Base Class: Fighter
The Battle Aganist The Void
The aberrations of the void have started to come into our world, destroing, eating and consuming all they can see.
Fierce battles have been fought aganist it and countless lives have been consumed by the void or, at worst, corruted by it.
You are one of the unfortunate one that has come in contact with the void but , unlike most, you managed to retain your consciousness and taking control over the shard of the void that is now growing on, in and with your body over the span of your now augumented life.
But the corruption has it's costs. You will now suffer a neverending hunger as the cratures you once fougth and your body, now covered with the symbiont that will be your life partner, will consume, evolve and adapt giving you new abiltyes and new hungers.
Symbiont
Beginning when you choose this archetype at 3rd level, you can't equip armors, but you can take some time(1 hour wood/leather, 3 hours stone/metal, 5 hours magic equipment/hard metal) to consume an armor/shield/weapon and make it part of your body, gaining their propertyes and becoming proficient with them. Doing so will give you fatigue.
You can hide part of your body that are meant for combact and extract them at will. Attacks made with that parts still count as weapon attacks.
You gain bonus depending on what fighting styles you choose:
Archery: Plasma Bolts/Spikes
Bows, crossbows, guns and slings you consume and adapt to deal their damage as radiant damage dealing 1d4 additional damage; or they can adapt to shoot spikes that deal additional 1d4 piercing damage.
Defense: Bone Armor
You gain +1 AC whit the armor you consumed and adapted to. After an attack has hit you, you can use your reaction to shoot fractured bones at an enemy up to 20 ft. of distance from you, dealing 1d6 piercing damage. You can use this feature only when you have half or more of your HP.
Dueling: Endless Hunger
Whenever you hit an enemy with a meelee weapon attack that does not deal bluedgeoing damage, you heal yourself for 1d4.
Great Weapon Fighting: Brutish Strikes
Your weapon attacks deal additional 1d4 damage. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection: Cocoon
Once upon long rest, you can make a coccon for you or one of your allies. Whoever is on the coccon will regain all it's HP over the span of two hours. You and/or your choosen ally are unable to move or take action wile the coccon is active.
The coccon has half of your maximum HP and an AC of 12. If the coccon is destroyed before of it's time span whoever is in it, regaines 1/6, 1/4 or 1/2 of it's maximum HP depending on the time it stayed in the cocoon.
Two-Weapon Fighting: Frenzy Hunger
When you engage in two-weapon fighting, you can make an additional attack that deals 1d4 plus your dexterity modifier slashing damage.
Void Leap
Starting at 7th level, you can use your movement action to leap to a distance equal to double your walking speed. The leap consumes all your movement action and can be made in one direction only.
Once you leap once, to leap again, you must spend two turns without making any movement or one turn without taking any action.
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Feral Senses
At 15th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.
Superior Evolution
Starting at 18th level, you gain 10 ft. of movement and your swimming, climbing and borrowing speed is equal to your walking speed.
During combact, you can use your bonus action to devour a small enemy or a body if 5 ft. from you, healing yourself for 2d8 + your constitution modifier.
If your total for a Strength/Dexterity check is less than your Strength/dexterity score, you can use that score in place of the total.
You gain +2 constitution(it can surpass 20) and you grow one size larger.
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