Fighter
Base Class: Fighter

Two strokes is all it takes to fell foes enthralled by your golden armor. Chrysaors are the shining wielders of dual weapons, traditionally blades though some have expanded their purview. Striking in swift succession and a flurry of steel, Chrysaors wield twice the weapons for far more than twice the power and none of the weakness.

Requirement: You must take the Two-Weapon Fighting  fighting style to become a Chrysaor. You may replace a previously chosen fighting style with Two-Weapon Fighting.

Dual Blades' Authority

Beginning when you choose this archetype at 3rd level, you gain the following benefits:

  • You gain a +1 bonus to AC and +1 bonus to your Charisma modifier when you are wielding a separate melee weapon in each hand.
  • When you deal damage with an attack with one weapon, your next attack with a different weapon that you're holding in the other hand has +1 to hit and deals an extra 1 radiant damage. Starting at 10th level,  the bonus to hit and radiant damage are equal to your Charisma modifier (minimum 1) instead.
  • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Mailbreaker

At 7th level, whenever you successfully deal damage to a creature with both melee weapons you are holding in two consecutive attacks, that creature must make a Strength saving throw. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. On a failed save, the creature suffers a -1 penalty to AC until the beginning of your next turn.

Dual Arts

Starting at 10th level, you embody the skill of doubled assaults. You can use your Action Surge an extra time before a rest, but only once on the same turn. At 18th level, you can use your Action Surge two extra times before a rest instead.

Diptych

Starting at 10th level, whenever you use your Action Surge, you gain an additional bonus action and a +1 bonus to your Charisma modifier until the beginning of your next turn. Beginning at 18th level, you gain two additional bonus actions and a +2 bonus to your Charisma modifier instead.

Aurum Flow

Starting at 15th level, you can use an action to make an attack with both of your melee weapons. Each strike that successfully hits deals an extra 2d8 radiant damage and grants you a +1 bonus to your Charisma modifier for the next 1 minute. You can use this feature once and regain the ability to do so when you finish a short or long rest.

Chrysaor Image

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