Base Class: Fighter
Often a fighter looks not for the friendship of a familiar, but for the dependable companionship of a strong weapon in their hand.
A hero’s weapon is a magical, intelligent companion that serves a warrior true. It is, in truth, an extension of the fighter's very body and soul. For some fighters, this mystical bond between hero and weapon comes in the form of a legacy-a weapon that has performed such great deeds throughout history that it houses the very essence of those who wielded it before. The blade gains a degree of sentience and the ability to communicate with the warrior; the exact details of its personality are for the player and GM to determine. It could be a single persona, the soul of a single great warrior who held the blade in the past, or it could be a unique persona comprised of elements of all those who held the weapon in days past.
The weapon could be a family heirloom, handed down from generation to generation, or it could be a blade that chooses a wielder once in a generation, someone it knows is destined for greatness. The exact details are up to the player and GM to detail, but at third level when the player chooses the Legacy archetype, her character comes into her inheritance.
Bonus Proficiencies
3rd-level The Legacy feature
You gain proficiency with smith’s tools, and you learn to speak, read, and write Sylvan.
Aura of Legacy
3rd-level Legacy feature
You can use magic powers to enhance your Legacy weapon. You learn one power of your choice, from among the auras described below, and every other time you gain a level in this class, you can replace one power you know with a different one from this feature. When you reach certain levels in this class, you learn additional auras, as shown in the Auras Possessed table.
Auras Possessed
| Fighter Level | Number of Powers |
|---|---|
| 3rd | 1 |
| 7th | 2 |
| 10th | 3 |
| 15th | 4 |
Once per long rest, you can touch your weapon and imbue a magical aura into it. the aura remains active on your weapon until you de-activate it, activate a different aura, or a minute passes since activation and your weapon can benefit from only one aura at a time.
The following auras are available to you when you learn an aura. If an aura has a level requirement, you must be at least that level in this class to learn the magic. If an aura requires a saving throw, your Legacy Magic save DC equals 8 + your proficiency bonus + your weapon's wisdom modifier.
Aura of Wind. This aura emulates the gale winds blowing around the vast planes where your weapon was forged. While wielding your legacy weapon imbued with this aura you have a +10 to your movement speed, and gain a +1 to your ac and gain Evasion, but become light and have disadvantage on strength saving throws.
In addition, whenever you miss an attack made while using this aura, you can choose to make another attack with disadvantage as a bonus action, riding the wind and your momentum to continue your assault.
Aura of Flame. This aura’s magic channels the raging fire of the forge in which your weapon was forged. While wielding your weapon imbued with this aura, you gain an additional d6 of fire damage, but have disadvantage on saving throws regarding cold magic or environments.
In addition, whenever you perform a critical hit with this weapon, the enemy attacked must make a constitution saving throw against your Legacy Magic save DC or be burned. when burned, the enemy will take 1d4 of fire damage once per turn if they perform an action or bonus other than healing themselves, not including moving. When they are healed by any magic, this burn dissipates. The burned party may also expend an action to attempt to cure the burn, where they roll a constitution saving throw against your Legacy Magic save DC again to remove the effect.
Aura of Frost. This aura’s magic evokes the freezing cold of the Tundra from where the cold magic was drawn to quench your weapon during forging. When wielding your weapon imbued with this aura you deal an additional d6 of cold damage but you have disadvantage on any saving throws involving heat based magic or environments.
In addition, whenever you perform a critical hit, the enemy hit must make a constitution saving throw against your Legacy Magic save DC or be inflicted with Frostbite. When Frost bitten a creature has their movement halved, and has disadvantage on any dexterity saving throws.
Aura of Resilience. This aura’s magic channels stubbornness of the mountains from which the ore your weapon is mined from. When wielding your weapon imbued with this aura, you gain a +2 to your AC and have expertise on all strength and constitution saving throws, but have a -10 to your movement as you are weighed down by the weight of mountains
In addition, whenever you invoke this aura, you may use a d6 for your unarmed strikes and they count as heavy weapons.
Aura of Life (7th Level or Higher). This aura invokes the souls of the weapon's previous wielders and all of their collective arcane energy. When you wield your weapon imbued with this aura you gain the ability to cast healing word at level 1 using your Legacy Weapon's spellcasting modifiers an amount of times equal to 2 plus your weapon's wisdom modifier, and your weapon deals radiant damage instead of its normal damage type. You also gain a weakness to necrotic damage
In addition your weapon's ability scores are all temporarily increased by +2 (wisdom, intelligence, and charisma), but its damage die are reduced by one level and it gains advantage on all arcana and history checks.
