Base Class: Fighter
The Kyoshi Warriors are similar to Battle Masters in the way that they are not brutal warriors and use certain skills to gain an upper hand in battle. They are trained to look for vantage points, weaknesses, to be agile, to redirect opponents force and use it against them, and when necessary, to push with lethal force. They prefer not to wear armor, as it hinders their movement and skillsets. They are trained to use anything as a weapon, and to use weapons in unconventional ways.
Kyoshi Warriors are not Benders, they have no control over the elements, but they are just as powerful as Benders. Kyoshi Warriors focus their training on Disarming, Imposing Advantages and Disadvantages, Redirecting Forces, and Evasiveness. They move with the grace of Waterbenders, stand their ground with the determination of Earthbenders, fight with the force of Firebenders, and live with the hope of Airbenders, they are an unstoppable force to be reckoned with.
Traditions of the Nations:
You learn 4 Traditions of Combat to aid you in battle. You can take on characteristics of one of the four nations for 10 minutes per long rest.
Air Nomads: While you are moving, you add your proficiency bonus to your AC.
Earth Kingdom: When you damage an opponent, roll a d20, if you roll a number equal to or within 2 numbers of your character level, that opponent must make a strength saving throw, if they fail, they drop whatever they are holding.
Fire Nation: When you damage an opponent, roll a d20, if you roll a number equal to or within 2 numbers of your character level, you may add your proficiency bonus to the damage die.
Water Tribe: When you are damaged, roll a d20, if you roll a number equal to or within 2 numbers of your character level, you redirect 25% of the damage back to whatever damaged you.
Kyoshi's Blessing:
Kyoshi's Protection: While you are not wearing armor, your AC equals 10 + your Dexterity Modifier + your Strength Modifier.
Kyoshi's Wrath: While you are not wielding any weapons and pick up an object, you may use it as if it were a weapon. The Object gains a 1d6 + your Strength or Dexterity Modifier (your choice) and gains either a bludgeoning, piercing, or slashing damage type according to your dm.
Improved Fighting Style:
Archery: Your +2 bonus to attack rolls increases by +1, and you gain a +1 to all ranged damage rolls.
Defense: While you are wearing armor, you gain a +2 to defense.
Dueling: The damage bonus increases to +3, and you gain a +1 bonus to the attack roll with that weapon.
Great Weapon Fighting: You can reroll the damage die a second time if the first reroll is a 1 or 2.
Protection: The range of effectiveness increases from 5 feet to 10 feet
Student of the Nations:
Air Nomads: You gain a +1 to your Dexterity saving throws and your Dexterity based skills.
Earth Kingdom: When you are damaged by an enemy, they must roll a Strength saving throw. If they fail, they must drop their weapon.
Fire Nation: When you damage an opponent, roll a d20. If the number rolled it equal to, or 1 number off from your character level, you have advantage on your next attack.
Water Tribes: When an enemy misses you with a melee attack, you get an attack of opportunity.
Avatar's Blessing:
when you roll initiative and are unable to use any benefits from Traditions of the Nations, roll a 1d4.
1- you get the Air Nomads benefits
2 - you get the Earth Kingdom benefits
3- you get the Fire Nation benefits
4- you get the Water Tribe benefits
Warrior of the Nations:
Air Nomads: When you hit an opponent, they must make a dexterity saving throw. If they fail, they are pushed back 10 feet. Your movement speed increases by 10 feet.
Earth Kingdom: Your Strength saving throws and skills based on Strength gain a +2 bonus.
Fire Nation: When you damage an opponent, roll 1d20. If the number rolled is equal to your character level, the opponent has disadvantage on all attack rolls until the end of your next turn.
Water Tribe: When you redirect an attack, or land a hit with an attack of opportunity, you may add your proficiency bonus to the damage of the attack.
Traditions of The Nations
When you choose this Martial Archetype at 3rd level, your studies have taken form, and you take on the roll of a Kyoshi Warrior, learning 4 Traditions of Combat to aid you in battle. You can take on characteristics of one of the four nations for 10 minutes per long rest. Once you have taken on a characteristic of a nation, you may not take those characteristics again until you finish a short rest.
Air Nomads: Following the traditions of Air Nomads, your evasive capabilities are heightened, making you harder to take down. While you are moving, you add your proficiency bonus to your AC.
Earth Kingdom: Following the traditions of the Earth Kingdom, you focus on protecting those around you, rather than pure combat potential. When you damage an opponent, roll a d20, if you roll a number equal to or within 2 numbers of your character level, that opponent must make a strength saving throw, if they fail, they drop whatever they are holding.
Fire Nation: Following the traditions of the Fire Nation, you learn to press the advantage while you have it, becoming a fierce warrior. When you damage an opponent, roll a d20, if you roll a number equal to or within 2 numbers of your character level, you may add your proficiency bonus to the damage die.
Water Tribe: Following the traditions of the Water Tribes, you learn to redirect the forces with which you are met, sending a portion of the damage back to the source. When you are damaged, roll a d20, if you roll a number equal to or within 2 numbers of your character level, you redirect 25% of the damage back to whatever damaged you.
Save DC: 8 + your Proficiency Bonus + your Strength Modifier.
Kyoshi's Blessing
Starting at 3rd level, when you choose to become a Kyoshi Warrior, you learn an additional Fighting Style that is exclusive to the Kyoshi Warriors called: Kyoshi's Blessing.
Kyoshi's Protection: While you are not wearing armor, your AC equals 10 + your Dexterity Modifier + your Strength Modifier.
Kyoshi's Wrath: While you are not wielding any weapons and pick up an object, you may use it as if it were a weapon. The Object gains a 1d6 + your Strength or Dexterity Modifier (your choice) and gains either a bludgeoning, piercing, or slashing damage type according to your dm.
Improved Fighting Style
At 3rd level, you gain a bonus to your Fighting Style:
Archery: Your +2 bonus to attack rolls increases by +1, and you gain a +1 to all ranged damage rolls.
Defense: While you are wearing armor, you gain a +2 to defense.
Dueling: The damage bonus increases to +3, and you gain a +1 bonus to the attack roll with that weapon.
Great Weapon Fighting: You can reroll the damage die a second time if the first reroll is a 1 or 2.
Protection: The range of effectiveness increases from 5 feet to 10 feet
Two Weapon Fighting; you gain a +2 bonus to attack rolls while engaging in two weapon fighting.
Student of the Nations
At 10th level, your study of the nations combat traditions give you benefits of one of the four nations for 30 minutes after meditating for 10 minutes.
Air Nomads: You gain a +1 to your Dexterity saving throws and your Dexterity based skills.
Earth Kingdom: When you are damaged by an enemy, they must roll a Strength saving throw. If they fail, they must drop their weapon.
Fire Nation: When you damage an opponent, roll a d20. If the number rolled it equal to, or 1 number off from your character level, you have advantage on your next attack.
Water Tribes: When an enemy misses you with a melee attack, you get an attack of opportunity.
Avatar's Blessing
Starting at 15th level, when you roll initiative and are unable to use any benefits from Traditions of the Nations, roll a 1d4.
1- you get the Air Nomads benefits
2 - you get the Earth Kingdom benefits
3- you get the Fire Nation benefits
4- you get the Water Tribe benefits
Warrior of the Nations
Starting at 18th level, you channel all four of the nations into your fighting at all times.
Air Nomads: When you hit an opponent, they must make a dexterity saving throw. If they fail, they are pushed back 10 feet. Your movement speed increases by 10 feet.
Earth Kingdom: Your Strength saving throws and skills based on Strength gain a +2 bonus.
Fire Nation: When you damage an opponent, roll 1d20. If the number rolled is equal to your character level, the opponent has disadvantage on all attack rolls until the end of your next turn.
Water Tribe: When you redirect an attack, or land a hit with an attack of opportunity, you may add your proficiency bonus to the damage of the attack.
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