Base Class: Fighter
Fighters of this archetype channel cursed energy through precise timing, transforming physical strikes into devastating impacts that damage both body and soul. Their power grows during combat, allowing them to overcome even the most overwhelming opponents.
Level 3: Divergent Strike
Once per turn when you hit a creature with a weapon attack or unarmed strike, you can deal an additional 1d6 force damage.
You can choose for this damage to occur immediately or at the end of the target’s next turn.
This damage increases as you gain levels in this class:
- 10th level: 1d8
- 15th level: 1d10
- 18th level: 1d12
Level 3: Soul Strikes
Your unarmed strikes deal force or necrotic damage instead of bludgeoning damage.
When you make an unarmed strike, you can use your Strength or Dexterity modifier for the attack and damage rolls.
Level 7: Black Flash
When you hit a creature with a weapon attack or unarmed strike, you can trigger a Black Flash.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
The attack deals an additional 4d10 force damage. This damage ignores resistance, treats immunity as resistance, and ignores any effects that reduce damage taken.
Perfect Timing. When you score a critical hit, Black Flash triggers without expending a use, and the additional damage is maximized instead of rolled.
Level 10: Flow State
Each time you deal damage with your Black Flash feature, you gain a +1 bonus to attack rolls and damage rolls.
This bonus stacks to a maximum of +3, lasts for 1 minute, and ends early if you miss an attack roll.
Level 10: Soul Disruption
While you have at least a +1 bonus from your Flow State feature, creatures you hit with weapon attacks or unarmed strikes cannot benefit from damage resistance until the start of your next turn.
While you have a +2 bonus from Flow State, creatures you hit cannot make reactions against you until the start of your next turn.
While you have a +3 bonus from Flow State, creatures you hit also cannot regain hit points until the start of your next turn.
Reverse Cursed Technique
As a bonus action, you regain hit points equal to 3d10 + your Constitution modifier.
You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Level 15: Blood Reinforcement
As a bonus action, you gain a +2 bonus to AC until the start of your next turn.
You can use this feature a number of times equal to your proficiency bonus, regaining all uses on a long rest.
Level 15: Domain Breaker
As a reaction when you take damage from an effect that does not require an attack roll, you can reduce the damage by 1d10 + your Constitution modifier + your fighter level.
If this reduces the damage to 0, you can immediately move up to half your speed without provoking opportunity attacks.
You can use this feature a number of times equal to your proficiency bonus, regaining all uses on a long rest.
Level 18: Awakened Black Flash
Your Black Flash now deals 6d10 force damage instead of 4d10.
Level 18: Domain Resilience
You have advantage on saving throws against magical effects.
When you take damage from an effect that allows a saving throw for half damage, you instead take no damage on a success, and half damage on a failure.
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