Aura of Death (7th Level or Higher). This aura invokes the souls of the weapon's previous wielders and all of their despair and hatred. When you wield your weapon imbued with this aura you gain an additional +2 to your damage modifier and it deals necrotic damage instead of its normal damage type. You also gain a weakness to radiant damage and a -1 to your AC
In addition your weapon can turn any one miss into a hit once only per long rest at the cost of taking 1d6 necrotic damage which no resistances or weaknesses can affect in any way, and which cannot be prevented by any other magic, and gives you advantage on all deception and intimidation checks.
Aura of Death
Aura of Death (7th Level or Higher). This aura invokes the souls of the weapon's previous wielders and all of their despair and hatred. When you wield your weapon imbued with this aura you gain an additional +2 to your damage modifier and it deals necrotic damage instead of its normal damage type. You also gain a weakness to radiant damage and a -1 to your AC
In addition your weapon can turn any one miss into a hit once only per long rest at the cost of taking 1d6 necrotic damage which no resistances or weaknesses can affect in any way, and which cannot be prevented by any other magic, and gives you advantage on all deception and intimidation checks.
Aura of Flame
Aura of Flame. This aura’s magic channels the raging fire of the forge in which your weapon was forged. While wielding your weapon imbued with this aura, you gain an additional d6 of fire damage, but have disadvantage on saving throws regarding cold magic or environments.
In addition, whenever you perform a critical hit with this weapon, the enemy attacked must make a constitution saving throw against your Legacy Magic save DC or be burned. when burned, the enemy will take 1d4 of fire damage once per turn if they perform an action or bonus other than healing themselves, not including moving. When they are healed by any magic, this burn dissipates. The burned party may also expend an action to attempt to cure the burn, where they roll a constitution saving throw against your Legacy Magic save DC again to remove the effect.
Aura of Frost
Aura of Frost. This aura’s magic evokes the freezing cold of the Tundra from where the cold magic was drawn to quench your weapon during forging. When wielding your weapon imbued with this aura you deal an additional d6 of cold damage but you have disadvantage on any saving throws involving heat based magic or environments.
In addition, whenever you perform a critical hit, the enemy hit must make a constitution saving throw against your Legacy Magic save DC or be inflicted with Frostbite. When Frost bitten a creature has their movement halved, and has disadvantage on any dexterity saving throws.
Aura of Life
Aura of Life (7th Level or Higher). This aura invokes the souls of the weapon's previous wielders and all of their collective arcane energy. When you wield your weapon imbued with this aura you gain the ability to cast healing word at level 1 using your Legacy Weapon's spellcasting modifiers an amount of times equal to 2 plus your weapon's wisdom modifier, and your weapon deals radiant damage instead of its normal damage type. You also gain a weakness to necrotic damage
In addition your weapon's ability scores are all temporarily increased by +2 (wisdom, intelligence, and charisma), but its damage die are reduced by one level and it gains advantage on all arcana and history checks.
Aura of Resilience
Aura of Resilience. This aura’s magic channels stubbornness of the mountains from which the ore your weapon is mined from. When wielding your weapon imbued with this aura, you gain a +2 to your AC and have expertise on all strength and constitution saving throws, but have a -10 to your movement as you are weighed down by the weight of mountains
In addition, whenever you invoke this aura, you may use a d6 for your unarmed strikes and they count as heavy weapons.
Aura of Wind
Aura of Wind. This aura emulates the gale winds blowing around the vast planes where your weapon was forged. While wielding your legacy weapon imbued with this aura you have a +10 to your movement speed, and gain a +1 to your ac and gain Evasion, but become light and have disadvantage on strength saving throws.
In addition, whenever you miss an attack made while using this aura, you can choose to make another attack with disadvantage as a bonus action, riding the wind and your momentum to continue your assault.
