Fighter
Base Class: Fighter

When you choose this archetype at 3rd level, your Fighter has been convinced that the Gods have a plane for them, that they are "fate-touched".  Choose a god in your DM’s setting, and become a holy warrior for them and fulfill your destiny. 

The Oath Taker fighter discovers faith or is “fate-touched” by the gods, or finds a patron to serve as a knight, or bargains with an otherworldly patron.  From nobles to gods, from archfey to great old ones, their ancestors, or even a deceased loved one.  This fighter swears an oath, not too dissimilar to a paladin, cleric, or warlock, but unlike them, it took some convincing, or just a delayed inciting incident in their journey to accept the call to action.
Spells aren’t your thing, you’re a fighter first and a damn good one at that, you still learn maneuvers & fighting styles, and are in the front line of combat, but now your ability to conquer the battlefield is magically enhanced with your Oath Abilities.  You gain the ability to channel your oath and the thrilling energy it provides to grant your fighting styles and maneuvers with a bit of magical punch. The effects depend entirely on which oath you take, and in the case of divine & otherworldly, which deity or patron.

This subclass is inspired by the origin of the Paladin class as a fighter subclass.  It will have no spells, but instead have non-magical & divine class abilities inspired by the current Paladin class.  

- Homebrew by Cmikepro

Maneuvers

You learn 2 maneuvers of your choice, you can use one maneuver per attack. You learn 1 more at 7th, 10th, & 15th level.

  • Save DC: 8 + your proficiency + Str, Dex, or Wis.
  • Superiority Dice: You have 2 superiority dice, which are d8s. A superiority die is expended when you use it.  You regain all of them when you finish a short or long rest.  You gain another die at 7th level and one more at 15th level.

Divine Protection

You are resistant to possession, disease, insanity, fear, and charm (assuming it isn’t already a racial trait).  

At 9th level, you are "Blessed."  Once per 10 minutes, you can give yourself the benefits of the bless spell for 12 seconds (2 rounds).  This benefit is automatically triggered at the beginning of your first turn of combat.

Healing Hands

(in combat) You may use Second Wind to instead heal a conscious ally that is within 5ft.  This isn’t magical, but instead a form of inspirational healing coming from someone who truly has faith in themselves and their cause.

Holy Weapon

You start your journey as a holy warrior, but every holy warrior needs a holy weapon. You must find a melee weapon that you prefer, become familiar with it in battle, and find a house of worship to your deity and become familiar with the religious leader there.  

At 5th Level, you may create one Holy Weapon out of the weapon you commonly use & are proficient with through a 8 hour long spiritual or religious ritual: blessing, purifying, and bonding the weapon.  The Holy Weapon is considered magical, and deals an extra damage die worth of radiant damage against aberrations, dragons, elementals, fey, fiends, celestial, lycanthrope, and undead.

 

Aura of Protection

When you reach 7th level, Allies within 5ft gain the benefits of your Divine Protection.

  • At 10th level,  the range extends to 10ft
  • At 15th level, the range extends to 15ft.

Divine Smite

Upon reaching 10th level, your Holy Weapon now deals 2 extra damage die worth of radiant damage against aberrations, dragons, elementals, fey, fiends, lycanthrope, and undead. While now dealing 1 extra damage die of radiant damage to any target.

Master Fighter

Starting at 15th level, Critical Hits happens on 19 and 20 with your Holy Weapon.

Improved Divine Smite

Upon reaching 18th level, your Holy Weapon now deals 4 extra damage die worth of radiant damage against aberrations, dragons, elementals, fey, fiends, lycanthrope, and undead. While now dealing 2 extra damage die of radiant damage to any target.

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