Fleshwarped Warrior

Some Fighters learn the ways of molding the body to fashion weaponry from skin and bone. Some may be touched by the Far Realm, others are gifted the power by an artifact or deity, while a few find the ability within themselves not knowing the source. Whatever the origin, these powers are invaluable allies in combat.

Skin and Blades of Iron

When you choose this archetype at 3rd level, you may create from your body any weapons or armor with which you are proficient with as a bonus action on your turn. These items are part of your body, and cannot be removed. You may dismiss them back into your body at any time. In addition, any magical weapons or armor on your person may recede into your body when you wish, and can be withdrawn from your body using a bonus action. Finally, you reduce any non magical bludgeoning, piercing, or slashing damage by your constitution modifier.

Limbs Like Whips

Starting at 7th level, your arms can stretch an extra 5 feet, granting you reach with melee weapons and an increase in grappling range of 5 feet. In addition, climbing costs no extra movement for you, and you are always considered to have a running start on a jump.

Body Without Form

At 10th level, If you use Indomitable to reroll a strength, constitution, or dexterity saving throw and you succeed, you do not expend that usage of indomitable.

Hunger Equaling the Void

Starting at 15th level, you may use a bonus action to consume the body of a medium or smaller creature that has been dead for no longer than one minute. This creature cannot be an ooze or a construct. You then regain one hit die and hit points equal to double its CR plus your constitution modifier. You may use this ability a number of times equal to your constitution modifier (minimum of 1) before you must complete a long rest to regain its use.

Explosion of Spines

At 18th level, you may use your action to spend any number of hit dice in order to attack any number of creatures of your choosing within 30 feet of you. Those creatures must make a dexterity saving throw with a DC equal to 8 + your proficiency bonus + your constitution modifier, taking 1d10 piercing damage per hit die spent on a failed save, and half as much on a successful save. You must finish a long rest before using this ability again.