Fighter
Base Class: Fighter

Within the earth, the tectonic plates move evermore. Within the sky, the clouds let themselves be carried by the wind. Within the lands, water flows everlasting. And in the body of these fighters magic flows indefinitely. These are hardened fighters that have awakened the dormant magic they were born with. Through bloodshed and sweat they've finally drawn out the first strings of these magical abilities, and now they can utilize them on the battlefield.

Crest Awakening

When you choose this archetype at 3rd level, you awake your magical powers. On one of your hands a magical crest glows bright through your clothing. Even though it glows, it does not light darkness or dim light. You choose the nature of your Crest, as well as its design.

The manifestation of your Crest grants you exceptional characteristics. Whenever you add Dexterity to your Armor Class while wearing armor, you can add Constitution instead (max 2, or 3, for medium armor). Also whenever you make an attack with a ranged weapon, instead of using Dexterity you can use Strength instead. However you only use your fighter level for your total character level if you do so.

Crest Magic

As your Crest glows, the magic inside you can be manifested. However only through combat can these powers be manifested. Whenever you hit an opponent with a melee attack, you or your target gain a stack of Sigils (your choice). You can hold up to twice your Constitution modifier (minimum of 2) in Sigils and enemy creatures up to your Constitution modifier (minimum of 1). You will lose one Sigil per hour, or all of them when you finish a short or long rest, or one whenever you are hit with a weapon attack.

The Sigils can be expended for different Crest Magic with a bonus action, whenever you target an allied creature you only consume the total amount as described, when you target an enemy creature you consume all they have, and unless specified none of your own. You learn two Crest Magics when you choose this archetype, two more at levels 7, 10, 15 and 18. At these levels you can also switch a known Crest Magic for another. If a creature needs to make a saving throw the DC is as follows:

DC = 8 + your proficiency modifier + your Constitution modifier.

Assassination

Target an enemy creature within 10 ft. (or 15 ft. for reach weapons) with one or more Sigils, and present your Crest. With this bonus action you can make a melee attack against the targeted creature. On hit, the creature needs to make a Constitution saving throw or take an additional 1d4 necrotic damage for every Sigil it holds, consuming all of them regardless.

Battlerush

Target one creature who has a Sigil, present your Crest and consume one Sigil of it and yourself. With your bonus action you can make an attack against the targeted creature. On hit you also deal bonus damage equal to your Constitution modifier.

Branding

Target one creature with at least two Sigils, and present your Crest. Whenever you hit the creature with a weapon attack you deal extra damage equal to the amount of Sigils it has. At the end of your turn all Sigils are consumed.

Cleave

Target one creature within 5 ft. (or 10 ft. for reach weapons) of you with two Sigils, present your Crest and consume them. The first time you hit the targeted creature, before the end of your turn, you deal an additional 1d8 damage. If the target is not wearing armor made of metal, it must succeed on a Strength saving throw or take an additional 1d6 damage for every Sigil after the first.

Crest Surge

You target one allied creature within 30 ft. of you that you can see, and you present your Crest and consume six Sigils. As the magic pours from your Crest into your ally, it will benefit from an Action Surge at the start of its next turn, provided you still have at least one use of Action Surge. This Crest Magic counts as a use of Action Surge.

Fast

Target one creature within 5 ft. of you (or 10 ft. for Reach), and present your Crest and consume one Sigil. With this bonus action you can attempt to shove, grapple or escape a grapple using your Strength (Athletics) skill.

Flurry

Target one creature who has at least one Sigil, present your Crest and consume two of your own. For the duration of your turn, if you would make a melee weapon attack you make two instead, but half all damage you deal with these weapon attacks. Each strike can apply a Sigil like normal.

Homestead

Target one creature within 30 ft. of you, and present your Crest and consume one Sigil. The target gains temporary hit points equal to your Constitution modifier and the total amount of Crest Magics you own, until the end of initiative.

Mightheart

Target one allied creature within 30 ft. of you, present your Crest and consume at least two Sigils. Increase the target's AC by 1 for every two Sigils consumed. This effect lasts until the end of initiative, when you get hit when you have zero Sigils, or you use a different Crest Magic. You can have more than one creature affected by this Crest Magic, given you have enough Sigils to use this Crest Magic again on a subsequent turn.

