So I'm thinking of using my dominion for an artifact sword, and I'm also kinda wanting to do a custom Strife. It would mostly be a slightly differenter strife of the falling sky.<br/><br/>The idea I'm running with is the character embodies the Horizon as the divider in the form of the sword. Cutting the earth from the sky, and having mastery over both. So I thought it would be cool to do something like the Strife of the Dividing Horizon or something like that. Here's a quick writeup:<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">The Strife of the Dividing Horizon</div><div class="spoiler_body">All things are one, yet also divided. A man is one being, but is made up of many parts. The Strife of the Dividing Horizon exploits these natural divisions to separate the whole into it's parts. It's practitioners move between earth and sky with ease, striking terrible blows as they fall upon their enemies. Masters of the Strife are capable of focusing their strength into devastating cuts, severing limbs or even whole bodies with their bare hands. Adepts of the true strife are even more terrifying, able to cut reality itself.<br/><em>This Strife disallows armor and any non-edged or non-melee weapon use with it.</em><br/><br/><em><strong>The Lesser Strife</strong></em><br/>The Lesser Strife of the Dividing Horizon is rare, with most of it's adherents found in the Regency or Vissio. Dojos and monasteries where it is taught are often located either on or within view of natural boundaries, such as rivers, canyons, cliffs or coasts. No matter where it is learned, masters of the lesser strife are fearsome warriors.<br/><strong>Initiate:</strong> The initiate's unarmed attacks do 1d6 damage, and cut like a blade. They may trade their movement action to roll their hit roll twice and take the better roll on an attack made during the same turn. <br/><strong>Disciple:</strong> The disciple may use their movement action to leap fifteen feet vertically and thirty feet horizontally. They ignore the first thirty feet of falling damage.<br/><strong>Master:</strong> The master's unarmed attacks do 1d8 damage, and they are immune to falling damage. They may automatically strike a target below them when they fall for a 1d10 damage die, provided they fall at least 30 feet beforehand. <br/><br/><strong><em><span class="bbc_size" style="font-size: 12pt;">Techniques of the Dividing Horizon</span></em></strong><br/><em>Through Sky and Earth<br/>  From Earth to Sky<br/>  Sever Distance<br/>  Breaking Boundaries<br/>  Violent Crossing<br/>Divider</em><br/><br/><strong>Through Sky and Earth - Constant</strong><br/>The adept never suffers falling damage and can land with perfect precision on a desired inanimate target beneath them when such accuracy is important. When falling or diving, the adept may cut through non-magical barriers as far as they’ve fallen freely, up to thirty feet of ceilings, barriers, or solid earth. If they have fallen thirty feet or more, as an action they may create a thunderclap that inflicts a 1d10 damage die on all enemies in a thirty-foot radius of their landing point.<br/><br/><strong>From Earth to Sky - On Turn</strong><br/>The adept may trade their movement action to leap up to thirty feet vertically and sixty feet horizontally. They can only do this once per round, but leaping out of melee doesn’t draw a free attack from a foe.<br/><br/><strong>Sever Distance - Action</strong><br/>The adept may make a standard melee attack against any target within 60 feet, cutting directly through the intervening space. On a hit, the damage done is halved, rounded up, but the target is instantly pulled tumbling towards the adept to land at their feet. No extra damage is done even if the target is stopped by a barrier, but they must spend their movement action rising next turn. Worthy foes may make a Hardiness save to resist the pull.<br/><br/><strong>Breaking Boundaries - Constant</strong><br/>Your unarmed attacks are treated as a magical weapon doing 1d10 damage. Your blows can make a man-sized hole in physical barriers up to two feet deep per round. Magically reinforced barriers may be resistant to this technique.<br/><br/><strong>Violent Crossing - Instant</strong><br/>The adept may instantly target a falling enemy or object; any damage inflicted by the fall is doubled, usually to 2d6 damage per 10’ fallen.<br/><br/><strong>Divider - (Smite) Action</strong><br/>Commit Effort for the scene. The adept performs a cut perfect enough to sever the bonds of reality. The adept makes a melee attack against a single target within sight. The victim suffers 1d10 damage per 2 levels or hit dice of the adept, rounded up, to a 5d10 maximum, and is severed from Earth or Sky for the remainder of the scene. Those severed from Sky remain fixed to the earth, unable to fly or jump. Those severed from the Earth are repelled by it, unable to stand upon any surface or to even come close enough to make normal melee attacks against targets that are not also flying. Targets severed from earth are able to fly at their normal movement rate if they could not already. Worthy foes may make an Evasion saving throw to resist the severing effect of this technique. The adept may elect to inflict no damage with this technique, only using the severing effect. At the GM's discretion, targets may be severed from other things, such as the sea, the in-between (preventing teleportation), or even a powerful curse. Severing particularly powerful bonds may require that Effort be committed for the day.</div></div>