Base Class: Fighter
This accursed and corrupted warrior is barely more mortal than fiend, branded with a searing runic scar that taints their flesh. With this brand, acquired through torture and punishment, an Archfiend has marked them as quarry for other fiends. Bearers of the mark can tap into the fiends’ own magic, linked by this brand, to harness fiendish spells and supernatural powers. Mutated and corrupted, the Branded wield dark powers to lash out in anger and in pain as the instruments of vengeance.
Spellcasting
Beginning at 3rd level, your brand manifests. You are marked, and fiends can sense your presence. Fiends have advantage on Wisdom (Perception) checks to detect you. The brand allows you to cast a limited number of spells meant for fiends.
Cantrips
You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.
Spell Slots
The Branded table shows how many spell slots you have. The table also shows what the level each of those slots is; all of your spell slots are the same slot level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
Spells Known of 1st-Level and Higher
You know two 1st-level warlock spells of your choice.
The Spells Known column of the Branded Blade table shows when you learn more warlock spells of 1st level or higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level.
Additionally, when you gain a fighter level, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots or lower.
Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, since you learn your spells through pain and anguish. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with a warlock spell you cast.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Branded Blade Spellcasting
|
Fighter Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
2 |
2 |
2 |
— |
— |
— |
|
4th |
2 |
2 |
3 |
— |
— |
— |
|
5th |
2 |
3 |
3 |
— |
— |
— |
|
6th |
2 |
3 |
3 |
— |
— |
— |
|
7th |
2 |
4 |
4 |
2 |
— |
— |
|
8th |
2 |
4 |
4 |
2 |
— |
— |
|
9th |
2 |
5 |
4 |
2 |
— |
— |
|
10th |
3 |
5 |
4 |
3 |
— |
— |
|
11th |
3 |
6 |
4 |
3 |
— |
— |
|
12th |
3 |
6 |
4 |
3 |
— |
— |
|
13th |
3 |
7 |
4 |
3 |
2 |
— |
|
14th |
3 |
7 |
4 |
3 |
2 |
— |
|
15th |
3 |
8 |
4 |
3 |
2 |
— |
|
16th |
3 |
8 |
4 |
3 |
3 |
— |
|
17th |
3 |
9 |
4 |
3 |
3 |
— |
|
18th |
3 |
9 |
4 |
3 |
3 |
— |
|
19th |
3 |
10 |
4 |
3 |
3 |
1 |
|
20th |
3 |
10 |
4 |
3 |
3 |
1 |
Weapon Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded 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 bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Fiendish Insight
Starting at 7th level, you have advantage on Wisdom and Intelligence ability checks involving fiends. You also learn Abyssal or Infernal (your choice). If you already know both languages, you learn a different language of your choice.
Additionally, when you would roll a Wisdom (Survival) check to track fiends, you are considered proficient in Survival and if you roll a 14 or lower on the d20, you treat the result as a 15. When a fiend would track you with a Wisdom (Survival) check, it is considered proficient in this roll and if it would roll a 14 or lower on the d20, it treats the result as a 15.
Searing Mark
At 10th level, you learn how to make your weapon strikes mark a creature with your brand's magic. As an action, you hit a creature you can see within 60 feet with a weapon attack that you infuse with a fragment of your brand, upon a hit you mark the creature. Each time you hit the creature after marking them, you further strengthen the brand on the creature, up to your Proficiency Bonus in marks. As a bonus action, you may cause the brand to explode for 1d8 fire damage + 1d8 per mark on the target to a maximum of 7d8 total. The mark lasts until you or the marked creature drops to 0 hit points or falls unconscious. Once you successfully mark a creature, you must finish a short or long rest before marking another creature. Once you reach 18th level, you may use Searing Mark twice.
Fiendish Charge
At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.
Shared Mark
At 18th level, you have learned to control the dark energies inside you. As part of your Searing Mark, whenever you take damage that does not exceed your current hit point total, the creature also takes half that damage. You gain advantage on all attack rolls to hit the marked creature and the marked creature has advantage on all attack rolls to hit you.
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