Fighter martial Archetype

Phase Knight

This Archetype has features that allow you to sometimes move through other creatures.

When you do this you must end your movement in an unoccupied space. If something stops you during your movement when you are in an occupied space you take 2d6 force damage and are shunted to the nearest unoccupied space that you can occupy.

Phase Shift

At 3rd level you've learned to control the phasing of your body, allowing you to briefly and partially phase out of the material plane at will. As a bonus action you can temporarily gain 10 ft extra movement, during which you can pass through other creatures. You also gain advantage on your next attack this turn.

You can use this feature three times. You regain all uses after a short or long rest.

Phase Tether

At 3rd level, you learn partially infuse your phasing powers into a weapon. To do this you must carefully submerge the weapong partly into your own body over the course of 1 hour, during which you form an unbreakable thether to your weapon, which can be done during a short rest. The weapon must be within your reach at all time.

Once you have tethered a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two tethered weapons, but can summon only one at a time with your bonus action.

If you attempt to create a tether with a third weapon, you must break the tether with one of the other two.

Phase Blade

At 7th level you have learned to make your tethered weapon phase out parts of a target that you hit with attacks. As a bonus action, until the end of your turn, all melee weapon attacks with a tethered weapon will deal force damage instead of bludgeoning, slashing or piercing damage.

Phasing Dash

At 10th level you've gained more control of your ability to phase shift, utilizing this to strike while moving very quickly.

When you use the Dash action, you can use a bonus action to be able to move through other creatures during your turn. You can make one melee weapon attack against up to 4 different creatures that you move through this way. If you hit, you deal force damage instead of bludgeoning, slashing or piercing damage. You do not provoke opportunity attacks from creatures you attacked with this feature.

You can use this feature twice. The number of uses increases to three at level 15 and four at level 18. You regain all uses when you finish a long rest.

Phasing Surge

At 15th level you've adapted to the infusion in your body, allowing you to trigger a sudden burst of near instant movement. When you use Action Surge, you can teleport to an unoccupied space within 30 ft that you can see provided you could reach the space with normal movement as if you could pass through other creatures.

Phase Form

At 18th level your body becomes partially phased out at all times, giving you resistance to non-magical bludgeoning, slashing and piercing damage. Additionally, sometimes attacks against you will be completely harmless due to your phasing form. When targeted by an attack from a creature, you can use your reaction to impose disadvantage on that attack, and all other attacks from that creature during its turn. You must use this feature before you know the result of the attack roll.

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Ideas: My own ideas using inspiration from Eldritch Knight that is made by Wizards of the Coast, and by using hombrewery.naturalcrit.com