The Fighter
Fighters are very common throughout all of Hyrule. Fighters usually can be found as guards, security, soldiers, and the like.
Grafted
3rd Level: Ultrahand
At 3rd level one of your limbs is replaced by a magically grafted one. This new limb is fully functional and acts as your new limb, allowing you to manipulate objects and feel through it. With this limb you may spend 10 minutes channeling energy through it to connect a number of nonliving objects within 15 feet of you together up to your Fighter level, each of which have to be Large sized or smaller. A Strength check with a DC equal to 10 + your Fighter level can be used to separate these objects or you can use a bonus action to dismiss this effect. Only one fused object can be made at a time with this feature.
3rd Level: Fuse Weapon
As an action you can fuse a melee weapon you are holding together with an unattended weapon or monster part within 15 feet of you, making a new weapon you are proficient with.
If the fused weapon is made of two weapons, it deals damage using the higher damage die of the combined weapons and you choose which of the two mastery properties it has. In addition, the new weapon has the magical item effects and properties of both of the previous weapons, however they lose the light, finesse, and thrown properties unless both weapons have that property.
If the fused weapon has a monster part attached, it instead deals bonus damage with its next attack equal to the CR of the monster (rounded down).
You may have a number of fused weapons created at any given time equal to your Intelligence modifier (minimum 1) and may unfuse them with a bonus action.
7th Level: Fuse Ammunition
You gain the ability to quickly fuse tiny-sized nonliving objects to ammunition within 15 feet of you as a bonus action. Depending on the type of object the shield or ammunition gains one of the following properties until the end of your next turn, chosen by the DM:
10th Level: Fuse Shield
You may fuse nonliving tiny or small sized objects within 15 feet of you to your shield as a bonus action, granting one of the following properties based on the type of object it is (as chosen by your DM):
15th Level: Auto-Build
As an action you may recreate any fused object you have made with your Ultrahand feature in the past. If the materials aren’t available to create that object they are magically conjured by your hand and you must take a long rest to use this feature again in this way.
18th Level: Fuse Self
You may now infuse your Ultrahand with a single weapon or tiny object, treating all weapons, ammunition, and/or shields you use as having that object’s weapon properties and Fuse Parts feature. Only one weapon or object may be fused with you at a time.
At 3rd level one of your limbs is replaced by a magically grafted one. This new limb is fully functional and acts as your new limb, allowing you to manipulate objects and feel through it. With this limb you may spend 10 minutes channeling energy through it to connect a number of nonliving objects within 15 feet of you together up to your Fighter level, each of which have to be Large sized or smaller. A Strength check with a DC equal to 10 + your Fighter level can be used to separate these objects or you can use a bonus action to dismiss this effect. Only one fused object can be made at a time with this feature.
3rd Level: Fuse Weapon
As an action you can fuse a melee weapon you are holding together with an unattended weapon or monster part within 15 feet of you, making a new weapon you are proficient with.
If the fused weapon is made of two weapons, it deals damage using the higher damage die of the combined weapons and you choose which of the two mastery properties it has. In addition, the new weapon has the magical item effects and properties of both of the previous weapons, however they lose the light, finesse, and thrown properties unless both weapons have that property.
If the fused weapon has a monster part attached, it instead deals bonus damage with its next attack equal to the CR of the monster (rounded down).
You may have a number of fused weapons created at any given time equal to your Intelligence modifier (minimum 1) and may unfuse them with a bonus action.
7th Level: Fuse Ammunition
You gain the ability to quickly fuse tiny-sized nonliving objects to ammunition within 15 feet of you as a bonus action. Depending on the type of object the shield or ammunition gains one of the following properties until the end of your next turn, chosen by the DM:
- Bulk: Increase the damage die of the ammunition by 1 step
- Energy Infused: The ammunition now deals a different damage type.
- Magical: The ammunition replicates a magical spell of 1st level or below when fired. You cannot maintain concentration on this spell, instead a spell that requires concentration lasts until the end of your next turn.
- Searching: An attack roll with this ammunition has a +1 bonus to hit.
- Spiked: The ammunition’s range is doubled.
- Status: The ammunition can cause a specific status effect with a DC to resist the effect equal to 8 + your Strength modifier + your proficiency bonus.
10th Level: Fuse Shield
You may fuse nonliving tiny or small sized objects within 15 feet of you to your shield as a bonus action, granting one of the following properties based on the type of object it is (as chosen by your DM):
- Bulk: Increase the AC the shield provides by 1.
- Energy Infused: The shield has resistance against the next attack made against it of a specific damage type.
- Magical: The shield replicates a magical spell of 1st level or below as a reaction when the shield is struck or if you choose to cast the spell as an action. After this happens the object attached to the shield is destroyed.
- Searching: You cannot be surprised while this object is fused to your shield.
