Fighter
Base Class: Fighter

Fighter Subclass: Legendary Ace

"Speed is power, and death is the price of war."

Fighters who walk the path of the Legendary Ace are super-soldiers of mythic renown. Gifted with supernatural speed and forged in war, they become living weapons—flashing across the battlefield in blurs of steel and light. Each Ace is a legend, remembered for unmatched skill and a haunting past.

Subclass Features

3rd Level – Flash Step

You gain the ability to move with supernatural speed.

  • Flash Step: As a bonus action , you can teleport up to 10 feet per proficiency bonus to an unoccupied space you can see. You do not provoke opportunity attacks from this movement.
  • After teleporting, your next melee weapon attack before the end of your turn has advantage and deals an extra 1d6 force damage .

You can use this feature a number of times equal to your proficiency bonus , and you regain all expended uses on a short or long rest .

3rd Level – Ace Count

You have a Count , a number representing your accumulated martial prowess and trauma from battle. Your Count begins at 0 . Your Count persists until you choose to reset it.

Each time you:

  • Reduce a creature to 0 HP, or
  • Score a critical hit on a hostile creature,

Your Count increases by 1. You can spend your Count to fuel powerful Ace abilities at later levels. You can choose to reset your Count to 0 after a Long Rest, representing a period of recovery and mental fortitude.

Count Thresholds and Effects:

The following thresholds represent your mental and emotional state. Higher counts represent less control and more danger, while lower counts represent greater control and precision.

  • 0-25 (Mastery) : You are in complete control, your mind clear and your movements precise.
    • When you use Action Surge, you may add your Wisdom modifier (minimum of 1) to the attack roll of one attack you make as part of the Action Surge.
  • 26-50 (Focused) : You are calm and efficient, but the memories of battle linger.
    • You gain advantage on saving throws against being charmed or frightened.
  • 51-75 (Driven) : The adrenaline and memories of combat fuel you, but you risk losing yourself in the moment.
    • At the start of each of your turns, you can choose to gain advantage on all attack rolls, Strength saving throws, and Strength checks during that turn, but attack rolls against you have advantage until the start of your next turn.
  • 76-100 (Unleashed) : You are consumed by battle, your movements reckless and your control slipping.
    • At the start of each of your turns, roll a d20. On a 1-5, you must use your action to attack the nearest creature to you, friend or foe. You must use your Action Surge (if available) to do so if able. If there are no creatures within range, you Dash in a random direction. On a 6-20, you act normally.
  • 100+ (Unbound) : You are lost within the storm of combat, a force of destruction unleashed upon the world.
    • At the start of each of your turns, roll a d20. On a 1-10, you must use your action to attack the nearest creature to you, friend or foe. You must use your Action Surge (if available) to do so if able. If there are no creatures within range, you Dash in a random direction.
    • You are immune to being charmed or frightened.
    • You have advantage on attack rolls against creatures that have attacked you since the end of your last turn.
    • At the end of each of your turns, you take 1d4 psychic damage as the memories of combat overwhelm you.

7th Level – Unseen Blade

Your speed makes your attacks impossible to follow.

  • When you use Flash Step , you may make two melee weapon attacks instead of one, but both must target the same creature.
  • Additionally, creatures you hit with a melee weapon attack cannot make opportunity attacks against you until the start of your next turn.

10th Level – Ace of Flashing Strikes

You become a blur of motion and devastation.

  • When you take the Attack action , you may spend 10 Count to immediately make an additional weapon attack as part of that action. This attack deals an extra 2d6 force damage and has advantage .
  • You can only use this feature once per turn .

Additionally, your movement speed increases by 10 feet and you are immune to the slowed condition.

15th Level – Blood-Red Awakening

You unleash the dormant fury within—the legendary power of an Ace.

As a bonus action , you can enter your Awakened Form for 1 minute, gaining the following benefits:

  • Your movement speed doubles.
  • You may use Flash Step as a free action once per turn.
  • All your weapon attacks deal an additional 1d8 force damage .
  • You gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.
  • Your critical hits deal maximum damage instead of rolling.

This ability can be used once per long rest , or by expending 50 Count . Activating this ability increases your Count to 100 if it is not already there, representing the surge of trauma and rage.

18th Level – Legendary Execution

At the pinnacle of your power, you strike like death itself.

Once per long rest, you may declare a Legendary Execution as an action:

  • Choose up to three creatures you can see within 60 feet. You instantly Flash Step to each target (in any order), making a melee weapon attack against each. These attacks are made with advantage and are considered critical hits if they hit.
  • You are immune to all damage and conditions during this sequence.

