Fighter subclass- the Scion

A Scion focuses on adapting to any threat with their unnatural prowess in combat. Characters that embody the ideals of the Scion view combat as an art, and themselves an artist. A Scion's mastery of combat manifests as abilities that seemingly turn luck in their favor. A glancing blow from a Scion can suddenly find purchase in flesh, poorly-aimed attacks from a Scion may suddenly lead into another strike, and a deadly attack against a Scion may fail to deal significant damage.

Source of Strength

A Scion's abilities are not usually the result of normal training. Be it from a pact with a powerful being, an ancient blessing, or even soul-infused gems embedded in their flesh, Scions have some abnormal power that enhances their body. This Source of Strength is where your abilities come from.

Adaptive Strength

When you choose this archetype at 3rd level, your Source of Strength grants you brief bursts of power after moments of weakness. These bursts of power take the form of a Charge. Choose two Charges from the list below. You can now gain and use these Charges.

Frenzy Charges are gained when you miss an attack on your turn. On your turn, you may use a bonus action to spend a Frenzy Charge and make one additional weapon attack.

Endurance Charges are gained when you take more than two times your Character Level in damage on a turn. When you are attacked, you may use your reaction to spend an Endurance Charge and gain resistance to all damage from the attack. You lose this resistance the moment the attack ends.

Power Charges are gained when your damage dice roll a 1 or 2 on your turn. When you deal damage, you may choose to spend a Power Charge to reroll any number of your damage dice once. You must use the rerolled dice.

You may have up to three of each Charge. You can only gain one Charge on each turn and spend one Charge on each turn. After spending one minute outside of combat, you lose all of your Charges.

Unnatural Affinity

Starting at 7th level, you can add half your proficiency bonus (round down) to any check using tools with which you lack proficiency. There is no limit to the talents of a Scion.

Greater Adaptive Strength

Starting at 10th level, you have nearly mastered your ability to draw from your Source of Strength. You can now spend and generate multiple Charges in the same turn, although you cannot spend a Charge during the same action that generated it.

Complete Adaptive Strength

At 15th level, you gain the ability to generate and use the type of Charge that was not selected with Adaptive Strength.

Adaptive Mark

At 18th level, you can now use your Source of Strength to directly attack an opponent's spirit. As an action you may inflict one of these three marks on a target:

Warlord's Mark curses a target to become less powerful. The target makes a Strength or Constitution saving throw (your choice). On a failed save, the target is cursed. While cursed, they now have disadvantage on Strength and Constitution checks and saving throws. In addition, while the target is cursed you can sense how many hit points the target has as long as they are on the same plane as you.

Poacher's Mark curses a target to become less agile. The target makes a Dexterity or Charisma saving throw (your choice). On a failed save, the target is cursed. While cursed, they now have disadvantage on Dexterity and Charisma checks and saving throws. In addition, while the target is cursed you know exactly where they are at all times.

Assassin's Mark curses a target to become less perceptive. The target makes a Wisdom or Intelligence (your choice) saving throw. On a failed save, the target is cursed. While cursed, they have disadvantage on Intelligence and Wisdom checks and saving throws. In addition, while the target is cursed their passive Perception is reduced by 5.

This curse comes directly from the Scion's Source of Strength, and thus requires no components. The DC for this saving throw equals 8 + your proficiency bonus + the highest of these three stat bonuses: Intelligence, Wisdom, or Charisma. After failing the initial saving throw, the target will remain cursed for 1 hour with no chance to repeat the throw. The only ways to remove the curse early are with Remove Curse or Dispel Magic (each Mark counts as a 5th-level spell). This feature may be used a number of times equal to the stat bonus used in the saving throw.