Fighter
Base Class: Fighter

A skilled warrior that harnesses the voice of the ancients to cause powerful effects and control the battlefield. 

Words of Power

Beginning when you choose this archetype at 3rd level, you gain the ability to replace an attack with a Word of Power. You shout a word in an ancient, unknown tongue. If the Word requires a saving throw, the DC is (8+your proficiency bonus+your Constitution modifier).
You learn more Words of Power when you reach level 7 and 15 in this class.

Word of Force. A powerful force is projected from you at a Huge or smaller creature within 10ft of you. That creature must succeed in a Strength Saving throw, being pushed in a straight line away from you 10ft and knocked prone on a failed save, or pushed back 5ft and not falling prone on a successful save. 

Word of Wounding. As you say this word a burst of elemental energy erupts from your mouth in a 20ft cone. Each creature in the area must make a Saving throw, taking 1d12 + your Constitution modifier cold damage (Constitution save) or fire damage (Dexterity save) your choice. 

Word of Zeal. This word inspires you or another creature within 5ft of you with renewed energy. You or the target creature gain temporary hit points equal to your constitution modifier for 1 hour, and can add 1d6 to the next attack roll or saving throw they make within the next hour. 

Bonus Proficiencies

Also at 3rd level, you gain proficiency in one Charisma skill of your choice. (Persuasion, Performance, Intimidation or Deception)

Additional Words of Power

Starting at 7th level, you gain two additional Words of Power you can use in place of a weapon attack. 

Word of Detection. When you whisper this word, any living or undead creature becomes easier to spot. You can make a (Wisdom) Perception check and add a +5 bonus to the ability check.

Word of Abandon. As you whisper this word, you vanish. You are invisible until the start of your next turn unless you attack, cast a spell, or interact with an object. 

Battle Cry

At 10th level, as a bonus action, you unleash a battle cry. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.

Once you use this feature, you can’t use it again until you finish a long rest.

 

Additional Words of Power

Starting at 15th level, You unlock three more Words of Power that you can use in place of a single attack. 

Word of Swiftness. Once this word is spoken you are propelled forward by an invisible force. You move 30ft in a straight line in any direction of your choice (including upwards). This movement does not provoke opportunity attacks. This movement is cut short if there is not 30ft to move in the chosen direction. 

Word of Dismay. When you speak or shout this word, all creatures of your choice within 150ft of you that can hear you must make a Wisdom saving throw. On a failed save they are frightened of you until the beginning of your next turn. You have advantage on attacks against creatures frightened this way. On a successful save the effect ends on them, and they become immune to this effect for the next 24 hours.

Word of Rending. As you speak this word, choose one creature who is flying. That creature must make a Constitution saving throw or be stunned until the end of its next turn. A flying creature falls to the ground if stunned this way. 

Utterances of Creation

At 18th level, you are a master of the primeval words used in the creation. As an action you can cause one of the Utterances, and you can use any of them a total of times equal to your one half of your proficiency bonus, rounded down. You regain expended uses when you complete a long rest. 

Utterance of Storm’s Wrath. Your voice causes a violent storm to build overhead that stretches a mile across and lasts for 1 minute. You must be outdoors to use this word. Four brilliant streaks of lightning come down on up to four creatures of your choice. Each targeted creature must make a Dexterity saving throw, on a failed save the creature takes 8d8 lightning damage, halved on a success. Once on each of your turns while the storm persists you may forego an attack to target a creature you didn’t target last round with a bolt of lightning from the storm. 

Utterance of Raven’s Path. You speak into the life force of a creature you can see within 30ft of you, wounding them. The target creature must make a Charisma saving throw, and can repeat the saving throw at the start of each of their turns. On a failed save they are vulnerable to all damage you deal to them for 1 minute. On a successful save the effect ends on them, and they become immune to this effect for the next 24 hours.

Utterance of Life’s Breath. Once you’ve spoken this word your wounds begin to mend. At the end of each of your turns for 1 minute you regain hit points equal to 1d6+your constitution modifier. 

Utterance of Nature’s Call. Once you speak this word, you summon a number of creatures equal to 2d4. These creatures must be CR 1 or below, and of the Beast, Giant, Fey, or Monstrosity type (your choice). They roll for initiative as a group. The DM controls these summons, and they act friendly to you and as they naturally would. You do not explicitly control them.

Utterance of Cosmic Force. When you finish speaking this word, space and physics are altered at a point you choose within 100ft of you. Gravity reverses in a 50-foot radius, 100-foot tall cylinder area centered on the chosen spot. A creature caught in this area can make a Dexterity saving throw to grab onto a fixed object within reach to avoid falling up, if there is anything. Creatures stop falling when they reach the top of the cylinder or hit a ceiling or other fixed object above them. Once 1 minute passes, creatures in the area fall as normal.

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