Fighter
Base Class: Fighter

A Living Sigil obtains their power from taking a stance that represents an aspectual rune or glyph and evoking that aspect within themselves to be changed. Using magic in this way can be very taxing, so it is the responsibility of the Living Sigil to condition themselves to shoulder the immense strain of these augmentations and to know what to evoke where and when.

Sigil Stance

You have learned how to turn your body into a basic glyph to enhance your abilities. When you choose this archetype at 3rd level, you gain proficiency in Arcana and learn 4 stances. Stances are taken as a bonus action and last for 1 minute, or until you use a bonus action to stop them prematurely. The stance also drops if you are knocked unconscious or you are exposed to an anti magic zone. Only one stance can be active at a time. You are able to use these stances a number of times per long rest equal to your proficiency bonus. You learn one more stance at 7th, 10th, 15th, and 18th level. When you learn a new stance you can switch out one you already know for another.

Calm

You can not be frightened or charmed. If you are already frightened or charmed when you take this stance, you can take an action to end the condition.

Coated

You gain resistance to slashing and piercing damage.

Fleet-Footed

Your movement speed increases by 10ft.

Focused

When you take the Attack Action you make only one weapon attack, but the attack counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and if you are able to normally attack more than once, you add bonus damage dice to this attack. The bonus damage dice are determined by the number of attacks you are able to make when you use the Attack Action normally. One Attack: No bonus damage, Extra Attack: +2dX, Extra Attack (2): +4dX, Extra Attack (3): +6dX (X=weapon damage die). This does not affect reaction or bonus action attacks. If you are dual wielding, you can strike with both weapons as one; instead of taking your off-hand attack as a bonus action, you can spend your bonus action to increase the damage of your main-hand attack by the off-hand weapon’s damage die and add any effect(s) that your off-hand weapon would normally apply from an attack on its own. This bonus is +1dY normally, +2dY if you have Two-Weapon Fighting, or +4dY if you have Improved Two-Weapon Fighting (Y=off-hand weapon damage die). If you use this option, your bonus to hit is determined by your main-hand weapon.

Grounded

You have advantage on Str saves and Str checks against being grappled, restrained, moved, or knocked prone.

On Guard

You gain a +1 to AC and have advantage on Dex saving throws.

Opportune

If a hostile creature misses you with an attack, you can use your reaction to riposte with an attack of your own.

Precise

Your critical range becomes 18-20.

Protective

Allies within 5ft of you gain a +1 to AC.

Reactive

When an enemy enters your threat range (normal range for ranged weapons) and you can see them, they provoke an opportunity attack.

Advanced Sigil

Starting at 7th level, you are able to enter the advanced form of a stance you already know, maintaining the benefit of the basic stance and improving its effect, but at a risk. When you take a stance or as a bonus action while in a basic stance, you can choose to take the advanced version. While in an advanced stance, you can drop back down to the basic stance as a bonus action. Still and Locked can be taken as a reaction (triggers listed in stance) as long as you are not already in a stance that isn't Calm or Grounded, respectively. If taken in this way you are unable to drop or downgrade the stance on your next turn.

 

    • Instinctual (Adv. Reactive): You have a number of reactions equal to your proficiency bonus minus 1, but you have disadvantage on Int and Wis saving throws.
    • Exact (Adv. Precise): Your critical range becomes 15-20, but attacks on you have advantage.
    • Momentous (Adv. Focused): You can gain a bonus to hit with the one attack up to your proficiency bonus (at least 2), but your AC lowers by the same amount until the start of your next turn. The range or your weapon also increases by 5ft times the bonus gained.
    • Vigilant (Adv. On Guard): You gain another +1 to AC and Blindsense out to 15ft, you cannot be surprised, creatures attacking you do not gain the benefits of Flanking or Pack Tactics, and you have advantage on Perception, Investigation (+5 to passive in both), Acrobatics against being grappled, and Initiative checks, but when this stance ends you gain a level of exhaustion.
    • Martyr (Adv. Protective): Allies within 5ft of you gain another +2 AC, but any hostile attack that misses an ally in range then targets you. The hostile creature rerolls the attack against you.
    • Auspicious (Adv. Opportune): If your riposte lands, it is a critical hit, but if it misses, the target can use its reaction to repeat the triggering attack against you.
    • Still (Adv. Calm): You automatically succeed on Int and Wis saves and Chr saves against mind altering effects, and you are resistant to psychic damage, but you are considered restrained (see condition). You may use your reaction to negate the advantage given to an enemy by the restrained condition for one attack. If taking this stance as a reaction, it can be triggered by the need to make an Int or Wis save or a Chr save against a mind altering effect.
    • Hardened (Adv. Coated): You gain resistance to all damage types except psychic, but you cannot be healed by any other means other than Second Wind and you have disadvantage on Con saves.
    • Swift (Adv. Fleet-Footed): Your movement speed increases by another 10ft and once per round, you can cast Misty Step, but you are vulnerable to all damage except psychic. 
    • Locked (Adv. Grounded): You gain the traits of an activated Immovable Rod, but you are considered petrified (see condition), except that you are still aware of your surroundings. You also can not be Teleported, Banished, or Plane Shifted. If taking this stance as a reaction, it can be triggered by the need to make a Str save or by being moved, knocked prone, grappled, restrained, teleported, Banished, or Plane Shifted.

Improved Fighting Style

At 11th level, your Fighting Style has developed and improved with the help of your sigil magics to the point where you gain additional premiant benefits based on the Fighting Style you chose at 2nd level. Alternatively, you can choose one of the fighting styles available at 2nd level that you did not already take.

Improved Archery

Making a ranged attack against a creature who is within 5ft of you or prone does not impose disadvantage, a ranged attack that hits a paralyzed or unconscious target is a critical hit as long as they are within your normal range, and you can roll one additional weapon damage die when determining the extra damage for a critical hit with a ranged weapon.

Improved Defense

You gain a +2 to all saves.

Improved Dueling

When you are wielding a melee weapon in one hand, and no other weapons, you gain your proficiency bonus to damage rolls with that weapon on top of the +2 granted from Dueling.

Improved Great Weapon Fighting

When you make an attack with a melee weapon that you are wielding with two hands, you can add your damage modifier twice to the damage roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Improved Protection

Your protected ally only takes half damage from the triggering attack if it hits.

Improved Two-Weapon Fighting

When you make an attack with your off-hand as a bonus action, you can attack twice.

Hybrid Stance

Starting at 15th level when you take a stance or on your turn when you are already in one, you can expend a use of your stances on your turn to gain the effect of your current stance and one other you know for one round. If you are activating a stance as a reaction it cannot be made hybrid until your next turn.

Perfected Sigil

Starting at 18th level, if you expend a use of your stances upon activation or while in a stance on your turn, you can gain the benefits of the Advanced Sigil without the detriments for one round. If you are in a Hybrid Stance, you would need to spend a use on each to perfect both. If you take the Vigilant stance you must perfect it upon activation and end it or downgrade it to the basic version at the start of your next turn to not suffer a point of exhaustion (unless you continue to perfect it for subsequent rounds to prolong your need to end or downgrade). If you perfect Still, you are no longer restrained and the reaction granted is no longer an option. If you perfect Locked, you are no longer petrified. If you perfect either Still or Locked as a reaction, it only lasts until the start of your next turn.

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