Base Class: Fighter
There are three schools of combat that are mainstream in the world. Fighters find one that suits their inner nature, typically their alignment, and weaponize it through self practice or studying under a set school by a master.
Defense: Rock Style (Lawful).
Trickery: Paper Style (Neutral).
Offense: Scissor Style (Chaotic).
Choosing a style makes you excellent or vulnerable to the other styles depending on your choice. Rock Style is a style of swordsmanship that specializes in defensive techniques emphasizing parrying and counter-attacking oncoming attacks. Since there are only a few ways to attack, there is also the art of provocation to make the opponent take the initiative. Paper Style is not based on techniques or developing specialties, but rather a method on how to stay alive and approach a battle with the highest chance of winning. It relies heavily on the practitioner's adaptability and usage of one's surroundings. As a result, this style involves using a lot of tricks instead of refined techniques. Scissor Style is a style of swordsmanship that emphasizes speed and aggression, where the main focus is to strike down the opponent first. As a result, many of the practitioners develop to be short-tempered and belligerent. In order to be able to react swiftly, there is discouragement for practitioners to wear heavy armor and instead opt for light clothing for maximum mobility.
Rock style gives you advantage on attacks and saves against Scissor style practitioners, but disadvantage on attacks and saves from Paper style practitioners.
Paper style gives you advantage on attacks and saves against Rock style practitioners, but disadvantage on attacks and saves from Scissor style practitioners.
Scissor style gives you advantage on attacks and saves against Paper style practitioners, but disadvantage on attacks and saves from Water style practitioners.
Level 3: Rock Philosophy, Paper Philosophy, Scissor Philosophy
Your training allows you to harness the power of your Battle Aura. Your access to this power is represented by a number of Battle Aura points equal to your fighter level. They can spent to do abilities depending on if you are on the Rock, Paper, or Scissor Style. When you expend a Battle Aura Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points. Choosing a style locks you out of the other styles permanently.
Rock Philosophy
At 3rd level, you adopt the core tenets of Rock Style: defense, control, and counterattack. You’ve learned how to read your opponent’s movements, whether physical or magical, and react accordingly.
Rock’s Flow. When you are hit by a weapon or natural weapon attack, you can spend 1 Battle Aura point to use your reaction to attempt to parry it, reducing the damage by an amount equal to your proficiency bonus + your Dexterity or Strength modifier. This works against both natural weapon attacks (such as unarmed strikes or claws) and magical weapon attacks (such as enchanted weapons). You must be wielding a weapon you are proficient in to use this feature.
Provoking Stance. As a bonus action, you can enter a Provoking Stance by spending 1 Battle Aura point, which lasts for 1 minute. While in this stance, you cannot take the Attack action unless you are attacked, but any creature that makes a melee attack against you must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Intelligence or Wisdom modifier) or suffer disadvantage on their attack roll. This reflects your ability to provoke and control the flow of battle by enticing your opponent into striking first. When provoked, you make your attack off turn immediately after you are hit, taking a full attack action, but cannot action surge.
Paper Philosophy
At 3rd level, you adopt the Paper Style, learning how to survive and adapt to any situation with a practical mindset. Your fighting style becomes a patchwork of tricks, environmental advantages, and quick thinking.
Resourceful Fighter. You gain proficiency with one of the following tools of your choice: herbalism kit, navigator’s tools, or thieves' tools. You can use these tools to create makeshift remedies or traps, whether it’s binding wounds with herbs or crafting a trap from nearby materials.
Tactical Awareness. You gain proficiency in Survival and Perception checks. Your ability to read the environment around you allows you to recognize potential advantages on the battlefield, whether it’s using high ground, dodging into cover, or noticing subtle cues about your opponent’s movements.
Improvised Weapon Mastery. You are adept at using whatever you can find to fight. When you aren’t wielding a weapon, you can use an object as an improvised weapon with no penalty, and your damage with improvised weapons increases by 1d4. This represents your ability to turn any situation to your advantage, whether by using a broken chair leg, a rock, or a nearby tree branch. At 10th level, improvised weapons can deal force damage.
Dirty Trick. Once per short rest, you can use a bonus action to perform a dirty trick for 1 Battle Aura point, a quick, unexpected move to gain an advantage in combat. This trick can include actions like throwing sand in an enemy's eyes, kicking dirt to blind someone, or creating a distraction. Choose one of the following added effects:
Blinding: The target must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Dexterity or Strength modifier) or be blinded until the end of your next turn.
