Fighter
Base Class: Fighter

This subclass is specifically for those who wish to be a master with their chosen weapon type. It focuses on attacks that may grant them certain tactical advantages, choices between survivability or control and is generally great for that Legendary Swordmaster flavour!

One with the Blade

Pick a weapon type that you wish to use.
This weapon type gains +1 to its attack roll at 1st level and any attack roll at 18 or higher can be made to crit once per short rest. An extra corresponding hit die at 2nd level . Every other weapon type no longer has the ability to add your modifier to its attack roll. 
Upon 2nd level of One with the Blade, you cannot change your weapon choice.

Prodigal Attack

Once per day/Long rest you can do a more potent attack, depending on your weapon preference, this will have a different effect. DC 15. Versatile weapons can chose to use either the one handed or two handed attack.

Finesse weapons can decide if they want the save to be STRENGTH or DEX.

Cannot crit. (See below)

 

Battering Blows

Clubs/Staves will swing relentlessly overwhelming the target. Deals 6 d8 damage, ignoring bludgeoning resistance and upon a failed DEX save will stun the target for 1 turn. A Natural 20 will stun the target for a further turn

Devastating Drive

Maces/Hammers push the weapon to its limits delivering a hefty strike. Deals 8 d8 damage, ignoring bludgeoning resistance and upon a failed STRENGTH save will give the target 1 level of exhaustion. A Natural 20 will effect the target with a further 2 levels of exhaustion.

Furious Fissure

Two handed swords will deliver a single devastating strike. Deals 6 d12 damage ignoring slashing resistance and upon a failed STRENGTH save will knock the target prone. A natural 20 by the player will cause the bleed status effect.

Pin Pierce

Spears will utilise their greater range to position the wielder in a more advantageous position. Deals 6 d8 damage, ignoring piercing damage, moves the player 20 feet in any direction except vertically and upon a failed STRENGTH save will grapple the opponent. Optional. A Natural 20 Can crit.

Sundering Strike

Axes swing twice with great ferocity, sundering the target. Deals 6 d12 damage, ignoring slashing resistance and upon a failed STRENGTH save will lower the targets resistance to slashing damage or the element on the weapon one stage. A Natural 20 will also give the target disadvantage on attack rolls and strength saves for two turns.

Sweeping Slices

One handed swords will unleash four consecutive attacks with blinding rapidity, deals 6 d8 damage ignoring slashing resistance and upon a failed DEX save from the target will stun one target for one turn only.  10 ft radius. A natural 20 allows you to pick an additional enemy to stun. 

Arts

Choose between Art of Vigourtheft or Art of Dominance.

Art of Dominance

Following two or more successful attacks per action per turn the target must make a WISDOM saving throw. If they fail they have the fear condition for two turns, or until a successful save is made.
At second level this will effect 3 targets of your choosing that are within line of sight.
Allies within line of sight of you gain fifteen feet of movement if moving towards you and are unnaffected by difficult terrain.
DC 15

Art of Vigourtheft

Upon two succesful attacks in a row, roll 2 d8 +4  you will heal this amount.
Can be activated twice per encounter.

Accurate Assault

Attacks against enemies with an AC of 20 or higher grant a +1 to your attack roll.
A finishing blow grants you 1 d12 healing.

Accurate Assault

Attacks against enemies with an AC of 20 or higher grant a +1 to your attack roll.
A finishing blow grants you 1 d12 healing.

Perfect Timing

A successful Stellar Defence allows you a free attack on your attacker at half damage, it grants an additional 15 feet of movement in any direction except vertically.

If you reach an ally with this movement you grant +1 AC to them for the round.
Can be done three times per long rest.

Stellar Defence.

Passively increases your AC by 1. (Stacks with armour.)
You can expend an action to sink into a deep focus. any attacks against you following this have to hit with a roll equal to your AC +4, caps at 22.
If they miss, you get a prompt to move ten feet with no Attack of Oppurtunity from the attacker and they have disadvantage on all DC saving throws until their next turn.
If they hit, you take reduced damage equal to 4d10 +2 and can move ten feet with no Attack of Oppurtunity from the attacker.

Must be activated on first action, cannot action surge after or before.

Battleborn

Choose between either Unforgiven or Unhindered.

Unforgiving

 

(Art of Dominance req.)
If you have successfully used Art of Dominance, you can inflict fear at a higher DC and mark them. You can teleport to this target to a range of 60 feet and gain an additional d12 damage on all attacks for 3 turns or until you use AoD again. If you use AoD this effect triggers automatically for a remaining 3 turns before expiring.
Allies gain advantage on attack rolls on this target on the first turn this mark is active.

DC 20

Replaces: Unhindered

Unhindered

(Only accepted if you have Art of Vigourtheft)
If you have used Art of Vigourtheft, you may immediately use this skill, for three turns you regen 2 d6 per turn. If you activate AoV this effect will auto trigger and continue for another 3 turns before depleting.

Available, twice per short rest.

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