Fighter
Base Class: Fighter

Avatar of Legend fighters see obstacles as mere hindrances in their path to Success and overcome. Those who take this path manifest deep wellsprings of stamina and empower themselves to accomplish herculean feats with little effort. Your name will be called for years to come

Power of a Legend

When you choose this archetype at 3rd level, you learn powers fueled by an ocean of stamina called "Stamina points"

Powers. You may prepare up to 4 powers of your choice, which are detailed below. Powers can enhance attacks, enhance skills, and much more.

You can prepare one additional power of your choice with every additional level in this class. At the end of a long rest, you can reprepare a number of powers equal to your constitution modifier. (A minimum of one). 

If a power requires a saving throw, its DC is equal to 8+proficiency bonus+strength or dexterity modifier, whichever is higher.

Stamina Points. You have six stamina points when you gain this archetype. A stamina point is expended when you use it for a power. Some powers expend multiple of these points. You regain all of your stamina points when you finish a long rest. You also gain another two stamina points for every level you have in this class. 

Body of a Legend

You gain expertise in constitution saving throws. Moreover, you learn the guidance cantrip on yourself without somatic components. 

Signature Gear

Your splendor has painted a vivid image of yourself in the minds of those with whom you are in constant contact with. Tales of your valor or fearsome image have begun to spread through the common masses.

Pick a set of armor, a shield, or a weapon. The gear gains the following benefits

- You can summon the gear to your hand as long as it is on the same plane of existence as an action
- Your gear cannot be damaged by nonmagical means
- If your gear is lost or destroyed, you may perform a 1-hour ritual to either magically manifests a new one, or to teleport the lost one into your possession.  

As an action, you may present your gear to a creature, who instantly gains knowledge of its properties that you wish to be known. They must make a Wisdom save against your save DC, becoming frightened or charmed by you for one minute. The target can repeat the saving throw at the end of each of its turns. Creatures with an intelligence of 5 or lower are not affected.

You must finish a long rest before using this action again

You may replace your signature gear by wearing it visibly on your person and using the corresponding item whenever applicable for three adventuring days. 
You gain an additional item to add to your signature gear at 11th and 17th level

Quickened Body

By 10th level, your body has become accustomed to executing split-second decisions. You gain access to three special reactions.

- You may use your reaction to parry an attack that is about to hit an ally within 5 feet of you while you are holding a weapon. Roll 1d8. The target gains a bonus to their AC for that attack equal to the roll.

- You may use your reaction to lash out at an enemy who has struck you. When a hostile creature lands an attack against you, you may make one weapon attack against them.

- You may use your reaction to quicken yourself according to the tactics of your opponents. When a hostile creature moves away from you, you can move up to half your speed towards them. You may also move up to half your speed away from a hostile creature who moves towards you, without provoking an opportunity attack.

You can use these reactions a number of times equal to your Constitution modifier (minimum of one). You regain all uses at the end of a short rest. 

Limitless Well

Your body is tireless, always having a reserve to rely on. You regain 1d6 stamina points when you have fewer than 3 remaining. 

Manifest Legend

At 18th level, you are able to manifest the Legend that you embody, emboldening yourself with its power. As a bonus action, you transform, gaining the following benefits for 1 minute or until you are incapacitated

- Hostile creatures that see you when you transform must make a wisdom save with your power save DC or be frightened of you for 1 minute, repeating the saving throw at the end of each of its turns
- When you reach 0 Hit points, but not killed outright, you can make a Constitution Save (DC: 5) to instead drop to 1 HP. The DC increases by 5 for each subsequent activation until you finish a long rest
- You roll an additional damage die every time you damage a creature
- You have resistance to bludgeoning, piercing, and slashing damage. You gain immunity to one other type of damage that you choose when you transform.