Fighter
Base Class: Fighter

Dark Slayers are calm, honorable, and fearless. They utilize speed and strategy, able to teleport and strike at the most opportune moments. Combining summoned projections of swords with brutal attacks, they dominate the battlefield.

Level 3: Style Points

Starting at fighter 3rd level, your devilish power allows you to harness style and grace with every movement. Your ability to tap into style is represented by a number of style points. Your fighter level determines the number of points you have, as shown by the Style Points column of the Devil Hunter table.

You can spend these points to fuel various stylish features. You start knowing two such features: Stinger and Charged Shot. You learn more stylish features as you gain levels in this class.

When you spend a style point, it is unavailable until you finish a short or long rest, at the end of which your style is replenished a new.

Some of your style features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows :

Style Save DC = 8 + your proficiency bonus + your        dexterity​ modifier

Distortion
Your stylish features may use a Distortion die, a d4. This die changes as you gain fighter levels, as shown in the Distortion column of the Devil Hunter table.

Stinger

When you take the Attack action with a melee weapon that you are proficient with on your turn, you can spend 1 style point as a bonus action to move up to 30 feet in a straight line, stopping at the first creature you attack, adding necrotic damage equal to your Distortion die to the damage roll on a hit. This movement does not provoke opportunity attacks.

Charged Shot

When you take the Attack action with a ranged weapon or up to two melee weapons with the thrown property that you are proficient with on your turn, you can spend 1 style point as a bonus action to infuse your weapon with fiendish energy. You add your Distortion die to all ranged weapon attack rolls with that weapon and ignore the loading property until the end of your turn.

Level 3: Fiendish Vanguard

Starting at 3rd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Dexterity modifier.

Level 3: Summoned Swords

Starting when you choose this subclass at fighter 3rd level, you can create projections of swords to fire at your foes.

You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet, and benefits from Charged Shot. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is force, and its damage die is a d4. This die changes as you gain fighter levels as shown in the Distortion column of the Devil Hunter table.

Attacks made using Summoned Swords do not suffer disadvantage due to being within 5 feet of a hostile creature.

When you hit a creature or object using this feature, you can spend 1 style point to teleport to an unoccupied space within 5 feet of the target.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

Level 7: Devil Trigger

 Beginning at fighter 7th level ,you learn how to tap into the demon raging inside of you. On your turn, you can pull your Devil Trigger as a bonus action and gain the following benefits:

>You gain temporary hit points equal to your fighter level. These temporary hit points last until the end of your Devil Trigger.

> When you take the Attack action and use Summoned Swords as part of it, you can make another attack with Summoned Swords as a bonus action.

>You can expend style points to perform Summoned Swords Techniques.

Your Devil Trigger lasts for 5 round​, and ends early if you are reduced to 0 hit points or die. You can use this feature twice, and you regain all expended uses of it when you finish a short or long rest.

Level 7: Summoned Sword Techniques

Also at fighter 7th level, while in your Devil Trigger form, you may expend style points to perform special techniques with your Summoned Swords.

Blistering Swords. When you take the Attack action and use Summoned Swords as a part of it, you can spend 1 style point to make the Summoned Swords attack twice as a bonus action.

Heavy Rain Swords. You can use an action to expend 2 style points to rain down Summoned Swords. Choose a point within 60 feet. Each creature within 5 feet of the point must make a Dexterity saving throw or take force damage equal to two rolls of your Distortion die. On a successful save, the creature takes half as much damage. The damage increases when you reach certain levels in this class, increasing to three rolls at 10th level, and four rolls at 15th level.

Spiral Swords. You can use a bonus action to expend 1 style point to surround yourself with 10 spinning Summoned Swords. Any creature that begins its turn within 5 feet of you must make a Dexterity saving throw, or take damage equal to that of your Summoned Swords. Regardless of the success or failure of the saving throw, a sword is consumed. The swords last until all 10 swords are consumed, or if you dismiss them as a bonus action.

