Fighter
Base Class: Fighter

Most warriors see a battlefield as a place of chaos, but to a Butcher, it is merely a kitchen where every enemy is an ingredient waiting to be processed. These fighters harness the kinetic heat created by the velocity of their strikes to compress the atmosphere into a pressurized furnace, allowing them to achieve superhuman feats. They view the anatomy of their foes with a cold professional eye knowing exactly where to separate bone from sinew in order to create the perfect cut.

Exquisite Technique

Your combat revolves around the artistry required to prepare an exquisite meal.

Finesse Dice: You have four Finesse Dice (d8s). You regain all expended Finesse Dice when you finish a Short or Long Rest.

Preparation: To use a Form, you must be wielding a melee weapon that is currently sheathed. As part of the action used for the Form, you draw the weapon, execute the technique, and then immediately sheathe it as part of the same motion. Forms use your weapons damage type unless stated otherwise.

Form Save DC: 8 + Proficiency Bonus + Strength or Dexterity modifier (your choice).

Gourmet

You have mastered the economy of motion and are able to move with absolute precision in order to create a work of art.

Rush. You can sheathe or draw a weapon as a free object interaction on every turn.

Culinary Artist. You gain proficiency with Cook’s Utensils. Your familiarity with anatomy allows you to use your Dexterity modifier instead of Wisdom when making Medicine checks.

Forms

You learn two forms of your choice. Many forms enhance an attack in some way. You can use only one form per attack. You learn one additional form of your choice when you reach Fighter levels 7, 10, and 15. Each time you learn new forms, you can also replace one forms you know with a different one.

Baste

In a skillful feat of pressure control, you harness the vacuum left by a foe’s miss to accelerate your own blade.

When a creature misses you with a melee attack roll you can choose to take a reaction and expend one Finesse Die to make a melee attack roll with a weapon against the creature. At 10th level when a creature hits you with a melee attack roll you may instead choose to use the Reaction to give yourself Advantage on your next melee attack roll against the creature. If you hit with the reaction attack, add the Finesse Die to the attack’s damage.

Cleave

The air around your sword ignites from the friction of your draw and pressure begins to build around your blade.

After landing an attack, you can expend one finesse die and add it to the damage. The pressure causes the target to take additional force damage equal to the number rolled on that finesse die. At 10th level, If you use this form against the same target a second time on the same turn, the built up pressure explodes. You roll an additional d4 force damage and add it to the damage and it must succeed on a Strength saving throw or be pushed up to 10 feet directly away from you. This effect can only be triggered once per turn.

Flash

As a bonus action the air around you grows hot as you blur moving faster than sound itself.

You teleport up to 20 feet to an unoccupied space you can see and expend one Finesse Die. If you have not used all of your attacks this turn, they are consumed causing every creature within the line, up to the amount of attacks consumed, to make a dexterity saving throw. If they fail they take damage equal to the number rolled on your Finesse Die + the number of consumed attacks. You may not teleport anywhere that would otherwise not be accessible without the use of this form.

Marinate

You focus your mind in order to plot out a delayed incision line across an organ of your foe. When you hit a creature with a melee weapon attack, you can expend one Finesse Die. The creature feels nothing initially and takes no damage from your weapon attack. At the end of the creature's next turn, the wound opens: they take slashing damage equal to the Finesse Die roll + your half your Fighter level. Additionally, the target must succeed on a Constitution saving throw or drop one object of your choice that it’s holding, with the object landing in its space.

Mince

As an Action you draw your blade and strike a thousand times, far faster than the eye can perceive. Up to your Proficiency Bonus of creatures within 40 feet of you must make a Dexterity saving throw. On a failure, they take damage equal to your Finesse Die + your Dexterity or Strength modifier. On a success, they take half damage. If a creature is reduced to 0 hit points by this ability, you may choose to mince them into hundreds of small perfect cubes. 

Reduce

You hone your senses to the shifting air pressure around you, entering a state where everything begins to slow to a simmer. After you land an attack, you can expend one Finesse Die to increase your AC  by the number you roll on your Finesse Die for the next attack that targets you. At 10th level, you can instead choose to reduce incoming damage of the next attack that hits you by an amount equal to the number you roll on your finesse die + your strength or dexterity modifier. These effects may only be used once per turn.

Deglaze

Deglazing is about reclaiming the flavor stuck to the pan. This feature allows you to reclaim your momentum when your prep goes perfectly. You have learned to harvest the kinetic energy of a perfect kill. Once per turn, when you reduce a creature to 0 hit points with a Form, you immediately regain one expended Finesse Die. Moreover, you have the option to immediately consume this die to make an additional attack.

Improved Finesse

At 10th level, your finesse dice turn into d10s. 

Furnace

After the ingredients are prepped, they need only be cooked. You have learned to harness the residual heat and pressure left in the wake of your forms. 

Ignite.  As a Bonus Action, you sheathe your blade with a hyper-sonic click; the resulting friction ignites the pressurized furnace surrounding you, engulfing those you have recently struck in a roaring flame. Every creature that was hit by or failed a saving throw against one of your forms since the start of your previous turn, and is currently within 40 feet of you, must make a Dexterity saving throw. On a failure, a creature takes 10d6 fire damage and is Blinded until the start of your next turn as the air around them erupts in a white-hot flare. On a success, a creature takes half damage and is not blinded.

Residual Heat. Until the end of your next turn your body and blade radiate intense heat. Any creature that hits you with a melee attack takes fire damage equal to your proficiency bonus, and your melee weapon attacks deal an additional 1d6 fire damage.

You can use this feature once per Long Rest. You can regain its use by expending two Finesse Dice.

God of The Kitchen

You have reached the pinnacle of the art. The laws of the kitchen are yours to dictate.

Master’s Portion. Choose one form, you may now roll an additional finesse die for that form and add the number to its effect. Doing so does not consume a finesse die.

Overheat. Using the heat and pressure generated by the use of forms you force you body to move at impossible speeds. While you have no finesse die remaining, you may use a bonus action to regain one finesse die. Doing so causes your body to burn up reducing your movement speed by 10 feet until the end of your next turn as well as causing you to take 10 non-reducible fire damage. This feature may only be used twice per Long Rest.

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