Fighter
Base Class: Fighter

A student of Todoroski has extensively studied and devoted their life to the teachings of an ancient underdark philosopher. They study the texts and use them as both a way of life, and a way of fighting. As you learn and understand the more in depth teachings you are able to utilize their lessons in your fighting style.

Bonus Proficiencies

3rd-level Student of Todoroski feature

You gain proficiency with calligrapher’s tools, and you learn to speak, read, and write Undercommon.

Philosophical Mantras

3rd-level Student of Todoroski feature

You can follow mantras to enhance combat prowess. You learn two mantras of your choice, from among the mantras described below, and each time you gain a level in this class, you can replace one mantra you know with a different one from this feature. When you reach certain levels in this class, you learn additional mantras, as shown in the mantras Known table.

Runes Known
Fighter Level Number of Mantras
3rd 2
7th 3
10th 4
15th 5

Whenever you finish a long rest, you can select a number of objects equal to the number of mantras you know, and you inscribe a different mantra onto each of the objects using your calligraphy tools. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Additionally some members tattoo the texts on their own skin. Your mantra remains on an object until you finish a long rest.

The following mantras are available to you when you learn a mantra. If a mantra has a level requirement, you must be at least that level in this class to learn the mantra. If a mantra requires a saving throw, your mantra save DC equals 8 + your proficiency bonus + your Constitution modifier.

 

 

Beguiling mantra. This mantra stresses the importance of hiding your true methods and motives. While wearing or carrying an object inscribed with this mantra, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.

In addition, when you or a creature within reach is hit by an attack roll or takes damage from an area effect, you can use your reaction to invoke the mantra and choose a different creature within your reach. The chosen creature becomes the target of the attack, using the same roll. You are able to physically move people and ignore the range of attacks. Once you invoke this mantra, you can’t do so again until you finish a short or long rest.

Body lock mantra. This mantra teaches the analysis of the enemy enabling you to locate and exploit the weak spots in their defenses. You ignore resistance to bludgeoning damage.

In addition, when you hit a creature with an attack, you can invoke the mantra to paralyze the enemy by targeting pressure points, spine and limbs: the target takes an extra 2d6 bludgeoning damage, and it must succeed on a Constitution saving throw or be restrained for 1 minute. While restrained by the pain, the target takes 2d6 bludgeoning damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, overcoming the pain on a success. Once you invoke this mantra, you can’t do so again until you finish a short or long rest.

Iron will mantra. This mantra teaches how a strong mind can overcome the weaknesses of the body. You gain advantage on Constitution saves and you lose a level of exhaustion on a short rest. (2 on a long rest)

In addition, you can invoke the mantra as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this mantra, you can’t do so again until you finish a short or long rest.

Stone cold Mantra. This mantra teaches you to master your emotions during combat enabling you to sharpen your senses and strike fear into your opponents. While wearing or carrying an object inscribed with this mantra, you have advantage on Charisma (Intimidation) checks, and you have Blindsight out to a range of 20 feet.

In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to verbally threaten a creature, this invokes the mantra and forces the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is intimidated by you for 1 minute. While intimidated in this way, the creature has a speed of 0 and is incapacitated, descending into a fearful stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this mantra, you can’t do so again until you finish a short or long rest.

Stalwart mantra. (7th Level or Higher). This mantra teaches that resilience of the body can be achieved through a stalwart mind. While wearing or carrying an object that bears this mantra, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.

In addition, you can invoke the mantra as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this mantra, you can’t do so again until you finish a short or long rest.

Flow state mantra.  (7th Level or Higher). Following this mantra, you can analyse the fight and predict your enemies next move. While wearing or carrying an object inscribed with this mantra, you have advantage on Intelligence (Investigation) checks, and you can’t be surprised as long as you aren’t incapacitated.

In addition, you can invoke the mantra as a bonus action to enter a flow state for 1 minute or until you’re incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this mantra, you can’t do so again until you finish a short or long rest.

