Base Class: Fighter
From where you come, soft armor is not what you wanna wear. It's a realm of brilliant combatants who mastered the arts of tactical rolling, graceful parrying and dueling as if them and their weapons are one. Nothing will stop you if don't give up, skeleton.
Flask of Health
At 3rd level, you replace your Second Wind feat with this feat.
You can use one action in your turn to summon one small recipient containing a healing liquid in one of your free hands. The recipient has a volume of 473ml (or 16 ounces) of liquid and weights 0,5 kg (or 1 pound), counting the contained liquid. The exact shape of the recipient can be chosen by you.
The recipient will disappear if the liquid is completely removed from it's interior or 1 hour after the summoning. The liquid will disappear 1 minute after leaving the recipient.
You can summon this recipient a number of times equal to your proficiency bonus. You may only summon one recipient at a time. You regain all expended uses of this feat after completing a short or long rest.
After summoning the recipient, you can use your bonus action drinks or inject it's healing liquid. The liquid instantly restores 1d6 + your proficiency bonus health points. At 10th and 18th level, the liquid gains 1d6 additional to it's healing effect.
"I miss my ex, thus I may drown on this flask" - John, Fighter Dark Soul
Tactical Rolling
When you gain this feat at 7th level, you gain proficiency on Dexterity saving throws if you didn't have yet. When you are subjected to an effect that allows you to perform a Dexterity saving throw to take half damage, you instead take no damage on a success, and half damage on a fail.
"Bloody demon! You will never take our souls!" - Old Man Jonathan D. Monsoul
Memorized Patterns
At 10th level, once per turn, if a creature that have performed one melee weapon attack against you before uses the exact same attack against you again, the creature has disadvantage to hit you. This feat can also be use if a similar creature has performed this attack against you at some previous moment within the current campaign.
For example, if an Adult White Dragon has attacked you with a Bite attack before, you can use this feat against when any Adult White Dragon tries to attack you with Bite again.
"Alright folks, we are about to reach the king's field!" - Older Man Kim G. Isfeld
Ye Dead, Who Yet Lives
After you gain this feat at 15th level, if you die, you can choose to be resurrected in the last place you have taken short or long rest. This works in the same way as if the spell Resurrection as been casted targeting you.
After using this feat, you are now considered an undead creature. You also gain 1 Dark Sigil Mark. Your maximum health points are reduced by 1/4 of it's current value for each Dark Sigil Mark that you have. You lose all Dark Sigil Marks after 28 days since last you have used this feat.
If you have 3 Dark Sigils Marks, you will completely lose control of yourself and become a hollow. A hollow character cannot be controlled by the player anymore, and instead become a hostile creature that must attack any living being within it's sight.
"It takes a lot of blood to be born." - Jason, the Bloody Born
Parry God
At 18th level, once per turn, you can use one action to add your proficiency bonus to your AC. This bonus lasts until a creature performs a melee weapon attack against you, or until the start of your next turn. If this attack misses, you can use your reaction to perform an attack with your weapon. This attack deals extra damage equal to 2d8 + your Fighter level.
"You may be armored, but I can still win if I strike your core!" - Jasmine, Armor Red Core
Previous Versions
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1/26/2026 11:13:32 AM
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1.0
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Coming Soon
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