- Spiked: The shield can now be used as a weapon you are proficient with, dealing 1d6 piercing damage and gaining the Vex mastery property. You may use your reaction with this shield to deal 1d6 piercing damage against an enemy that targets you with a melee attack.
- Status: A shield infused with this object can be used as a reaction when targeted with a melee attack to cause a specific status effect with a DC to resist the effect equal to 8 + your Strength modifier + your proficiency bonus. After this happens the object attached to the shield is destroyed.
15th Level: Auto-Build
As an action you may recreate any fused object you have made with your Ultrahand feature in the past. If the materials aren’t available to create that object they are magically conjured by your hand and you must take a long rest to use this feature again in this way.
18th Level: Fuse Self
You may now infuse your Ultrahand with a single weapon or tiny object, treating all weapons, ammunition, and/or shields you use as having that object’s weapon properties and Fuse Parts feature. Only one weapon or object may be fused with you at a time.
Hero
3rd Level: Combat Superiority
When you choose this archetype at 3rd level, you learn techniques that are fueled by special dice called superiority dice.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all used superiority dice when you finish a long or short rest. You gain another superiority die at 6th level and one more at 14th level.
Using Superiority Dice. You can expend superiority dice to gain a number of different benefits. Choose two of the following techniques to learn:
3rd Level: Heart Containers
Whenever you are healed, the hit points you regain are equal to the hit points you would normally regain plus up to 3 additional hit points. Hit points you regain are always in multiples of 4.
7th Level: Spin Attack
You learn how to use your momentum to hit all enemies nearby. Choose one of the following options:
10th Level: Reaction Command
You learn a way to dodge and deflect incoming attacks. Choose one of the following options:
15th Level: Beam Technique
Your heroic strength can be channeled through your sword. Choose one of the following options:
18th Level: White Hearts
You gain resistance to all damage from creatures with a CR lower than half your level.
When you choose this archetype at 3rd level, you learn techniques that are fueled by special dice called superiority dice.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all used superiority dice when you finish a long or short rest. You gain another superiority die at 6th level and one more at 14th level.
Using Superiority Dice. You can expend superiority dice to gain a number of different benefits. Choose two of the following techniques to learn:
- Back Strike. When you make a melee attack against a target, you may expend one superiority die to move to an unoccupied space on the opposite side of the target before making that attack. This movement does not provoke opportunity attacks. If the attack hits, add the superiority die to the attack's damage roll.
- Dash Attack. You may expend one superiority die to move an additional 10 feet with your movement before making an attack. If the attack following this movement hits, add the superiority die to the attack's damage roll.
- Down Thrust. When you would fall you may expend a superiority die and use your reaction to instead attack a creature directly below you. If the attack following this movement hits, add the superiority die to the attack's damage roll and you take no falling damage.
- Ending Blow. When you attack a prone enemy you may expend a superiority die to automatically score a critical hit against that enemy.
- Flurry Rush. When a creature within 15 feet of you misses you with a melee attack you may use a reaction to expend any number of superiority dice you have not already expended. Immediately move adjacent to that enemy and make a melee weapon attack for each superiority die expended in this way. Each attack roll that hits deals damage equal to the superiority die's roll instead of their normal damage.
- Helm Splitter. When you score a critical hit you may expend a superiority die to add double the superiority die to the attack's damage roll. If you do so you jump over the target to a space on the opposite side of the target if possible. This jump does not provoke opportunity attacks.
- Jump Shot. When you use your movement to jump, you may expend a superiority die and use your action to take the attack action during your jump. When you do so the first ranged attack you make during this movement has an additional bonus to hit equal to your superiority die roll.
- Jump Strike. When you use your movement to jump, you may expend a superiority die to leap an additional number of feet up to half your Wisdom score if it is a long jump, or an additional number of feet up to your Wisdom modifier if it is a high jump. If you do so and make an attack immediately following the jump, add the superiority die to the attack's damage roll.
- Roll Attack. When a creature makes a melee attack against you may use your reaction and expend a superiority die to gain +2 AC against the triggering attack. If the triggering attack misses you may move to any other space adjacent to the target and deal weapon damage to the triggering attacker equal to the amount rolled on the superiority die. This movement does not provoke opportunity attacks.
- Up Thrust. You may expend a superiority die to increase your reach by 10 feet to attack an enemy directly above you. If you hit, you add the superiority die to the attack's damage roll.
3rd Level: Heart Containers
Whenever you are healed, the hit points you regain are equal to the hit points you would normally regain plus up to 3 additional hit points. Hit points you regain are always in multiples of 4.
7th Level: Spin Attack
You learn how to use your momentum to hit all enemies nearby. Choose one of the following options:
- Charged Spin. As an action you expend a superiority die to have your weapon begin absorbing magical energy from the surrounding area. Your speed is halved until you take an action to unleash the stored up energy. When you unleash the stored energy you make a melee weapon attack with the charged weapon against all enemies within 15 feet of you with a bonus to the damage it deals equal to the superiority die roll. You may also spend an action to charge the weapon one additional time while your weapon is already charged, increasing the additional damage to twice the superiority die roll and the area of the attack increasing to all enemies within 20 feet of you. The stored energy vanishes when you are no longer wielding the weapon, you use an action to release the energy, or cannot take actions for any reason.
