Fighter
Base Class: Fighter

The Enhancer utilizes all tools at its disposal to come out victorious. Though perhaps less adept at the arcane arts than a powerful Sorcerer or a seasoned Wizard, they have learned applied the concepts of magic in a way that assists their combat prowess, rather than replacing it. They focus on augmenting the functions of their own bodies in order to mover fast, think quicker, and strike harder. Though they can use some traditional magics, it is generally preferred to rely on their own strength and training. 

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Applied Magic

When you choose this archetype at 3rd level, you learn enhancements that are fueled by special dice called enhancement dice.

Enhancements. You learn three enhancements of your choice. You learn an additional enhancement of your choice at 5th, 10th, 15th, and 18th level. Each time you learn a new enhancement, you can also replace one enhancement you know with a different one.

Enhancement Dice. You have a number of enhancement die equal to 2 times your Intelligence modifier, minimum of 2, which are d6's. Your enhancement dice increases to d8 at level 7 and a d10 at level 15. An enhancement die is expended when you use it. You regain all of your expended enhancement dice when you finish a short or long rest.

 

Elemental Absorption

As a reaction, you can expend an Enhancement Die to reduce the damage of an incoming elemental attack by 2 times the number rolled + your Intelligence modifier. Also, the first time you hit with a melee attack on your next turn, the target takes extra damage of the triggering type equal to the number rolled on the Enhancement Die. 

Enhanced Athleticism

As an action, you can Expend an Enhancement Die and add the number rolled to any Athletics check, your high jump, or your long jump for 1 minute. In addition, you may use Intelligence in place of Strength when determining jump height, jump distance, and carry weight/capacity, and your movement speed is increased by 10 ft. for the duration.

Enhanced Cognition

When you roll initiative, you may expend an enhancement die and add the number to your initiative. In addition, you can expend an Enhancement Die to use a reaction without consuming your reaction. 

Enhanced Cunning

As a bonus action, you can expend an Enhancement Die to Dash, Disengage, or Hide. 

Enhanced Eyesight

As an action, you can expend an Enhancement Die to gain Darkvision up to 60 ft. for 1 minute. 

Enhanced Ferocity

As a bonus action, you can expend one Enhancement Die to gain one extra attack.

Enhanced Mental Capacity

As an action or bonus action, you can expend an Enhancement Die and add the roll to all History, Investigation, and Perception checks for 1 minute.

Enhanced Power

As a bonus action, you can expend an Enhancement Die and add the roll to all damage rolls until the start of your next turn.

Enhanced Precision

As a bonus action, you can expend an Enhancement Die and add the roll to all of your attack rolls until the start of your next turn.

Enhanced Reflexes

As a reaction, you can expend an Enhancement Die and add the number rolled to a saving throw of your choice. This can be done after the original roll, but before the result is declared. 

Enhanced Resistance

As an action, bonus action, or reaction, you can expend one Enhancement Die to gain resistance to all damage for one round. 

Iron Skin

As a reaction, you can expend an Enhancement Die and add the roll to your AC until the start of your next turn.

Light Steps, Fast Fingers

As an action or bonus action, you can expend an Enhancement Die and add the roll to any Stealth or Sleight of Hand ability checks for 1 minute.

Lingering Enhancement

At 3rd level, you gain proficiency with Athletics and Acrobatics

Support Enhancement

Starting at 7th level, you gain the ability to transfer your knowledge of enhancements to other people. As a result, you can use Enhancement on any ally within 5 ft. of you.

Empowered Augmentation

Starting at 10th level, whenever you use an Enhancement that requires rolling an Enhancement Die, you can instead choose to expend two Die and roll both of them.

One Step Ahead

Starting at 15th level, when you roll initiative and have no enhancement die remaining, you regain 1 Enhancement Die.

Enhancement Mastery

Starting at 18th level, choose one unrestricted Enhancement. You can now choose to roll a d6 instead of expending an Enhancement Die.

Previous Versions

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