Fighter
Base Class: Fighter

It is common to say that when an empire falls, its army is soon to follow. Disorganized and directionless the many will disperse into the hillsides to live lives of peace they never thought they'd get. This is not the case for those who survived the Great War. They are hollow. Bound by duty alone. To defend what they believe to have been right. Or to kill those who believe otherwise.

An Ashwaker is a fighter forged in the firestorm of a dying age—one who has seen their homeland reduced to ash, their comrades turned to dust, and their cause long forgotten. They are not fueled by hope or vengeance, but by duty made hollow, routine etched into the bones. Their steps carry the weight of a hundred battles, each technique a ritual, each strike a remembrance.

Ashwakers do not fight for glory or gold. They are relics—survivors of traditions no one remembers, wielders of styles no one else practices. Some wander ruined cities as silent guardians of graves and monuments. Others pass through warzones like living omens, their movements precise and haunted. When they draw their weapon, it is not to threaten. It is to conclude.

To be an Ashwaker is to carry history not in books or songs, but in scars and stances. You are the last echo of something the world no longer understands. And still you walk.

The Memory of Steel

The battles you've fought and the wars that have been waged are ingrained in you. Your weapon feels it, and remembers with you.

Choose one weapon you are proficient with. This becomes your Relic Weapon. While wielding it, you gain the following benefits:

  • You can’t be disarmed unless incapacitated.
  • You gain +1 to damage rolls with it.
  • Once per turn when you hit with it, you can deal extra damage equal to your proficiency bonus if you've hit that target before in the same combat.

Burnt into the Bone

You've seen it before. You'll see it again. Don't get fancy, stick with what you know works. We'll switch it up if that fails.

Years of battle have carved patterns into your body and mind. You read movement like old songs, punish hesitation like old sins.

Predictable Patterns: If a creature you’ve damaged with your Relic Weapon on your previous turn makes a weapon attack against you and misses, you can use your reaction to make one weapon attack against them.

Disciplined Strikes: When you hit a creature with your Relic Weapon for the second time in a single turn, that attack deals an additional 1d6 damage.

Tempered by Flame

You survived because the fire inside you burned brighter than the fire around you.

You gain resistance to fire and psychic damage. While wearing armor you gain a +1 bonus to AC. You are additionally immune to the frightened condition.

Battlefield Maneuverability

You've seen more battlefields than you can count. In fact, you can swiftly move between friend and foe alike to get to a point you need to be as swiftly as possible.

Repetition: When you miss with an attack, you can expend your reaction to reroll the attack. You must use the new roll. You can use this a number of times equal to your proficiency bonus. You regain all expended uses on a Short or Long Rest.

Fleet of Foot: While in combat, you are more agile than normal. Attacks of opportunity made against you have disadvantage and you have advantage on Dexterity checks and saving throws.

Echoes of the Fallen

The ghosts of fallen comrades often haunt the mind of a soldier. It is not often those ghosts are turned on the enemy and used as a implement of war.

When you make an attack using your Relic Weapon, you can unleash the Echoes of the Fallen (no extra action required). For a duration of 1 minute, you gain the following benefits:

  • Your Relic Weapon attacks deal additional necrotic damage equal to twice your Strength modifier.
  • When you deal damage to a creature, you regain hit points equal to half the damage dealt (rounded down).
  • You have advantage on all saving throws.
  • You can make one additional attack with your Relic Weapon as part of your attack action.

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