Fighter
Base Class: Fighter

Pirate hunters hone their skill to perfection making the battlefield their teacher taking every opportunity to get stronger. No matter the goal they aim for they will make sure they see it through and they won't lose until it's been done no mater how possible.

Level 3: Three-Weapon Fighting

Your unique training and attachment to your weapons has led to the creation of an unorthodox fighting style. You gain the following benifits that replace your fighting style.

Tri-wielding. You can wield upto three martial Melee weapons that lack the Heavy and Two-handed properties at once, the first two weapons are held one in each available hand and the third weapon is held in your mouth.

Enhanced Draw. You can draw or stow upto three martial Melee weapons that lack the Heavy and Two-handed properties when you would normally when you would normally be able to draw or stow one.

Three-Sword-Style. When you take the Attack action on your turn and attack with a martial Melee weapon that lacks the Heavy and Two-handed properties you can make one extra attack for each other martial Melee weapon that lacks the Heavy and Two-handed properties you are currently holding as a Bonus Action later that same turn. The extra attacks must be made with different martial Melee weapons that lack the Heavy and Two-handed properties, and you don't add your ability modifier to the extra attacks damage unless that modifier is negative.

Level 3: Superior Swordsmanship

Your refined swordsmanship grants you an advantage on the battlefield. You gain the following benifits fueled by special dice called Swordsmanship Dice.

Swordsmanship Dice. You have three swordsmanship Dice, which are d6s. You regain all expended swordsmanship Dice when you finish a Short or Long Rest. 

You gain additional Swordsmanship Dice when Fighter levels 7 (Four dice total), 10 (Five dice total), 15 (Six dice total) and 18 (Seven dice total).

Rushing Slash. As an action, you can expend one Swordsmanship Dice and immediately take the Dash action, moving only in a straight line without provoking opportunity attacks also immediately after you can take the Attack action but you can only use it to make melee weapon attack also add your swordsmanship Dice to the first Attack you make using this feature.

Advanced Swordsmanship. Some of your feature temporarily advance the stage your Swordsmanship Die increasing its Dice Size for the stated duration. As your Swordsmanship Die advances it's size will increase according to the Advanced Swordsmanship Table below, Your Swordsmanship Die will always remain at Stage 0 Unless temporarily advanced by another feature.

Advanced Swordsmanship Table
Die Stage Die Size
Stage 0 D6
Stage 1  D8
Stage 2 D10
Stage 3 D12

Level 7: From The Brink

If you drop to 0 Hit Points and don't die outright, you can expend one use of your second wind to regain 1d10 Hit Points also you regain one expended swordsmanship Dice. You can only use this feature once per long rest.

Level 10: Nine-Sword-Style (Ausura)

Once on each of your turns when you make a melee weapon attack, you can expend one Swordsmanship to manifest a demonic aura empowering your Attack. You gain advantage on that attack roll also you can advance your Swordsmanship Die by one stage until the start of your next turn and add your swordsmanship Dice to that attacks damage roll. 

Level 15: Haki Mastery

Your master over Haki Grants you the following benifits.

Armament Coating. As a bonus action when you make your first Attack roll on your turn you can expend upto two Swordsmanship Dice, to infused your weapons with armament Haki. Until the start of your next turn advance the stage of your Swordsmanship Dice by the number of Swordsmanship Dice expended to use this feature and add it to any Melee weapon attacks made during that duration also those attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks. 

Master Swordsman. When you make extra attacks as a part of the Three-Weapon-Fighting feature you can do so without using your bonus action.

Level 18: King-Of-Hell

As a bonus action you can enter the King-Of-Hell state, imbuing your blades with conqueror's Haki and granting you unmatched strength. You can only use this feature once per long rest. 

While active, the King-Of-Hell state follows the rules below.

Conqueror's Blades. While in the King-Of-Hell state, advance you swordsmanship Dice by three stages and add it to any Melee weapon attacks made while in the King-Of-Hell state also those attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks. 

Three Sword Mastery. Your additional attacks provided by the Three weapon fighting feature are now affected by your positive attacks modifiers.

Flying Slashes. When you make a melee weapon attack you can expend one Swordsmanship Dice, to instead launch a flying Slash. During this turn increase the range of all of your melee weapon attacks by 25FT.

Duration. The King-Of-Hell state lasts a 10 minutes and ends early if you the Incapacitated condition, you can also end it early no action required. 

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