Base Class: Fighter
What makes a hero a hero? One can’t just call themselves a hero and be one. Nay, one must become a hero through deeds. Heroes may or may not be prophesied in the worlds from which they hail, nor need they be a perfect idol of justice and peace. They need only be a vanquisher of evil, and those whom they save will ascend them to legend.
The Hero’s methods of fighting and saving may differ, but all that they do is enhanced by righteous determination, imbued and unleashed through their blade. They are not chosen, they are made, and they will pave the way for a better, brighter world of their own volition...
Armament of Light
Your heroic power can imbue your weapon with radiant might. As a bonus action, you can cause your weapon to alight with radiant magic for 10 minutes. This weapon sheds bright light in a 10 foot radius and dim light for an additional 10 feet. Attacks made with your Armament of light deals an extra d4 of radiant damage. While active, you gain additional features determined by your chosen Fighting Styles, detailed in the Way of the Warrior. You can use this a number of times equal to your proficiency bonus, and regain all charges when you finish a long rest.
At 7th level, the d4 becomes a d6, at 11th level, the d6 becomes a d8, and at 15th level, the d8 becomes a d10.
Way of the Warrior
The power of the hero manifests itself in your fighting styles. You gain additional features that correspond to your selected Fighting Styles. While Armament of Light is active, you will gain additional features, detailed below:
Archery: The first time you miss with a ranged weapon attack on a turn, you can make an additional ranged weapon attack against a different creature within 30 feet of the creature you first attacked. When Armament of light is active, you don’t have disadvantage on attack rolls with ranged weapons while a hostile creature is within 5 feet of you.
Blind Fighting: If a creature that you cannot see enters your weapon’s and Blindsense’s range, you can use your reaction to immediately make a weapon attack against them. When Armament of Light is active, you will have advantage on this attack.
Defense: While within 5 feet of you, a friendly creature gains a +1 bonus to armor class (10 ft., +2 with Armament of Light).
Dueling: Once per round when you attack with a weapon that uses this Fighting Style, you can add a bonus to the attack roll equal to your attacking stat modifier. When Armament of Light is active, you can also deal add additional radiant damage equal to your attacking stat modifier on that attack.
Great Weapon Fighting: When you miss at least half of your total weapon attacks on your turn (If you have one attack, then this activates if you miss that attack), you can make an additional melee weapon attack. If it hits, it will deal additional radiant damage equal to your attacking stat modifier. When Armament of Light is active, you can deal the radiant damage to all hostile creatures within 5 feet of your target if you hit.
Interception: When you use this ability, you deal radiant damage to the attacker equal to your proficiency bonus (double bonus with Armament of Light).
Protection: When you use Protection, the creature you are using it to defend gets advantage on their next attack roll or saving throw. When Armament of Light is active and the attacker you used Protection against still hits, the attacker takes radiant damage equal to your attacking stat modifier.
Superior Technique: When you roll damage for a maneuver and roll a 1 or 2 on the damage die, you may reroll that die once. When Armament of Light is active, roll two maneuver damage dice instead of one.
Thrown Weapon Fighting: When you throw a weapon for the first time on your turn, you can immediately move your half your movement speed (Full speed with Armament of Light). If you throw the weapon Armament of Light is active on, it will return to you after being thrown.
Two Weapon Fighting: When you miss an attack with your main-hand weapon, you can use your reaction to make an extra attack with your off-hand weapon. When Armament of Light is active, it will activate on both your main hand and off hand weapons.
Unarmed Fighting: Your unarmed strikes count as magical. Armament of Light can be used on your fists, and you score critical hits on rolls of 19 and 20 with unarmed attacks while it's active.
Hero's Determination
You have grown resistant to the wiles and tricks of your foes. You have advantage on saving throws to avoid or end the charmed and frightened conditions on yourself. As a bonus action, you can make a Persuasion check on an ally that is charmed and/or frightened, the DC of which is the DC of the effect that charmed and/or frightened the ally. On a successful check, that ally is no longer charmed or frightened.
Additional Fighting Style
You have studied the techniques of warriors past, and are incorporating it into your own style. Choose an additional Fighting Style. You can switch it out and the end of a long rest.
(To use this ability, take the Fighting Initiate feat from the Features & Traits tab in your character sheet)
Light of Allegiance
Your Armament of Light's light has grown stronger and affects your allies as well. Your Armament of Light’s light now sheds brightly in a 20 foot radius and dimly for another 20 feet. Once per turn, an ally's attack or spell can deal bonus radiant damage equal to your proficiency bonus, so long as that ally is in the radius of the bright light.
Aspect of the Legendary
Once per long rest as a bonus action, you can enter a new form, unleashing the power of the hero and becoming a legend in your own right. You gain the following benefits for 10 minutes:
- If it was not already active, your Armament of Light activates without expending a charge of it. If you had no charges of Armament of Light remaining, you regain one charge of it.
- You gain temporary hit points equal to three times your Fighter level.
- Your movement speed is doubled, and you gain every type of movement speed equal to your walking speed.
- While this is active, your Strength/Dexterity and Constitution score increase by 2, as do the maximums for those scores.
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