Fighter
Base Class: Fighter

During the height of jujutsu in the Heian Era, Sadatsuna Ashiya created the "domain for the weak" in order to protect his followers from evil curses and curse user. Binding vows were established that forbid teaching Simple Domain to outsiders, but other sorcerers saw the technique in action and were able to copy it for themselves, something the bindings did not account for.

Created as a counter for domain expansions, Simple Domain neutralizes a domain's guaranteed-hit function by affecting its barrier and not the imbued cursed technique. However, against a proper domain expansion, Simple Domain can only hope to buy its user time. Powerful domains can destroy simple domains within seconds.

Simple Domains can be customized with different rules and binding vows to affect those within it, both caster and target.

Simple Domain can also be used offensively. There are also several swordsmanship techniques within the New Shadow Style that operate around countering anyone who enters the range of the user's Simple Domain.

Shadow Step

  • Shadow Step: As a bonus action, you teleport up to 30 feet to an unoccupied space in dim light or darkness you can see.

  • After using Shadow Step, you gain advantage on the first melee weapon attack you make before the end of this turn.

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

You also gain proficiency in Stealth if you don’t already have it.

Fighting Spirit

Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

You can use this feature three times, and you regain all expended uses of it when you finish a long rest.

Afterimage Strike

 

  • When you take the Attack action, you can choose to activate an Afterimage for the rest of the turn (no action required).

  • Until your turn ends, attacks against you are made with disadvantage if the attacker saw you move more than 10 feet this turn.

  • Once per short rest, when you miss a weapon attack, you may reroll the attack with advantage, representing a feint or afterimage catch-up strike.

 

Silent Execution

  • You can force the target to make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + Strength or Dexterity mod).

  • On a failed save, they are frightened of you until the start of your next turn, and the attack deals additional damage equal to your Fighter level.

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

Shadow Merge

  • you can cast Greater Invisibility on yourself without components, once per long rest.

  • While in dim light or darkness, you gain the following benefits:

    • You can’t be tracked except by magical means.

    • You can move through enemy-occupied spaces as if they were difficult terrain.

    • Creatures that rely on sight have disadvantage on opportunity attacks against you.

Strength before Death

Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.

Once you use this feature, you can’t use it again until you finish a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes