Fighter
Base Class: Fighter

Mercurial Knights are fighters who consider their bodies the only weapon necessary. They have learned new techniques that allow them to morph their physical form to act like liquid metal, granting these knights the capabilities of quick and unpredictable movement, while also being able to transmute parts of themselves to accommodate to most situations.

Form Weapon

You can alter your form in minor ways to fight. As a bonus action you can transform your arm into any non-magical weapon you are proficient with. While you wield a weapon in this manner it cannot be disarmed from you by any means, though you are incapable of holding or manipulating objects with the transformed arm. You can use an action to revert your limbs to their normal self. When you first use this feature, you must consume the weapon you wish to use, over the course of a long or short rest. You can have up to two one-handed weapons incorporated in this way.

At 10th level you can hold up to four weapons in this way.

Mercurial Movement

By embracing a semi-liquid form, you can use a bonus action to make yourself harder to hit in battle for the next minute. You can create a negative modifier equal to your Constitution Modifier on all weapon attack rolls against you for the duration. At level 10, you apply the damage reduction to spell attacks made against you as well.

At level 5, your base speed increases by 10 feet for the duration. The amount of speed you gain increases when you reach certain levels in this class, increasing to 15 feet at 10th level and 20 feet at 15th level. These effects last until the start of your next turn.

You can use this feature twice. You regain all expended uses of it when you finish a long rest. 

Flow of Attacks

Beginning at 7th level you gain more fluid movement between your weapons and your own fluidic movement from constant practice. When you take the attack action on your turn, you can add a +1 to your AC on that turn. This effect lasts until you are hit, be that from a weapon or spell. Area of Effect spells do not remove the increase.

Quicksilver Technique

Beginning at 7th level through the liquid weapons flowing in your veins, your summoned weapons become +1 magical weapons, for the purpose of overcoming resistances. When you call these weapons they deal an additional 1d6 poison damage, which ignores resitance, but is still blocked by poison immunity. 

The additional damage becomes 2d6 at level 12, and 3d6 at level 17. The poison effect lasts until the blades are dismissed.

Body of Metal

At 10th level, you learn how to make your almost metallic fluid-body provides you with the ability to ignore some bothersome effects. You have resistance to poison and psychic damage, and you are immune to the poisoned effect.

Liquid Celerity

Beginning at 15th level you have spent long periods of time in your mercurial form. When you roll initiative and have no uses of your Mercurial Movement remaining, you regain 1 use. you regain all uses after a long rest

Master of Fluid Physicality

Beginning at 15th level your ability to transmute yourself has greatly improved. You can use your action to transform your arm into a Non-magical object that can’t be larger than a 5 foot cube. This effect lasts for 1 hour or until you die. Once you use this feature, you can’t use it again until you finish a long rest.

Executioner's Arc

Beginning at 18th level, your weapons are at their deadliest when used in mass combat. You can choose to replace TWO of your attacks to sweep your weapon in a 15ft arc, cleaving through your opponents. Creatures in the area who are hit, using a single attack roll, take an additional 8d8 damage of your weapons type. This additional damage stacks with other bonuses that are applied to your weapons, including those previously granted by this subclass

You can use this feature twice per long rest.

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