Fighter
Base Class: Fighter

Fighters of The Strategist: Sinjin archetype view battle as a performance of wit as much as strength. Through insight, predictive combat technique, and boundless creativity, they seize opportunity from chaos. They don’t just swing swords — they read the tempo of the fight, sculpt the battlefield, and adapt seamlessly to any threat.

Whether they're a duelist who improvises parries and counterattacks mid‑swing or a commander who coordinates allies with sharp efficiency, they turn planning into instinct and instinct into art. They view battle as a performance of wit as much as strength. Through insight, predictive combat technique, and boundless creativity, they seize opportunity from chaos. They don’t just swing swords — they read the tempo of the fight, sculpt the battlefield, and adapt seamlessly to any threat.

 

Level 3: Level 3: Skill Issue

You gain proficiency with one extra language of your choice. Moreover, when conversing with a creature in this language, you gain advantage on all Charisma (Intimidation) checks against this creature, considering this creature can understand you. 

Additionally, choose another skill to be proficient in from these choices: Strength (Athletics), Wisdom (Insight), or Dexterity (Acrobatics). You gain expertise in this skill. 

Finally, you are proficient in the Wisdom (Perception) skill.

Level 3: Level 3: Competitive Advantage

Strategic: At the start of each day, gain Strategist Points equal to your proficiency bonus. In combat, you can spend a reaction or bonus action to use one of these points. When doing so, focus on a creature within 60 feet of you that you can see. This can include allies. If you target an ally, you ask them exactly what they plan to do on their next turn. If you target an enemy, you ask the DM what the creature plans to do on its next turn. Whoever you ask must give a definitive and reasonable answer. For example, they are not allowed to specify movement through walls, actions that they do not have access to, etc.

Once there is a response, the target CANNOT change the action they claimed to do unless forcefully impacted so by control spells. If the creature suffers from a condition or debuff, they must still try and follow their proclaimed action to the best of their ability. 

Unless a creature specifies their choice of movement, bonus action, action, or reaction when you activate your Strategist Point, they are not allowed to use those on their turn. If their planned movement is hindered by an obstacle that was not there before, they are allowed to use their movement to get around, over, or under it. If their planned action does not meet the requirements to be used when their turn comes, they are not allowed to choose a different action.

Predicted: Starting at level 12, when you use a Strategist Point with a bonus action, you can choose to spend an extra point to proactively shut down a facet of the target's plan: choose either a bonus action, action, reaction, or movement that the creature plans to do, and disallow it through sheer fawking will. The creature has to make a save DC of 8 + your proficiency bonus + your strength modifier, and must cancel whatever you specify on a failed save. 

You can also spend four Strategist Points in total to automatically make the creature fail this save, and cannot do so again until a long rest.

You can only use this feature once per turn. You gain all Strategist Points back at the end of a Short or Long Rest.

Level 7: Level 7: Think Outside the Box

Your vast experience in battle rewards you for creativity. You gain a set of new actions based on improvised weapons.

Taekwondo: Use your legs to make an unarmed strike. On a hit, you can move an extra 10 feet of your choice, and knock the enemy prone. If you have expertise in Dexterity (Acrobatics), you add an extra 1d4 to your damage, and can move a further extra 5 feet. This scales with an additional 1d4 and 5 feet at levels 10 and 15.

Beamed: Grab a Large or smaller item within ten feet of you. If you grab a Large item, you must make a strength saving throw equal to 15 to carry it, and must carry it with two hands. Once you do so, you can hurl it at a creature. If you are holding a Medium or smaller object, you can throw it up to 30 feet. If you are holding a Large object, you can only throw it up to 15 feet. On impact, you deal 1d6 + your Strength modifier of bludgeoning damage, with an extra 1d6 if you throw a medium item, and another extra 1d6 if you throw a large item. If you have expertise in Wisdom (Insight), you also gain advantage on all attack rolls against that creature for the next two rounds. 

The Funny: If there is an creature within five feet of you, you can grab them and use them as a bludgeoning device. If the creature is unwilling, they must do a saving throw against your Strength DC, or be picked up on a failed save. If you have expertise in Strength (Athletics), the creature automatically fails this save. Once grabbed, you can move with your remaining movement, and make a bludgeoning strike against another monster. The range of your strike increases to 10 feet. On a hit, the grabbed creature takes 1d8 bludgeoning damage, and the hit creature takes 3d8 bludgeoning damage, scaling with an extra 1d8 damage at levels 10, 14, and 18. Regardless if you land the hit or not, both creatures are knocked prone, and the creature you are holding falls to the nearest safe square. If there is no second enemy to hit, you can instead choose to slam the carried creature onto the ground, dealing 1d8 bludgeoning damage and knocking them prone. 

Biatch Body Slam: Before you make an attack roll using any of the above abilities, you can choose to subtract five to that roll, provided that you are within 5 feet of an enemy. If you succeed on that attack roll, you can body slam that enemy, dealing double damage on that attack and pushing them back 5 feet away from you. if you are proficient in at least two of Strength (Athletics), Dexterity (Acrobatics), or WIsdom (Insight), you can also choose to grapple the creature by the end of your turn. This can only happen once per combat.

 

Level 10: Level 10: One Man Army

You let out an echoing taunt. All enemies within 30 feet of you must save a Charisma roll against your Strength save DC or can only choose to target you for the next few rounds equal to your Strength Modifier.

Hard Carry: If no allies are within 30 feet of you when you use this ability, you gain an extra number of temporary hit points equal to your level plus strength modifier. 

Brothers-In-Arms: If two or more allies are within 30 feet of you when you use this ability, you gain advantage on all saving throws while this feature is active.

Built Different: When you activate this feature, for the next minute, you can roll a 1d4 and subtract its number against any attack roll a creature makes on you. If the creature fails its attack roll, the next attack you have on that creature has advantage. 

You can use this feature once, and it recharges once you do a Long Rest.

Level 15: Level 15: It's Called Momentum, Baby

If you kill an enemy on your turn, you gain your turn back. 

First Try (ez): If you kill an enemy with the first attack of your turn, you gain a use of Heroic Inspiration, and your AC increases by 1 until the end of combat, where it goes back to normal.

Second Try: If you kill an enemy with the second attack of your turn, you can move an extra 5 feet on your next turn, and cannot trigger opportunity attacks on that turn.

Third Time's the Charm: If you kill an enemy with the third attack of your turn, you gain two uses of Heroic Inspiration, and gain a number of temporary hit points equal to half your level (round down) plus your strength modifier. 

Level 18: Level 18: Active Learning

 

One up your allies; show them that you can be just as good as they are, if not better. You can activate this feature with a bonus action, granting you an extra turn after your current one. On that extra turn, you can choose a creature you can see up to 60 feet away. You temporarily gain all the abilities, class and subclass features, stats, spells, weapons, and opportunities as that creature. You can take any action, bonus action, cast any spell, or make any attack as if you were that creature yourself. If you cast a spell, you can cast it without a spell slot, but can only cast spells of level 5 or lower. You also cast spells with the creature's main spellcasting ability.

You can also mix and match your stats with the creature you target. For example, if you have a higher AC, but the creature has a higher current number of hit points, you can choose to keep your AC but take the creature's hit points. If you have a higher strength modifier but a lower Charisma than the creature, you can choose to keep your Strength stat but take the creature's Charisma.

You can use this feature once per Long Rest, or use three Strategist Points to replenish it. 

Level 1: --

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