Fighter
Base Class: Fighter
A sandstorm of grace and fury, the Shieldbreaker dances through the ranks, delivering precision strikes of remarkable power. Sundering armor, breaking enemy formations, and leaving the taste of venom wherever she goes, the Shieldbreaker is a remorseless combatant.

Pierce

Starting at 3rd level when you take this archetype, you have become adept with quick and precise strikes. While wielding a piercing weapon lacking the Heavy attribute, you gain a bonus to attack rolls equal to half of your fighter level rounded down (minimum 1).

However, the quick strikes come at a cost. Whenever you roll damage for a piercing weapon that lacks the Heavy attribute, you take a penalty equal to half of your proficiency bonus rounded down (minimum 1).

Nightmare Made Material

Starting at 3rd level, you start to be plagued by nightmares of terrible beasts each night.

You gain an irrational fear snakes and snake like creatures (including dragonborn, lizardmen, and especially Yuan-Ti). At the beginning of each of your turns, if there is an object of your fear within 30 feet of you and you are aware of it, make a DC 20 constitution saving throw. On a success, you act normally. On a failure, until the start of your next turn, you have disadvantage on all attack rolls, saving throws, and ability checks that involve the object of your fear. If you fail by ten or more, you are stunned until the start of your next turn.

Additionally, during each long rest, you or the DM must roll 1d100. On a roll of 11 or higher, nothing happens. On a roll of 10 or lower, the nightmares within your mind surge and grow in power, swallowing the conciousness of up to three allies within 100 feet of you. You and those allies are trapped in your nightmare, forced to fight off the creatures plaguing your mind.

If the battle ends and you are still alive, you and your remaining allies awaken, rested, but missing any hit points lost durning the nightmare. Spell casters still regain all of their spell slots.

Additionally, if you survived the nightmare, you awaken with 1d4 Aegis Scales that can grant any person a single use of the Serpent Sway feature as an action, and you or your DM rolls 1d100. On a roll of 1-75 you awaken with nothing else. On a roll of 76-100, you awaken with one trinket, in order from the list below.

Nightmare Trinkets

Surviving the nightmares may grant a trinket that only you can use. Trinkets are earned in order, as listed below. A trinket must be attuned to in order to gain their effects. You may attune by meditating for 1 minute per trinket and can only be attuned to up to two trinkets at any one time. You may unattune any time as an action.

1. Venomous Vial: While attuned to this trinket and wielding a piercing weapon, any time you roll damage, you may add poison damage equal to the weapons damage die.

2. Shimmering Scale: While attuned and wearing this singular, snake skin bracer, you gain +1 AC. If you are also attuned to the Cuiboilli trinket, you instead gain +3 AC.

3. Dancer's Footwraps: While attuned and wearing these silk wrappings, your movement speed is increased by 10 feet and you gain advantage on dexterity saving throws.

4. Fanged Spear Tip: While attuned, the tip of this spear fuses with the blade of your piercing weapon, granting you a +1 to attack and damage rolls. If you are also attuned to the Spectral Spear Tip, you instead gain a +3 bonus.

5. Cuiboilli: While attuned to and wearing this green and bronze scale mail armor, your maximum hit points are increased by 10. If you are also attuned to the Shimmering Scale, your maximum hit points are increased by 30 instead.

6. Spectral Spear Tip: While attuned, this crystalline, ghostly spear tip fuses with your piercing weapon, granting critical hits on rolls of 18-20. If you are also attuned to the Fanged Spear Tip, you are no longer affected by the damage reduction of your Pierce feature.

Puncture

Starting at 7th level, whenever you make an attack roll against an enemy with a shield, using a piercing weapon that lacks the Heavy attribute, that enemy may choose to not block with the shield. If they do block with the shield, and you still hit, the shield becomes sundered and is no longer usable. In addition, your attacks made with a piercing weapon lacking the Heavy attribute ignores spell effects that increase AC such as Shield and Mage Armor.

Impale

Starting at 10th level, your attacks made with piercing weapons lacking the Heavy attribute are considered to have the Reach attribute if it does not already have it. Additionally, when you succeed in an attack against an enemy, you may follow through and make an attack against an enemy within 5 feet of the first target as a free action. This second attack misses automatically if the target is not in a line with you and the initial target.

Expose

Starting at 15th level, the never ending nightmares have opened your eyes and allows you to see reality more clearly. You gain truesight out to 30 feet if you dont have it already. If you do, it extends 30 feet. Additionally, if you are aware of a hidden character, you have advantage to find their location.

Serpent Sway

At 18th level, you have a sixth sense to guarding yourself. Twice per long rest, you can use a bonus action on your turn to let instinct take over until the start of your next turn. During that time, if a character would hit you with a melee attack, your survival instinct helps you deflect the blow, turning the hit into a miss, and then the effect ends.

Additionally, if you haven't recieved all of the nightmare trinkets, the next long rest after recieving this feature will result in a nightmare encounter. If the group succeeds, you will gain all remaining trinkets as well as gain a permenent 10 foot increase to your speed and you no longer suffer the nightmares. If you have earned all the trinkets, you simply no longer suffer the nightmares.

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