Base Class: Fighter
ANCESTRAL WEAPON
When you take the archetype at 3rd level, you inherit an heirloom weapon from your ancestors. This is a magical whip. You may choose the statistics of your whip, using the whip in the player's handbook or in the equipment section of this book. You gain + 1 attack and damage rolls with this weapon, and it counts as a magical for the purpose of overcoming resistances.
WHIP WARRIOR
Additionally at 3rd level, you have developed a particular skill in fighting with whips. You gain two abilities: Whiplash and Whirl. Both take one action.
- Whiplash. Make a whip attack against each creature in a line that is a length equal to double your whip's reach. Roll the attack once, comparing it to each creature's AC.
- Whirl. Make a whip attack against each creature in a radius that is a number of feet equal to your whip's reach. Roll the attack once, comparing it to each creature's AC.
STINGING STRIKE
When you reach 7th level, you can deliver devastating attacks with your ancestral weapon. When you hit with your ancestral weapon, you may use a bonus action to apply one condition out of the following list to the creature that you just hit. The condition lasts for a set duration as specified below.
- Deafened. Lasts for 5 rounds.
- Grappled. lasts until the creature breaks the grapple.
- Prone. Lasts for 5 rounds, whereupon the creature can stand again.
- Stunned. Last until the start of you next turn.
You may use Stinging Strike once, regaining the ability to do so upon finishing a short or long rest.
ANCESTRAL TECHNIQUE
At 10th level, you have perfected the unique fight style of your ancestors. Choose one: Barbarian, Monk, Paladin, Ranger, or Rogue. You gain a unique ability based on your selection.
- Barbarian. You gain the barbarian's Rage ability and may use it twice, regaining expended uses when you take a long rest.
- Monk. You gain the monk's Martial Arts ability. Your unarmed damage die is 1d4 and does not increase unless you multiclass into monk, whereupon it progresses according to the Monk table.
- Paladin. You can innately use the Divine Smite ability as though expending a spell slot of 1st level. You may do this one time, regaining the ability when you take a short or long rest.
- Ranger. Cain the ranger's Favored Enemy ability. Furthermore, you can cast the hunter's mark spell innately one time, regaining the ability when you take a short or long rest.
- Rouge. Gain the rouge's Sneak Attack ability. Your Sneak Attack damage is 1d6 and only increases if you multiclass into rouge, whereupon it progresses according to the Rouge Table.
UNENDING RIVALRY
When you reach 15th level, choose a creature type besides humanoid. Your AC gains a +2 bonus against the attacks of creatures of that type, and you are proficient in any saving throw that a creature of that type would force you to make. You also deal an extra 2 point of damage against creatures of that type and score a critical hit on a roll of 19 or 20 when attacking a creature of that type.
VENGEFUL HEIR
At 18th level, when a hostile creature survives combat against you, you may declare it your Mortal Enemy. Regardless of its creature type, you may apply your Unending Rivalry ability to that creature the next time you meet it in combat, unless you have chosen a new Mortal Enemy.
Furthermore, when you target you Mortal Enemy with Stinging Strike, you do not expend your use of the Stinging Strike ability.
You may only have one Mortal Enemy at a time.
Level 3: ANCESTRAL WEAPON
When you take the archetype at 3rd level, you inherit an heirloom weapon from your ancestors. This is a magical whip. You may choose the statistics of your whip, using the whip in the player's handbook or in the equipment section of this book. You gain + 1 attack and damage rolls with this weapon, and it counts as a magical for the purpose of overcoming resistances.
WHIP WARRIOR
Additionally at 3rd level, you have developed a particular skill in fighting with whips. You gain two abilities: Whiplash and Whirl. Both take one action.
- Whiplash. Make a whip attack against each creature in a line that is a length equal to double your whip's reach. Roll the attack once, comparing it to each creature's AC.
- Whirl. Make a whip attack against each creature in a radius that is a number of feet equal to your whip's reach. Roll the attack once, comparing it to each creature's AC.
Level 7: STINGING STRIKE
When you reach 7th level, you can deliver devastating attacks with your ancestral weapon. When you hit with your ancestral weapon, you may use a bonus action to apply one condition out of the following list to the creature that you just hit. The condition lasts for a set duration as specified below.
- Deafened. Lasts for 5 rounds.
- Grappled. lasts until the creature breaks the grapple.
- Prone. Lasts for 5 rounds, whereupon the creature can stand again.
- Stunned. Last until the start of you next turn.
You may use Stinging Strike once, regaining the ability to do so upon finishing a short or long rest.
Level 10: ANCESTRAL TECHNIQUE
At 10th level, you have perfected the unique fight style of your ancestors. Choose one: Barbarian, Monk, Paladin, Ranger, or Rogue. You gain a unique ability based on your selection.
- Barbarian. You gain the barbarian's Rage ability and may use it twice, regaining expended uses when you take a long rest.
- Monk. You gain the monk's Martial Arts ability. Your unarmed damage die is 1d4 and does not increase unless you multiclass into monk, whereupon it progresses according to the Monk table.
- Paladin. You can innately use the Divine Smite ability as though expending a spell slot of 1st level. You may do this one time, regaining the ability when you take a short or long rest.
- Ranger. Cain the ranger's Favored Enemy ability. Furthermore, you can cast the hunter's mark spell innately one time, regaining the ability when you take a short or long rest.
- Rouge. Gain the rouge's Sneak Attack ability. Your Sneak Attack damage is 1d6 and only increases if you multiclass into rouge, whereupon it progresses according to the Rouge Table.
Level 15: UNENDING RIVALRY
When you reach 15th level, choose a creature type besides humanoid. Your AC gains a +2 bonus against the attacks of creatures of that type, and you are proficient in any saving throw that a creature of that type would force you to make. You also deal an extra 2 point of damage against creatures of that type and score a critical hit on a roll of 19 or 20 when attacking a creature of that type.
Level 18: VENGEFUL HEIR
At 18th level, when a hostile creature survives combat against you, you may declare it your Mortal Enemy. Regardless of its creature type, you may apply your Unending Rivalry ability to that creature the next time you meet it in combat, unless you have chosen a new Mortal Enemy.
Furthermore, when you target you Mortal Enemy with Stinging Strike, you do not expend your use of the Stinging Strike ability.
You may only have one Mortal Enemy at a time.
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