Storm Swords. You can use an action to expend 2 style points to surround a target within 30 feet with spinning Summoned Swords until the end of your next turn. If the target willingly moves before then, it immediately takes force damage equal to three rolls of your Distortion die, and the swords are consumed. The damage increases when you reach certain levels in this class, increasing to four rolls at 10th level, and five rolls at 15th level

 

Blistering Swords

When you take the Attack action and use Summoned Swords as a part of it, you can spend 1 style point to make the Summoned Swords attack twice as a bonus action.

Spiral Swords

You can use a bonus action to expend 1 style point to surround yourself with 10 spinning Summoned Swords. Any creature that begins its turn within 5 feet of you must make a Dexterity saving throw, or take damage equal to that of your Summoned Swords. Regardless of the success or failure of the saving throw, a sword is consumed. The swords last until all 10 swords are consumed, or if you dismiss them as a bonus action.

Heavy Rain Swords

You can use an action to expend 2 style points to rain down Summoned Swords. Choose a point within 60 feet. Each creature within 5 feet of the point must make a Dexterity saving throw or take force damage equal to two rolls of your Distortion die. On a successful save, the creature takes half as much damage. The damage increases when you reach certain levels in this class, increasing to three rolls at 10th level, and four rolls at 15th level.

Storm Swords

You can use an action to expend 2 style points to surround a target within 30 feet with spinning Summoned Swords until the end of your next turn. If the target willingly moves before then, it immediately takes force damage equal to three rolls of your Distortion die, and the swords are consumed. The damage increases when you reach certain levels in this class, increasing to four rolls at 10th level, and five rolls at 15th level

Level 10: Sin Devil Trigger

At fighter 10th level, you gain the ability to unleash the full extent of fiendish power inside. You can expend a use of Devil Trigger as a bonus action to activate Sin Devil Trigger and gain the normal effects of your Devil Trigger, along with the following benefits:

>You gain a flying speed of 50 feet.

> Your melee weapon attacks gain a reach of 30 feet, ignoring half cover and three-quarters cover. When you hit a creature with a melee weapon attack, the attack deals force damage, and the creature takes extra damage equal to your Dexterity modifier (minimum 1).

>When you deal damage with your Summoned Sword Techniques, add your Dexterity modifier to that damage.

Your Sin Devil Trigger lasts for a number of rounds equal 5, and ends early if you are reduced to 0 hit points or die. Once you use this feature, you must finish a long rest before you can use it again.

Level 10: Enhanced Stylish Arts

At fighter 10th level, the power of your stylish arts grows, granting additional effects when you use them.

Million Stab. You can make an additional attack with that melee weapon as part of your Attack action when you use Stinger.

Honeycomb Fire. Any target you hit with a ranged weapon attack takes an extra 1d4 damage of the weapon's type when you use Charged Shot. You retain this benefit until the end of your current turn.

Level 15: Concentration

At fighter15th level, you develop the ability to draw upon untapped pools of power through concentration. When you take the Dodge action, you may use a bonus action to regain up to a number of expended style points equal to half your total style points. You can use this feature a number of times equal to your Dexterity modifier (minimum of once). You regain all expended uses when you finish a long rest.

Level 18: Trigger Heart

At fighter 18th level, the duration of your Devil Trigger is doubled. Additionally, when you roll for initiative and have no style points, you regain 4 style points.

Level 18: Judgement Cut End

At fighter 18th level, you can unleash a flurry of attacks that have the power to distort spacetime itself. While you are under the effects of Devil Trigger and you use Concentration, you may forgo the benefits of Concentration to make a devastating attack. Choose up to five creatures that you can see within 30 feet. Make a melee weapon attack against each target. On a hit, a target takes 5d10 force damage, in addition to the weapon's damage.

You can then teleport to an unoccupied space you can see within 30 feet.

You can use this feature a number of times equal to your Dexterity modifier (minimum of 1). You regain all expended uses when you finish a long rest.

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