Distraction: The target is distracted, and you can make an attack with advantage against them before the end of your next turn.
Quick Escape: You can use your bonus action to Disengage or Dash after performing the trick.
Scissor Philosophy
At 3rd level, you have embraced the philosophy of the Scissor Style, which focuses on overwhelming your opponent with rapid, decisive strikes. This style discourages defensive stances and rewards swift, aggressive tactics.
Aggressive Movement. You may take the Dash action as a bonus action for 1 Battle Aura point. When you make a melee attack after dashing, you can add a bonus to your damage that round equal to your Dexterity modifier (minimum of +1).
Unarmored Speed. You have learned to fight without the burden of heavy armor, instead focusing on light clothing or none at all. While wearing no armor or light armor, your base walking speed increases by 10 feet.
Offensive Focus. You suffer disadvantage on saving throws against effects that cause you to be frightened or charmed. However, you gain advantage on attack rolls against creatures who are not currently in melee combat with you, reflecting your ability to strike first when they are distracted.
Level 3: Rock's Embrace, Adaptable Tactics, First Strike
Rock's Embrace
Rock Style practitioners understand the need to protect themselves and others. Your ability to react and defend is more than just about combat, it’s about controlling the flow of energy around you.
Magic Deflection. You’ve learned to deflect incoming magic in the same way you deflect physical attacks. When a creature casts a spell that requires a ranged attack roll (such as Fire Bolt or Ray of Frost), you can use your reaction to deflect the magic with your weapon with 1 Battle Aura point. The spell misses automatically, and the creature must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity or Strength modifier) or take half of the damage the spell would have dealt.
Adaptable Tactics
Paper Style practitioners are masters of adapting to any situation and using unconventional methods. Whether it’s fighting with one arm, using the terrain to your advantage, or fighting through exhaustion, you find ways to keep going when others would give up.
Adapt to Deficiency. When you are reduced to half your hit points or less, you can fight through the pain by spending 1 Battle Aura point. You gain advantage on all attack rolls, ability checks, and saving throws to avoid being knocked prone, grappled, or restrained. This advantage lasts until your hit points are restored above half of your maximum.
Improvised Aid. You’ve learned how to use what’s around you to patch yourself or your allies up. Once per short rest, you can use a bonus action to heal yourself or a creature within 5 feet of you for hit points equal to your fighter level + your Intelligence or Wisdom modifier. You can only use this feature if you have access to some form of rudimentary healing supplies (such as bandages, a healing potion, or even improvised materials).
Unconventional Weapon Mastery. You gain two additional weapon masteries of your choice, allowing you to apply one of those weapon masteries to improvised weapons.
First Strike
Scissor Style emphasizes first-strike victories because in a fight, the one who strikes first is often the one who wins. You become skilled at attacking when your opponent is not ready, and once you land the first blow, you press the attack with relentless aggression.
First Strike. When combat begins, and you have not yet taken a turn in the initiative order, you may gain a bonus to your first weapon attack roll during your first turn equal to your proficiency bonus for 1 Battle Aura point. Additionally, if you hit a creature with your first attack, you can make one additional melee weapon attack on your first turn (this additional attack is not affected by your Extra Attack feature).
Level 7: A Calm Rock, Tricks of the Trade, Relentless Aggression
A Calm Rock
At 7th level, you’ve mastered the art of waiting for the perfect moment. You’ve become an expert of calmness under pressure, making your defense so precise that you can easily read and react to attacks, whether from physical or magical sources.
Calm Before the Rockslide. When a creature makes an attack roll against you and the attack misses, you can gain advantage on your next attack roll, for 1 Battle Aura point, made against the creature before the end of your next turn. This reflects the calm control you gain after letting the attack come to you.
Deflective Riposte. When you successfully parry an attack with Rock’s Flow, reducing at least half the damage or more, you can immediately make a melee attack against the attacker as part of the same reaction for 1 Battle Aura point. If the attack hits, you can add a bonus equal to your Dexterity or Strength modifier to the damage dealt, reflecting your skill in turning the opponent’s aggression into a counterattack.
Tricks of the Trade
By 7th level, you have honed your ability to improvise in combat, using every trick at your disposal to outwit your foes. You become particularly adept at maneuvering around defensive styles, where your cleverness and misdirection allow you to exploit weaknesses that others might not notice.