Beguiling mantra

This mantra stresses the importance of hiding your true methods and motives. While wearing or carrying an object inscribed with this mantra, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.

In addition, when you or a creature within reach is hit by an attack roll or takes damage from an area effect, you can use your reaction to invoke the mantra and choose a different creature within your reach. The chosen creature becomes the target of the attack, using the same roll. You are able to physically move people and ignore the range of attacks. Once you invoke this mantra, you can’t do so again until you finish a short or long rest.

Body lock Mantra

This mantra teaches the analysis of the enemy enabling you to locate and exploit the weak spots in their defenses. You ignore resistance to bludgeoning damage.

In addition, when you hit a creature with an attack, you can invoke the mantra to paralyze the enemy by targeting pressure points, spine and limbs: the target takes an extra 2d6 bludgeoning damage, and it must succeed on a Constitution saving throw or be restrained for 1 minute. While restrained by the pain, the target takes 2d6 bludgeoning damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, overcoming the pain on a success. Once you invoke this mantra, you can’t do so again until you finish a short or long rest.

Flow State Mantra

Following this mantra, you can analyse the fight and predict your enemies next move. While wearing or carrying an object inscribed with this mantra, you have advantage on Intelligence (Investigation) checks, and you can’t be surprised as long as you aren’t incapacitated.

In addition, you can invoke the mantra as a bonus action to enter a flow state for 1 minute or until you’re incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this mantra, you can’t do so again until you finish a short or long rest.

Iron Will Mantra

This mantra teaches how a strong mind can overcome the weaknesses of the body. You gain advantage on Constitution saves and you lose a level of exhaustion on a short rest. (2 on a long rest)

In addition, you can invoke the mantra as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this mantra, you can’t do so again until you finish a short or long rest.

Stalwart Mantra

This mantra teaches that resilience of the body can be achieved through a stalwart mind. While wearing or carrying an object that bears this mantra, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.

In addition, you can invoke the mantra as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this mantra, you can’t do so again until you finish a short or long rest.

Stone cold Mantra

This mantra teaches you to master your emotions during combat enabling you to sharpen your senses and strike fear into your opponents. While wearing or carrying an object inscribed with this mantra, you have advantage on Charisma (Intimidation) checks, and you have Blindsight out to a range of 20 feet.

In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to verbally threaten a creature, this invokes the mantra and forces the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is intimidated by you for 1 minute. While intimidated in this way, the creature has a speed of 0 and is incapacitated, descending into a fearful stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this mantra, you can’t do so again until you finish a short or long rest.

Grappler's Stance

3rd-level Student of Todoroski feature

You have learned how to use your weight to its full extent. As a bonus action, you gain the following benefits, which last for 1 minute:

  • If you are smaller than Large, you now are treated as large.
  • You gain a plus 1 to AC
  • You have advantage on Strength checks and Strength saving throws.
  • Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.
  • You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Grasp of Ruination

7th-level Student of Todoroski feature

You embrace your knowledge of the mantras in order to utterly dominate a creature within your grasp. As a reaction, when a creature succeeds on an attack roll, ability check or saving throw you can cause that creature to fail instead.

You can use this feature a number of times equal to half your proficiency bonus, and you regain all expended uses when you finish a long rest.

Grappling Adept

10th-level Student of Todoroski feature

The extra damage you deal with your Grappler's Stance feature increases to 1d8. 

Moreover, the consistent study of your mantras increases your sturdiness and resilience. You can gain the benefits of a rest in half the time it would normally take.

Master of Mantras

15th-level Student of Todoroski feature

You can invoke each mantra you know from your Mantras of the philosophy feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.

Grappling Juggernaut

18th-level Student of Todoroski feature

You learn how to amplify your mantra-powered transformation. As a result, the extra damage you deal with the Grappler’s stance feature increases to 1d10. Moreover, when you use that feature, your size now counts as huge and the AC bonus increases to +3.

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