Fighter
Base Class: Fighter

The Empyrean Chevalier archetype relies heavily on the power of divinity bestowed upon them directly and invariably from the divine beings observing them from the divine realm through a profound connection with their soul. The stronger the connection, the more powerful you become. Allowing you to deal the deadliest blows or transcend any impediments hampering you without leaving much of a scratch.

Sacred Power

Beginning when you choose this archetype at 3rd level, you have learned the ability to hone your divine power to focus on a weapon you hold or to enhance your body in some way.

Extirpation Smite. When you land a hit on a creature with a melee weapon attack, you can discharge a translucent wave of force into the target's body and momentarily disrupt their bodily functions. The creature must make a Constitution saving throw ( DC 8 + your proficiency bonus + your Strength modifier ). The target takes the full damage of your weapon on a failed save, or half as much damage on a successful one. In addition, other attacks made against the creature ( provided that it failed the save ) deals an additional 1d4 radiant damage until the end of the round.

This cannot be used on the same target twice.

Favored Assault. You always deal an additional 1d4 radiant damage with melee weapon attacks against creatures with disadvantage rolls on their attack rolls.

Self-Empowerment. As a bonus action on your turn, you can expend a hit die to gain temp health equal to that amount. This can only be used again when your existing temp health has become 0.

Evangelist Form

Starting at 7th level, you learn the ability to transform into a substandard replicate of a god/goddess.

As a bonus action on your turn, you can transform into one of the divine beings listed below. Your form cannot be changed until its duration is over ( 1 minute ). When a form is used, you cannot use it again until you long rest.

Achilles. Transforming into Achilles, one of the famous heroes in the Trojan War and born from the sea goddess Thetis, you gain 10 ft. speed and you can cancel a disadvantage effect imposed on one of your attack rolls once per turn.

Ares. Transforming into Ares, the god of war in Greek mythology, you gain advantage on Athletics checks and your melee weapon attacks deal extra 1d4 damage.

Ereshkigal. Transforming into Ereshkigal, the goddess of the Netherworld, your melee attacks now deal magical fire damage and you have resistance against fire damage.

Ishtar. Transforming into Ishtar, the goddess of beauty, good harvests, war, lust, discord, and fertility in Mesopotamian Mythology, you gain advantage on Medicine, Nature, and Survival checks and you heal by 1d4 at the end of your turns.

Rescinding

At 10th level, when you roll a Natural 1 or 2 for an attack roll made with a melee weapon, you can reroll the die but you must use the new one.

Supplemental Sacred Power

Starting at 15th level, you have become accustomed with your divine power and your connection with the divine beings has become drastically stronger.

Hit Channeling. When you make more than one attack with a melee weapon, you can choose to forgo the attack rolls for that weapon to force the target you attacked to roll a Constitution saving throw ( DC 8 + your proficiency + your Strength modifier ). The target takes damage equal to the damage of all of your weapon attacks ( roll damage for each ) on a failed save, or half as much damage on a successful one.

This cannot be used on the same target twice.

Natural Dispersal. When you are hit by a critical hit, you can distribute the damage between you and your allies ( max 2 ) within 30 ft. of you.

Form Swap. When you are currently in a form, you can use your reaction to change into another form. This can only be used once per short or long rest.

Note that the duration remains the same and does not reset back to the beginning after you changed.

Celestial Possession

At 18th level, you can momentarily become possessed by one of the gods or goddesses you can change your form into. As a result, your power becomes increased exponentially at a cost of your body beginning to deteriorate at a rapid rate.

You spend no action to become possessed by one of the gods you can change your form into. At every end of your turn, you lose health equal to one of your hit die. You can cancel the possession but only after the damage you take during the round is calculated.

This class feature stacks with Evangelist Form.

Achilles. You gain a +2 bonus to your attack rolls made with melee weapon attacks and advantage on all Dexterity checks and saving throws. In addition, you can disengage with double your speed.

Ares. Your melee attacks deal extra 1d6 damage and you have advantage on all Strength checks and saving throws. In addition, your last melee attack in a turn automatically makes the target you attacked fall prone.

Ereshkigal. You become immune to fire damage and your melee attacks can bypass targets with fire resistance. In addition, when you land a critical hit for an attack made with a melee weapon, you deal extra 4d8 fire damage.

Ishtar. Your allies within 30 ft. heal by 1d6 at the end of their turns unless they have fallen unconscious. In addition, your Medicine check always counts as a Natural 20 allowing you to always stabilize a downed creature, bringing them back to 1 HP. This doesn't work twice on the same creature.

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