Fighter
Base Class: Fighter

Warriors of the mind and soul
Fighters of the battle soul do not simply perfect the use of weapons. They are instinctively proficient with them, and do not require much along the lines of practice to become masters. These fighters rely on instinct, the mind and soul, and sheer physical and psychic power to let their weapons strike true and their lives be preserved in battle. As a battle soul fighter, you may have come from a great variety of backgrounds and birthrights, but you have always known you were destined to follow the path of the fighter. And now as you answer your calling, you open the door to an armory of skills, intelligence and raw power.

 

Strike mastery

At third level when you choose this archetype, you unlock the door to the power of the battle soul, but your power is still in development. The novice battle soul gains the power of strike mastery, an ability to smite your foes with an accuracy and power that should not miss. As a bonus action, you can invoke this feature to give you advantage on all attacks until your next turn (attacks on your current turn, opportunity attacks before your next turn). Once you use this feature, you can’t use it again until you complete a long rest.

Restriction: once you choose this subclass, you cannot multi class into a new class.

Mind weapon

At seventh level when you gain this feature, You can concentrate your power of the mind and soul into a glowing spectral weapon that deals psychic damage instead of slashing, bludgeoning, etc. As a bonus action, you can call a glowing, spectral weapon into your free hand. If you do not have one, it appears in an unoccupied space no more than five feet from you. The weapon takes the form of a weapon you choose and retains that weapon’s properties, but it deals 3d4 psychic damage plus your intelligence modifier. The damage increases by 1d4 at tenth level, and again at fifteenth and eighteenth level. You can dismiss the weapon as a bonus action.

Battle mastery

At tenth level, you gain the ability to, for short periods of time, increase your skill and strength in battle. As a bonus action, you can temporarily increase your strength and dexterity scores by 2, to a maximum of 20 for a ten minute period. After your ten minutes are up, your strength and dexterity scores revert back to their normal number. Once you use this feature, you can’t use it again until the next dawn. Additionally, you mind weapon damage increases by 1d4.

Mind rend

At fifteenth level when you gain this feature, Your mind weapon is upgraded by the power of your mind. You gain the ability to sweep your mind weapon through a creature’s soul, destroying it utterly. When you score a critical hit with your mind weapon, roll a d20. On a 20, if the creature has 100 hit points or fewer, you sweep your mind weapon through it’s soul and destroy it. If the creature has more, it takes 50 psychic damage in place of the normal damage. A creature killed this way cannot be restored to life.

Incarnation of war

At eighteenth level when you gain this feature, you gain unbeatable resolve and extreme power in battle.as a bonus action, you can use this feature, which lasts one hour. You are a fearsome war machine in this state, in which some say these fighters glow faintly. Features:

Dancing sword: your mind weapon doubles as a dancing sword  ( dungeon master's guide)

Fear: when you use this feature, every creature of your choice within 50 feet of you must make a dc 18 wisdom saving throw. On a failure, the creature is frightened of you until you next turn.

Phantasmal killer: you can cast Phantasmal killer a number of times equal to your intelligence modifier. 

In addition, your mind weapon damage increases by 1d4.

Once you use this feature, you can’t use it again until the next dawn.

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