Fighter
Base Class: Fighter

The abyss watchers emulate the fighting style of Artorias, a knight who stood against the abyss alongside his companion, the great gray wolf Sif. They will destroy the slightest trace of the abyss, and destroy kingdoms to do it. Abyss watchers wield a greatsword in one hand and a dagger in the other, mimicking how Artorias fought alongside Sif. They execute complex maneuvers with their weapons, making even a single one a terrible foe.

Greatsword and dagger

When you choose this archetype at 3rd level, you can wield a greatsword in one hand effectively, as long as you are wielding a dagger in the other hand. When wielding a greatsword this way, it counts as a light weapon for the purpose of dual wielding.

Watcher techniques

At 3rd level, you learn techniques for complex usage of your weapons, moving quickly around the battlefield and striking at your enemies.

Techniques. You learn 2 techniques of your choice, which are detailed under "techniques" below. You learn a 3nd at 7th level, and a 4th at 15th. you can only use techniques if you are wielding a greatsword and a dagger.

Technique points. You have an amount of technique points equal to your fighter level, and you can use them to perform techniques.

Follow ups. Some techniques have follow ups, detailed at the end of the technique. You can use a follow up on your first turn after using that technique, and cannot do so any other time. If you move after using a technique, you can't use the follow up.

dagger parry

As a reaction to being hit by a melee attack, you may expend a technique point to roll a d4 and add the result to your ac against that attack, potentially causing it to miss.

follow up. You may expend 2 technique points to make the first melee attack you make this turn against a creature you caused to miss with this feature after your last turn have advantage, and automatically be a critical hit if you hit. You can move before using this follow up.

lunging stab

You may expend one technique point to use your action to move up to your walking speed in a straight line, expending the same amount of movement. This movement does not provoke opportunity attacks. If at any point during this movement there is a creature directly in front of you within reach of your greatsword, you immediately stop your movement and make an attack against that creature with your greatsword for each attack you would normally be able to make with your action. On a hit, the target takes piercing damage instead of slashing, and takes an additional d6 of damage. This extra damage can only be dealt once per use of this technique. You must be able to move at least 5 feet in the direction you choose to move in to use this feature.

Relentless assault

As an action, you may expend one technique point to make a quick attack with your dagger, then one with your greatsword. Make an attack with your dagger, then one with your greatsword. If the dagger hits, your greatsword attack has advantage. You can only use this technique if you make at least one greatsword attack and a dagger attack the previous round, and didn't move more than 5 feet after doing so.

Follow up. As an action, you may expend 2 technique points to make a greatsword attack against each creature within 5 feet of you. You may move up to 5 feet before using this follow up.

Spinning lunge

As an action, you may expend 3 technique points to move 10 feet in a straight line without provoking opportunity attacks and make a greatsword attack against each creature within reach of your greatsword.

Follow up. You may use your action to expend 2 technique points to make a greatsword attack against each creature within reach of your greatsword. You may then use your action on your next turn (as if you were following up the follow up) to expend one technique point to move up to 5 feet (no movement required) and make a greatsword attack against a target. On a hit, you deal bludgeoning damage instead of slashing, and deal an extra 2d6 bludgeoning damage. You can then make attacks as if using this feature was a single attack (you can make attacks granted by extra attack or another feature).

watcher's strike

As an action, you may expend 2 technique points to make a greatsword attack against a target within reach. The on a hit, you deal an extra 2d6 damage for each attack you can make with the attack action, and the target is knocked prone, as you make an upwards swing that tosses them in the air. You can only use this technique the turn after making at least one greatsword attack and a dagger attack the previous round and not moving after doing so.

Wolf's strike

As an action, you may expend a technique point to make 2 attacks with your dagger against the same target. If either attack hits, the next attack against the target has advantage (the first attack cannot give the second one advantage).

Iron will

Beginning at 7th level, you have the steel will Artorias is said to have had. You have advantage on charisma saving throws and saving throws against being charmed or frightened.

Wolf's blood champion

At 10th level, As an action, you can summon the shared wolf's blood of the abyss watchers to you and cause it to ignite. For one minute, you deal an extra d6 of fire damage with all of your greatsword attacks due to it being wreathed in flame, and the reach of your greatsword is increased by 5 feet. Once you use this feature, you can't do so again until you finish a long rest.

Flaming dash

At 15th level, you can dash across the ground, dragging your greatsword through it, causing flames to flare up a split second later. As an action, you can expend 4 technique points to move 30 feet in a straight line without provoking opportunity attacks. Each creature in your path must make a dexterity saving throw or take 6d6 slashing damage, and half as much on a sucessful one, then another dexterity saving throw or take 6d6 fire damage, or half as much on a successful one. You must be wielding a greatsword and a dagger and be under the effects of your wolf's blood champion ability to use this feature.

Watcher's expertise

Starting at 18th level, you may use a watcher technique and expend 1 less technique point than normal. You can't use this feature again until the beginning of your turn after your next turn.

Comments

Posts Quoted:
Reply
Clear All Quotes