Mirrordust

Target one creature within 30 ft. of you, present your Crest and consume two Sigils. You ward the creature with a magical Crest for one minute or until it is broken. Whenever the targeted creature is targeted for an attack, the attacker must succeed on a Strength or Dexterity check against your Crest Magic DC. On a fail the Crest shatters and the attacker ends it turn immediately taking 1d8 thunder damage, on a success the Crest remains.

Overglow

Target one enemy creature who has two Sigils, present your Crest and consume its and two of your own. The next time before the end of your turn when you hit the creature with a melee weapon attack, it starts to glow a bright white in a 10 ft. radius, and dimly lit 10 ft. thereafter, until the start of your next turn. Whenever the targeted creature is hit with a melee weapon attack, it takes extra damage equal to your Constitution modifier.

Royal Guard

Target one allied creature within 30 ft. of you, and present your Crest and consume four Sigils. The allied creature has resistance to Bludgeoning, Piercing and Slashing damage until the start of your next turn. If you've chosen yourself, choose one instead. At 15th level you gain resistance to Bludgeoning, Piercing and Slashing damage like normal.

Shatter

Target one creature with at least two Sigils, present your Crest and consume the Sigils. The first time you hit the targeted creature before the end of your turn, you reduce the target's AC by an amount equal to your Constitution modifier. The duration equals one round, plus one additional round for every Sigil consumed beyond the second.

Smite

Target one creature who has three Sigils, present your Crest and consume all Sigils the creature has. Before the end of your next turn, the first time when you hit that creature with a weapon attack, double the damage dice(s) of your weapon.

Tailwind

Present your Crest and consume two Sigils. You can now move an addition amount of ft. equal to five times your Constitution modifier. At 10th level you can consume three Sigils to also gain the benefit of a disengage action.

Wall

Target one creature within 60 ft. of you, and present your Crest and consume three Sigils. The targeted creature is now warded with a Crest against spells that affect an area for one minute, or until the Crest breaks.  If the targeted creature is subjected to an effect that requires it to make a saving throw, you can force the caster to make an ability check using it's spellcasting modifier against your Crest Magic DC. On a fail, the targeted creature takes no damage, is unaffected by that spell for its duration, and the Crest breaks as the effect comes to an end.

Crest Marker

Starting at 7th level, when you applied at least one Sigil to an enemy creature, you can use your Action to amplify the Sigil. If you do so, the Sigil becomes invisible, and can only be seen by you and a creature with True Sight, and does not count for your Crest Magic. However it will remain on the creature for an amount of days equal to your Constitution modifier instead of one hour.

While the creature carries the amplified Sigil, you know the exact direction it went as long as it remains on the same plane as you, and you know the exact type of surroundings (ie. caves, mountains, forests, etc.) of the creature. If the creature leaves this plane or enters an area that is immune to Divination spells or effects, the Sigil explodes in a fiery storm dealing 2d6 fire or radiant damage (your choice). You are aware of the explosion of the Sigil and still know the exact direction of it. The Sigil and its effects ends early if it's dispelled using Dispel Magic (DC = Crest magic DC) or if you end it at any time using a bonus action.

Crest Beacon

Beginning at 10th level, you can use your Crest to discern traces of magic other spellcasters might have missed. When you try to identify a spell's effect within 5 ft. of you, you do so by making a Constitution (Arcana) check, DC = 10 + Spell's level. You can also use this by concentrating on a spot where magic has been used to identify the spell, once per day per location. You can also use this feature to find traces of magical creatures (Aberration, Celestial, Dragon, Elemental, Fey, Fiend, and Undead). The identification fails if you try to discern information older than a week. You can use this feature a number of times equal to your Constitution modifier (minimum of 1), and you regain all uses at a short or long rest.

Crest Overload

At 15th level, whenever you would receive or give a Sigil, you instead give two. The Flurry Crest Magic only gives two every other hit.

Grand Crest

At 18th level you've gained an unparalleled mastery over your Crest and magic. When you have eight Sigils on you and at least eight Sigils on enemy creatures within 120 ft. of you, you can consume them all to apply one of the following effects:

  • Heal ten times your Constitution modifier in hit points to up to four creatures within 100ft. of you each.
  • Deal 10d10 fire, force, or radiant damage (your choice per damage die) to each enemy creature within 60 ft. of you.
  • Create a dome of magic within a 60 ft. sphere, for one minute all damage received to any allied Creature is reduced by your Strength modifier.
  • Deal 100 force damage to a single creature.

Also when you end your turn with at least one Sigil, you will start your next turn with at least one Sigil unless you were incapacitated.

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