Deceptive Movement. You can take the Disengage action as a bonus action on your turn for 1 Battle Aura point. Additionally, if you take the Dash action, you may choose to leave a small environmental obstacle or trap (such as a rock, debris, or a loose branch) in your wake. Any creature that moves within 5 feet of where you left the trap must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Intelligence or Wisdom modifier) or fall prone.
Feinting Strike. As a bonus action, you can feint for 1 Battle Aura point to make an attack seem like it’s aimed one way, only to shift your target to a more vulnerable spot. You gain advantage on your next attack roll against a creature that hasn’t yet acted in the combat round. If you hit, you deal an additional (proficiency modifier)d6 damage.
Relentless Aggression
Scissor Style practitioners never back down, no matter how strong or overwhelming the opponent. You push forward aggressively, using your enemies' weaknesses against them to maintain the initiative.
Unyielding Fury. When you reduce a creature to 0 hit points with a melee attack, you can immediately use your bonus action to make an additional melee attack against a creature within 5 feet of you for 1 Battle Aura point. This additional attack can be made as part of the same action, even if you are out of extra attacks or attack action.
Aggressive Momentum. When you take the Attack action and hit a creature, you can move up to 15 feet without provoking opportunity attacks once per turn for 1 Battle Aura point. This represents your speed in closing the distance, keeping the pressure on your opponent.
Level 10: Master of Stone, Parchment Ingenuity, Overwhelming Force
Master of Stone
At 10th level, you have become a master of the flow of combat, able to anticipate attacks and manipulate the battlefield through your unyielding defense and carefully timed counterattacks.
Unyielding Defense. When you are hit by an attack, you can use your reaction to grant yourself temporary hit points equal to your fighter level for 1 Battle Aura point. These temporary hit points last for 1 minute.
Counterflow Strike. Your Deflective Riposte improves to Counterflow Strike. This attack now deals extra damage equal to your Wisdom or Intelligence modifier (minimum of 1, whichever is higher), and if the target is a creature, it must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Wisdom or Intelligence modifier) or be incapacitated until the end of your next turn.
Parchment Ingenuity
At 10th level, you learn how to capitalize on any situation, especially when you're under pressure. The Paper Style teaches you to stay alive by thinking outside the box, whether you’re injured, outnumbered, or caught in an unpredictable situation, you make it work.
Combat Flexibility. When you fail a saving throw against a spell or ability that would impose a debilitating condition (such as being paralyzed, stunned, or frightened), you can use your reaction for 1 Battle Aura point to reroll the saving throw. You must accept the second result.
Improvised Assault. Once per long rest, you can turn an improvised into an effective weapon for 2 Battle Aura points. For 1 minute, you can wield it as a weapon, dealing damage equal to the weapon’s standard damage, plus your Intelligence or Wisdom modifier (minimum of 1). You also choose an environmental feature that could be used to deal extra damage (such as a flaming object or acidic liquid), you can add that effect to the attack’s damage as 2d4 fire, acid, cold, or lightning damage.
Subtle Trickster. You can use your bonus action for 1 Battle Aura point to create a small distraction (such as causing an object to fall, making a noise, or throwing something out of sight) that forces all creatures within 10 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Intelligence or Wisdom modifier). On a failed save, the creature has disadvantage on its next attack roll against you or another creature before the end of its turn.
Overwhelming Force
As a master of Scissor Style, you have learned to deliver devastating blows that leave no room for counterattack. Every strike you make is an attempt to defeat your opponent immediately, leaving no openings for retaliation.
Devastating Momentum. When you hit a creature with a melee attack, you can spend 1 Battle Aura point to deal extra damage equal to the number you roll on a hit die plus your Dexterity or Strength modifier. Additionally, when you use this feature, the target must make a Strength saving throw (DC 8 + your proficiency bonus + your Dexterity or Strength modifier) or be knocked prone.
Aggressive Posture. While you're wielding a sword, you can use your bonus action for 2 Battle Aura points to enter an aggressive posture, which lasts for 1 minute. While in this posture, you can make an additional attack when you take the Attack action (this attack uses your bonus action, must not be wearing a shield). You cannot take the Dodge or Disengage actions. You must always advance toward the nearest opponent and strike as aggressively as possible. You gain advantage on attack rolls against creatures that have a health stage lower than you (i.e. if you are injured, but not bloodied, you have advantage on bloodied and critical creatures).
Level 15: Perfect Carving, Four Legged Form, Unstoppable Onslaught
Perfect Carving
At 15th level, you have perfected the ability to control not only the flow of combat but the very essence of battle itself. You can block nearly any strike and counter with fluid grace, turning any situation in your favor.