Legacy's Vision
3rd-level Legacy feature
A weapon of significant magical power and history has chosen you to be its wielder and master. you have a magical link and psychic connection with this weapon that cannot be broken unless the weapon is destroyed. The weapon cannot be destroyed except by significant magical means, and cannot be lost, as it will always find its way back to its master as long as they live. A Legacy fighter may never have more than one Legacy weapon, such a weapon as Twin Daggers would be considered one weapon and would lose all magical abilities if separated or wielded by separate users until returned to one another and their master. If a Legacy fighter does somehow manage to break their weapon, their archetype becomes Champion, and they suffer the same injuries as if they lost a familiar. They may never again gain a new Legacy weapon. The weapon is intelligent and can speak to/converse with their master, but not out loud and only through their psychic connection. Should that ever be blocked, they would be unable to communicate. The psychic link maintains itself for up to 1 mile unless otherwise boosted, and the magic connection maintains itself over any distance. The weapon has its own Intelligence, Wisdom, and Charisma Scores as detailed below, and is treated as a small creature except it cannot be poisoned, lit aflame, or damaged in any way, and cannot be controlled to attack its master or leave their side except by the master themselves, though can be persuaded to not listen to them or attack their allies. Their ability scores will scale according to the table below.
| FIGHTER LEVEL | Wisdom score |
|---|---|
| 3rd | 12 |
| 7th | 13 |
| 10th | 14 |
| 15th | 16 |
At level 18 in this class, the wisdom score of the weapon becomes 18.
| FIGHTER LEVEL | Intelligence score |
|---|---|
| 3rd | 10 |
| 7th | 12 |
| 10th | 13 |
| 15th | 16 |
| FIGHTER LEVEL | charisma score |
|---|---|
| 3rd | 10 |
| 7th | 11 |
| 10th | 12 |
| 15th | 14 |
The weapon is automatically proficient in Wisdom(survival) and Intelligence(nature) checks. The weapon's magic casting ability is wisdom.
You may invoke the ancient power of the weapon's Legacy. As a bonus action, you magically gain the following benefits, which last for 1 minute:
- You may invoke the magic of an aura imbued in your Legacy weapon to gain the power imbued in it over generations of adventure and the magic of its origin.
- You form a much deeper magical link between yourself and your weapon, gaining the ability to use its proficiencies as your own.
- Your weapon now functions as a +1 Magical weapon that grows to +2 at level 10 and +3 at level 18. On a ranged weapon such as a bow, this bonus and all benefits of the aura also apply to the ammunition of the weapon as well.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Legacy of Legend
7th-level Legacy Fighter feature
Your weapon can cast spells that gave legendary characters of the past their mythical strength and miraculous luck
At level 7 You may choose one of the following spells
- Enhance Ability
- Protection from Energy
- Counterspell
Your weapon may cast the spell at the cost of your action surge. You may choose to change the spell known once every other fighter level, opposite of Ability Score Increases. Your weapon may not know more than one of these spells at a time.
Ages Past
You gain access to knowledge of your weapon's past wielders, shared through your psychic link. This improves your fighting and magical proficiency with your weapon, giving you an additional +1 magical bonus (total of +2) and allows you to know of any location your weapon or their previous masters have been as if you have been there yourself.
In addition, when activating an aura, the granted magical bonus and proficiencies linger for an hour instead of one minute. This does not stack with other auras and cannot be used in tandem with them.
Bond's Evolution
15th-level Legacy Fighter feature
You may invoke two of your auras at once, but can only benefit from one at a time, and must spend your bonus action or reaction to switch between them. This can only be used once per round of combat. If used as a reaction to an attack made against you, the attack must hit the AC of the aura you switched to in order to land.
Mythical Apex
Your knowledge and ability to use the history of your weapon and its magical auras is increased greatly, giving you access to much better fine-tuned control over its elemental abilities and spell-casting abilities.
You may choose to learn one of the following spells
- Fire shield
- Remove Curse
- Control Water
You may only learn one of these spells, but may switch it for another once reaching level 20 in this class.
In addition, your magic bonus increases by an additional +1 (up to +3).
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Posted Oct 13, 2021I accidentally set two rules for the "Imbue Aura" ability, where it says once per long rest and your proficiency times per rest. To clarify, the CORRECT ruling there is A number of times equal to your proficiency bonus per long rest, though, as with all "rules" this is susceptible to change at the discretion of your DM. More important than upholding the wording of my adaptation, I want everyone to HAVE FUN and that means trusting your DM and vice versa. I wish you all Nat 20 fun checks if you use this sub-class!