it, additionally on short you are able to reduce exhaustion by 1. and during a long rest you reduce exhaustion by 2

Remarkable Athlete

Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Amplified insight

Starting at 7th level, if you spend at least 1 minute observing, interacting or fighting with another creature, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

Strength score
Dexterity score
Constitution score
Armor Class 
Current hit points
Total class levels (if any)
Fighter, Wizard or Sorcerer class levels (if any)

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Undying Spirit

Starting 10th level, You are able to substitute an melee attack roll result to the appropriate attack ability score. for example: if you rolled a 6 on an attack roll with a rapier then you may change the roll to your dexterity score and then add any applicable bonuses. and if you miss with a longsword its the same but instead of dexterity its strength. potentially turning a miss into a hit.

You are able to use this feature a number of time equal to your proficiency bonus per short rest

Uncanny Precision

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.

Master of the Shadows

you master the way of shadows and stealth. you are able to gain the effects of the invisibility spell while in dim light or darkness for 1 hour and its as if you are concentrating. additionally you can go invisible in bright light for 1 minute while still concentrating. while in this form your location is unable to be pin pointed even while speaking or accidentally making noise this apply to allies as well. and you can not trigger opportunity attacks. 

at 18th level this invisibility gives you the effects of Greater invisibility

You can use this feature a number of times equal to your proficiency bonus per short or long rest

Health & Longevity Improvment

Starting at 18th level, you gain immunity poison damage and to the poison condition

Urgent Quest

At 18th level, you are an avatar of weave and it will save you at all costs. if you drop to 0 hit points you are able to stay standing and conscious for a certain number of rounds afterwards. each hit you take converts into an exhaustion point to a max of five. if five is reached, when you take a hit you may roll a death save. A natural twenty equals two successful death saves instead of gaining one hit point. if all three successes are achieved you drop unconscious and are stable. if all three fail are achieved in this state you drop unconscious with two death saves failed.

This feature is able to be used once per long rest.

Death Strike

Starting at 18th level, you are able to find major weak points in a creatures defense's and exploit it

For this feature to apply must have used the Amplified Insight feature on the targeted creature (doesn't matter what info you gained). 

only for a little time you have studied a creature like a hawk you are currently in combat with in doing this you know where to strike to deal the most damage. you must take a -5 penalty to the attack roll, but if you succeed on the attack roll you may deal 66 (12d10) of the damage type from the weapon used for this attack.

With the shock this creature endure from this strike their next attack roll or saving throw is at disadvantage

You are able to use this feature twice per short rest

The Awakened Image

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