- Great Spin. As an action you may expend a superiority die to move up to your speed. This movement does not provoke opportunity attacks. You may make a melee basic attack that deals extra damage equal to your superiority die roll against any enemy you move adjacent to during this movement. At the end of this movement you are stunned until the end of your next turn.
- Spin Attack. When you hit a creature with a melee weapon attack you may expend a superiority die to deal damage to all enemies within your weapon's melee range equal to your superiority die roll. The damage is the same type as the triggering attack.
- Wide Spin. When you hit a creature with a melee weapon attack you may expend a superiority die to deal damage to all other enemies within 30 feet of you equal to your superiority die roll. The damage is the same type as the triggering attack. You cannot use this feature again until you finish a short rest.
10th Level: Reaction Command
You learn a way to dodge and deflect incoming attacks. Choose one of the following options:
- Dead Man's Volley. When you are wielding a melee weapon and a magical attack that targets your AC misses you, you may use your reaction to make a ranged basic attack against the creature that made the attack. If the attack hits the creature is hit with the magical attack that they targeted you with.
- Mortal Draw. When an enemy provokes an attack of opportunity from you, you may immediately swap what you are currently wielding for any other item currently in your possession before making that opportunity attack.
- Quick Reaction. Enemies have disadvantage on opportunity attacks against you.
- Shield Bash. While you are wielding a shield, you can use your reaction to push a creature that makes an attack roll within 5 feet of you up to 10 feet after they finish making the triggering attack. Huge sized or larger creatures are immune to this.
15th Level: Beam Technique
Your heroic strength can be channeled through your sword. Choose one of the following options:
- Life Beam. When you are at maximum hit points you may make ranged attacks with melee weapons at a range of 100 feet.
- Peril Beam. When you are at 1/4th of your maximum hit points or fewer, you may make ranged attacks with melee weapons at a range of 100 feet.
- Skyward Strike. When you are wielding a melee weapon you may take an action to raise it above you and charge it with magic. The next attack you may make with that weapon has a range of 100 feet, deals additional damage equal to your fighter level, is considered a magical attack, and deals either fire, lightning, cold, radiant, or necrotic damage instead of its normal damage type.
18th Level: White Hearts
You gain resistance to all damage from creatures with a CR lower than half your level.
Sumo
3rd Level: Heavy Body
Your body is incredibly heavy, granting you advantage on saving throws against forced movement and making you one size larger for the purposes of grappling or pushing a creature. In addition your AC is 10 + your Constitution modifier + your Strength modifier when not wearing armor.
3rd Level: Forward Thrust
Your unarmed strikes have the Push mastery property and use 1d6 for their damage die.
7th Level: Gain Ground
When using the push property or shoving a creature you may immediately occupy one of the spaces your target just left. This movement ignores opportunity attacks and you can only move up to your speed when moving in this way.
10th Level: Toss Aside
Your unarmed strikes gain the Toss mastery property. When a target falls prone from this you may also choose to move them up to 5 feet as well as use your Gain Ground feature. You may only use one of your mastery properties at a time on each attack.
15th Level: Ozeki
You may ignore your opponent’s size for the purposes of grappling or pushing a creature and may add your Constitution modifier to checks made to grapple or push a creature.
18th Level: Ringout
The damage of your unarmed strikes increases to 1d8. If you push a creature at least 20 feet on your turn you are fueled with vigor from your victory, causing you to regain hit points equal to 1d10 + your Fighter level.
Your body is incredibly heavy, granting you advantage on saving throws against forced movement and making you one size larger for the purposes of grappling or pushing a creature. In addition your AC is 10 + your Constitution modifier + your Strength modifier when not wearing armor.
3rd Level: Forward Thrust
Your unarmed strikes have the Push mastery property and use 1d6 for their damage die.
7th Level: Gain Ground
When using the push property or shoving a creature you may immediately occupy one of the spaces your target just left. This movement ignores opportunity attacks and you can only move up to your speed when moving in this way.
10th Level: Toss Aside
Your unarmed strikes gain the Toss mastery property. When a target falls prone from this you may also choose to move them up to 5 feet as well as use your Gain Ground feature. You may only use one of your mastery properties at a time on each attack.
15th Level: Ozeki
You may ignore your opponent’s size for the purposes of grappling or pushing a creature and may add your Constitution modifier to checks made to grapple or push a creature.
18th Level: Ringout
The damage of your unarmed strikes increases to 1d8. If you push a creature at least 20 feet on your turn you are fueled with vigor from your victory, causing you to regain hit points equal to 1d10 + your Fighter level.