This action ends your turn. After using this ability, you gain 3 levels of exhaustion and your Count increases to 100.

Flash Step/Ace Count

3rd Level – Flash Step

You gain the ability to move with supernatural speed.

  • Flash Step: As a bonus action , you can teleport up to 10 feet per proficiency bonus to an unoccupied space you can see. You do not provoke opportunity attacks from this movement.
  • After teleporting, your next melee weapon attack before the end of your turn has advantage and deals an extra 1d6 force damage .

You can use this feature a number of times equal to your proficiency bonus , and you regain all expended uses on a short or long rest .

3rd Level – Ace Count

You have a Count , a number representing your accumulated martial prowess and trauma from battle. Your Count begins at 0 . Your Count persists until you choose to reset it.

Each time you:

  • Reduce a creature to 0 HP, or
  • Score a critical hit on a hostile creature,

Your Count increases by 1. You can spend your Count to fuel powerful Ace abilities at later levels. You can choose to reset your Count to 0 after a Long Rest, representing a period of recovery and mental fortitude.

Count Thresholds and Effects:

The following thresholds represent your mental and emotional state. Higher counts represent less control and more danger, while lower counts represent greater control and precision.

  • 0-25 (Mastery) : You are in complete control, your mind clear and your movements precise.
    • When you use Action Surge, you may add your Wisdom modifier (minimum of 1) to the attack roll of one attack you make as part of the Action Surge.
  • 26-50 (Focused) : You are calm and efficient, but the memories of battle linger.
    • You gain advantage on saving throws against being charmed or frightened.
  • 51-75 (Driven) : The adrenaline and memories of combat fuel you, but you risk losing yourself in the moment.
    • At the start of each of your turns, you can choose to gain advantage on all attack rolls, Strength saving throws, and Strength checks during that turn, but attack rolls against you have advantage until the start of your next turn.
  • 76-100 (Unleashed) : You are consumed by battle, your movements reckless and your control slipping.
    • At the start of each of your turns, roll a d20. On a 1-5, you must use your action to attack the nearest creature to you, friend or foe. You must use your Action Surge (if available) to do so if able. If there are no creatures within range, you Dash in a random direction. On a 6-20, you act normally.
  • 100+ (Unbound) : You are lost within the storm of combat, a force of destruction unleashed upon the world.
    • At the start of each of your turns, roll a d20. On a 1-10, you must use your action to attack the nearest creature to you, friend or foe. You must use your Action Surge (if available) to do so if able. If there are no creatures within range, you Dash in a random direction.
    • You are immune to being charmed or frightened.
    • You have advantage on attack rolls against creatures that have attacked you since the end of your last turn.
    • At the end of each of your turns, you take 1d4 psychic damage as the memories of combat overwhelm you.

Unseen Blade

7th Level – Unseen Blade

Your speed makes your attacks impossible to follow.

  • When you use Flash Step , you may make two melee weapon attacks instead of one, but both must target the same creature.
  • Additionally, creatures you hit with a melee weapon attack cannot make opportunity attacks against you until the start of your next turn.

Ace of Flashing Strikes

10th Level – Ace of Flashing Strikes

You become a blur of motion and devastation.

  • When you take the Attack action , you may spend 10 Count to immediately make an additional weapon attack as part of that action. This attack deals an extra 2d6 force damage and has advantage .
  • You can only use this feature once per turn .

Additionally, your movement speed increases by 10 feet and you are immune to the slowed condition.

Blood-Red Awakening

15th Level – Blood-Red Awakening

You unleash the dormant fury within—the legendary power of an Ace.

As a bonus action , you can enter your Awakened Form for 1 minute, gaining the following benefits:

  • Your movement speed doubles.
  • You may use Flash Step as a free action once per turn.
  • All your weapon attacks deal an additional 1d8 force damage .
  • You gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.
  • Your critical hits deal maximum damage instead of rolling.

This ability can be used once per long rest , or by expending 50 Count . Activating this ability increases your Count to 100 if it is not already there, representing the surge of trauma and rage.

Legendary Execution

18th Level – Legendary Execution

At the pinnacle of your power, you strike like death itself.

Once per long rest, you may declare a Legendary Execution as an action:

  • Choose up to three creatures you can see within 60 feet. You instantly Flash Step to each target (in any order), making a melee weapon attack against each. These attacks are made with advantage and are considered critical hits if they hit.
  • You are immune to all damage and conditions during this sequence.

This action ends your turn. After using this ability, you gain 3 levels of exhaustion and your Count increases to 100.

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