Impenetrable Defense. As an action, you can spend 3 Battle Aura Points to enter a state of perfect defense for 1 minute that can stack with Provoking Stance. While in this state, you gain advantage on all saving throws against spells, magical effects, and physical attacks. You can use Counterflow Strike and Magic Deflection twice a round (the first time doesn't cost a reaction). Any creature that hits you with a melee attack takes damage equal to your Wisdom or Intelligence modifier (minimum of 1) per attack against you.
Four Legged Form
By 15th level, you’ve become an artist of trickery and adaptability. Your foes struggle to keep up with your unorthodox methods, while you remain several steps ahead, always using your surroundings and wits to outmaneuver your enemies.
Gambit. You can, for 3 Battle Aura points, declare a Gambit before the start of your turn. For the next 1 minute, you can impose disadvantage on all attack rolls made against you. Every first attack you make is made at advantage. As part of any movement, you can interact with your surroundings (such as knocking over a nearby barrel to create cover, swinging from a tree branch to avoid an attack, or using a rock to trip an opponent), granting you advantage on saving throws to avoid being restrained, knocked prone, or grappled.
Unstoppable Onslaught
Your mastery of the Scissor Style now allows you to deliver a flurry of attacks, leaving your opponent with little to no time to counter. Your strikes are so quick and relentless that they can overwhelm even the toughest of foes.
Longsword of Light. When you use your action surge, you can add your ac to all your melee attacks during the surge by reducing your ac to 0 until combat ends.
Light Reversal. For 3 Battle Aura points, you can enter a Scissor Rush. For the next 1 minute, your movement speed increases by 20 feet and creatures you hit with your attacks lose their reaction until the end of your next turn. The Scissor Rush ends if you are incapacitated or if you fail to make less than one melee attack land in a round.
Level 18: Leader of the Flow, Hazy Cross, Scissor Final Strike
You Battle Aura endures and recovers during battle. During combat, if you haven't spent any Battle Aura points for that turn, you can regain as many points as your Constitution modifier. You can only recover as many times as your proficiency bonus per long rest.
Leader of the Flow
At 18th level, you become the true master of the Rock Style, reading not only your opponent’s movements but the very flow of life itself. You can predict and nullify even the most unpredictable attacks.
Ultimate Parry. When you successfully parry or deflect an attack (physical or magical) with Counterflow Strike or Magic Deflection, you can choose to automatically redirect the attack toward another creature within 5 feet of the original target. The redirected attack is made with disadvantage, and if it hits, it deals half the original damage to the new target.
Flow of Magic. You can use your reaction to counter any spell that targets you or that you can see for 5 Battle Aura points. You must make an Intelligence (Arcana) check with a DC equal to 8 + the spell’s level + the caster’s Wisdom modifier. On a success, you negate the spell entirely, reflecting your complete control over the flow of magic around you.
Hazy Cross
At 18th level, you embody the ultimate survivalist mentality. No situation is too dire, no foe too powerful. Your ability to think and act on the fly makes you unpredictable, and you always find a way to survive.
Last Stand. When your hit points are reduced to 0, you can use your reaction to immediately take a final action before you fall unconscious. This could be a last-ditch attack, a distraction, or even using the environment to your advantage. After taking this action, you fall unconscious as normal. You can use this feature as long as you have Battle Aura points.
Master of Improvisation. You gain proficiency in all tools. Additionally, as an action for 5 Battle Aura points, you can craft a temporary magical item (such as a magic-infused rock or a cursed trinket) from nearby materials. The item lasts for 1 hour and can be used to provide a situational benefit: granting resistance to a damage type, restoring half the target's hit points (one use only), or causing a creature to make a saving throw against a condition (DC 8 + your proficiency bonus + your Intelligence or Wisdom modifier).
Scissor Final Strike
As a true Scissor God, your final strike is unstoppable and devastating. You can deliver an impossible strike that no one can avoid, finishing your opponent in a single blow.
Scissor Final Strike. for 5 Battle Aura points, as an action, you can make a melee weapon attack with advantage against a creature within your weapons reach of you. If the attack hits, it deals maximum damage (this includes weapon damage, bonus damage, and modifiers) and the target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Dexterity or Strength modifier) or be reduced to 0 hit points.
If the attack is made against a creature with more than half its hit points and passes the save, you can roll d6's equal to your character level and add that value to your damage after the attack resolves. Additionally, you may use a reaction to make a second attack if the first attack hits.
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