Base Class: Fighter
The Zenith Warrior is more than just a way of fighting. It is a state of mind. A Zenith Warrior believes that, through dedication, they can reach the peak of mortal achievements and perform near-impossible miracles. Ironically, they don't believe in miracles. Instead they choose to believe that these great heroic moments come from hard work, diligence, cunning, and luck. Due to this mindset, Zenith Warriors are keen to every opportunity in combat to push themselves just a little bit farther than before.
Uncanny Preparation
Beginning when you choose this archetype at 3rd level, you are able to train your mind and body to dedicate all of your energy into a single, specific feat. To the untrained eye this may simply appear to be a miracle, but in truth it's the result of determination.
Miracles. You learn all of the following Miracles listed below. When the listed trigger occurs, you may use your reaction to use the Miracle. You can only have one Miracle prepared at a time and you may prepare a Miracle whenever you finish a long rest. Once you use a Miracle, you can not use it again until you finish a short or long rest. The amount of Miracles you can prepare increases to two at 8th level, 3 at 14th level, and 4 at 20th level.
Surprising Counter. Triggers when you get hit by a melee attack. You push through the pain and manage to give the attacker a hearty blow such as a kick or headbutt. Make an unarmed strike against the creature that hit you. You have advantage on the attack. The attack deals an additional 3d6 bludgeoning damage
Aimed Reflection. Triggers when you are hit by a ranged attack. You use a shield, weapon, or gauntlet to reflect the attack to another enemy. Reduce the damage of that attack by 3d6. Choose one creature within thirty feet of you. That creature takes damage equal to the amount of damage that you reduced this way.
Crippling Blow. Triggers when you hit with a melee weapon attack roll. You use all of your might to force the blade as deep as you can. You cripple or cut off (DM's choice) one arm or leg (or similar appendage) of your choice, rendering it useless.
Immobilizing Shot. Triggers when you hit with a ranged weapon attack. You aim in such a perfect manner that you make it hard for them to maneuver. You deal an extra 2d6 piercing damage and the creatures movement speed is halved for one hour.
Dazzling Feint. Triggers when you miss with a melee weapon attack. When the enemy thinks you made a fatal mistake, you turn it to your advantage by suddenly striking them with your elbow or the hilt of your sword. Make an unarmed strike against the target of your previous attack. If it hits, that creature is stunned until the end of its' next turn.
Distracting Shot. Triggers when you miss with a ranged weapon attack. You distract the enemy with a projectile that goes wide, so you can give your allies the upper hand. The next attack against your target has advantage and is a critical hit on a 19 or 20.
Courageous Rebuff. Triggers when an ally within 5 feet of you is hit by an attack. You heroically jump in front of an attack meant for your ally. When you use this miracle, you change the target of an attack that hits an ally within 5 feet of you to you. If the attack would hit you, you gain 3d6 temporary hit points.
Unnatural Endurance. Triggers when you fail a saving throw. You keep your resolve in the face of apparent failure. For one minute, you can move and use the attack action even if you are stunned, paralyzed, restrained, or grappled. If you have one of these conditions, you can only move up to 5 feet per round and can not make more than one attack with the attack action.
Astonishing Skill. Triggers when you roll for an ability check that uses strength or dexterity. You put all of your strength or ability to ensure success in an important task. You roll 1d6 and add the result to the ability check. You do this after you see the roll, but before you learn the result.
Master of Timing
Starting at 7th level, you can see the natural flow of battle and change your position in that flow to look for the perfect moment. Whenever you roll initiative, you may roll 1d8 and choose to add or subtract the rolled value from your initiative roll.
Your movement speed increases by 5 feet.
Efficient Opportunist
Starting at 10th level, you dedicate yourself to never wasting an opportunity to destroy your enemies. Whenever you use your reaction to make an attack of opportunity or to use a Miracle, you may roll 1d6. On a 6, you regain your reaction.
You make attacks of opportunity with advantage.
Ensure Victory
At 15th level, you come to understand that victory requires sacrifice of many kinds. When you strike an enemy you put your full force of will into the attack. Whether it is gods, forces of nature, or sheer willpower, no one can deny that you seem to glow when you attack this way. Whenever you hit with an attack, you may expend up to one fighter hit die to enhance your attacks. If you do, roll it and add the result to the damage of the attack. When you expend a hit die this way, the damage of the attack becomes radiant or fire (your choice).
Mortal Apotheosis
Your training and feats have finally allowed you to achieve a level of physical prowess only the select few can achieve. Whenever you use your action surge, you are your peak self and have the following benefits that last until the beginning of your next turn.:
-You gain 50 temporary hit points.
-You add your proficiency bonus to your dexterity saving throws.
-You have advantage on the first attack you make this round.
-You can't be moved unless you allow it. Your speed increases by 10 feet.
-Allies that can see you are under the effects of the bless spell.
Additionally, when you first start your action surge, each creature that can see you must succeed on a Wisdom saving throw or be caught in awe of you for one minute. They are frightened and their movement speed becomes 0. They can repeat the saving throw at the end of each of their turns. The DC is equal to 8 + your proficiency bonus + your strength or dexterity modifier (your choice).
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