Fighter
Base Class: Fighter

Water Breathing emphasizes fluid movement, adaptability, and control. With every strike, the user becomes the current—calm until roused, crashing upon their foes like a tide of steel.

Flowing Blade Form

Your blade dances like a current.

  • Once per turn, when you make a melee weapon attack, you can choose to gain a +2 bonus to the attack roll.

  • If the attack hits, the target cannot make opportunity attacks against you until the start of its next turn.

Evasive Step

You flow around aggression like water.

  • When a creature misses you with a melee attack, you can move 5 feet without provoking opportunity attacks.

  • If you were targeted by multiple attacks this turn, the movement increases to 10 feet.

Tranquil Mind

Your breathing keeps your mind centered.

  • You gain proficiency in Wisdom saving throws.

  • If you already have this proficiency, you instead gain advantage on saving throws against being charmed, frightened, or stunned.

Rippling Counter

Your defense becomes your offense.

  • When a creature misses you with a melee attack, you can use your reaction to make one melee weapon attack against it.

  • If the attack hits, it deals an extra 1d6 slashing damage, and the creature’s speed is reduced by 10 feet until the end of its next turn.

Still Water Stance

You become immovable and unshakable.

  • At the start of your turn, you can choose to enter a defensive stance until the start of your next turn.

  • While in this stance:

    • You gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.

    • Creatures that miss you with an attack provoke opportunity attacks from you.

You can use this stance a number of times equal to your Wisdom modifier (minimum once), regaining all uses on a long rest.

Final Form: Dead Calm

You become perfectly still… then strike with devastating precision.

  • As an action, you enter a state of absolute calm. Until the end of your turn:

    • All attack rolls against you are made with disadvantage, and

    • You may make up to three melee weapon attacks against creatures within your reach.

    • These attacks deal extra damage equal to your Fighter level, and creatures hit must make a Wisdom saving throw (DC = 8 + proficiency + Wisdom mod) or be unable to take reactions until the end of their next turn.

You can use this feature once per long rest.

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