Fighter
Base Class: Fighter

(v. 2.7)

A dragon egg hatches for you, giving you a Dragon. This grants you spellcasting abilities, and allows you to command the Dragon, or meld yourself with the Dragon.

Shur'tugal Table

Fighter Level

Cantrips
Known

Spells
Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

3

2

—

—

—

4th

2

4

3

—

—

—

5th

2

4

3

—

—

—

6th

2

4

3

—

—

—

7th

2

5

4

2

—

—

8th

2

6

4

2

—

—

9th

2

6

4

2

—

—

10th

3

7

4

3

—

—

11th

3

8

4

3

—

—

12th

3

8

4

3

—

—

13th

3

9

4

3

2

—

14th

3

10

4

3

2

—

15th

3

10

4

3

2

—

16th

3

11

4

3

3

—

17th

3

11

4

3

3

—

18th

3

11

4

3

3

—

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Shur'tugal Spell List

Here is the list of spells to consult when you learn a shur'tugal spell. The list is organized by spell level, not character level. Each spell is a spell in the Player's Handbook, unless it has one asterisk (a spell in Tasha's Cauldron of Everything), two asterisks (a spell in Xanathar's Guide to Everything), or three asterisks (an Aeruriel Homebrew spell, see dndbeyond.com/homebrew/spells?filter-class=0&filter-search=&filter-sub-class=&filter-concentration=&filter-ritual=&filter-author=Peter_is_one_of_the_144000&filter-author-previous=Peter_is_one_of_the_144000&filter-author-symbol=106170957&filter-rating=-9)

(Note: you need to manually make sure you don't choose any spells not on this list, since it isn't possible to add licensed content to homebrew, so I have added every single published spell list to the subclass, and you will need to manually select them.)

Cantrips (0 Level)

Acid splash

Booming blade *

Create bonfire **

Dancing lights

Fire bolt

Frostbite **

Green-flame blade *

Guidance

Light

Lightning lure *

Mage hand

Magic stone **

Mending

Message

Mold Earth

Poison spray

Prestidigitation

Ray of frost

Resistance

Shocking grasp

Spare the dying

Sword burst *

Thorn whip

Thunderclap **

Toll the dead **

1st Level

Absorb elements **

Alarm

Bless

Burning Hands

Catapult **

Cure wounds

Detect magic

Detect poison and disease

Disguise self

Expeditious retreat

Faerie fire

False life

Feather fall

Grease

Healing Word

Identify

Jump

Longstrider

Mental Shield ***

Purify food and drink

Sanctuary

Snare **

Witch Bolt

2nd Level

Aid

Alter self

Arcane lock

Blur

Continual flame

Darkvision

Enhance ability

Enlarge/reduce

Heat metal

Invisibility

Lesser restoration

Levitate

Magic mouth

Magic weapon

Protection from poison

Pyrotechnics **

Rope trick

See invisibility

Sing plants ***

Skywrite **

Spider climb

Web

3rd Level

Blink

Catnap **

Create food and water

Dispel magic

Elemental weapon

Flame arrows **

Fly

Glyph of warding

Haste

Intellect fortress *

Protection from energy

Revivify

Tiny servant **

Water breathing

Water walk

4th Level

Arcane eye

Elemental bane **

Fabricate

Freedom of movement

Leomund’s secret chest

Mordenkainen’s faithful hound

Mordenkainen’s private sanctum

Otiluke’s resilient sphere

Stone shape

Stoneskin

Bonus Proficiency

You know the Ancient Language and are proficient in the Arcana skill.

Dragon

By 3rd level, a dragon egg has hatched for you, giving you a dragon, who is in the DM's control. Your dragon is a Noble dragon with a level equal to your level in the fighter class.

Noble dragons count as an NPC characters under the DMs control. Use the following sheet for their statistics: https://docs.google.com/spreadsheets/d/1bkmrmNaPaP9iPiQvPuUS6z72Ghcng6Uwb2yQnzQ3Y0M/edit?usp=sharing. When dividing xp for an encounter, or calculating encounter difficulty, count the noble dragon as a party member. Your dragon's default alignment is the same as your alignment when the egg hatches.

Once your dragon hatches, you cannot die of old age or mundane disease (disease-like effects caused by monsters like the blue slaad or red slaad aren't nulified by this feature, but the disease of a diseased giant rat is, DM's judgement as to whether a specific feature is affected). The same applies to your dragon. However, both you and your dragon can die through other means, and if either dies, then the other has to make a DC 13 Wisdom saving throw, dying on a failed save, and having your Constitution, Intelligence, Wisdom, or Charisma score (DM's choice) reduced to 5 on a success (unless it is already below 5). A remove curse spell restores the original ability score. You can choose to make another DC 13 Wisdom saving throw every ten days, increasing the ability score that was cursed by 1 on each success, until it is back to how it was before it was cursed, at which point the curse is removed from you. Features like the Ability Score Improvement, or stat-boosting magic items can’t increase the score until the curse ends, at which point they act as normal.

Your dragon will obey your verbal or telepathic instructions (no action required by you), unless they go against its alignment or nature. Also, when you are within the range of your dragon's telepathy, you can initiate telepathic contact with your dragon.

Additionally, you can use your action to verbally or telepathically instruct your dragon to use one of its actions as a reaction, including actions available to all creatures, such as the Dash action.

Gedwëy Ignasia

Starting when your dragon hatches, one of your hands has a shining mark on it called a Gedwëy Ignasia (Ancient Language: Shining Palm). If you use this hand to cast a shur’tugal spell, then you can use your Gedwëy Ignasia as the spellcasting focus. You can use your Gedwëy Ignasia in this way even if you are holding a melee weapon in that hand, so long as that weapon lacks the two handed or special properties.

Spellcasting

Your dragon grants you spellcasting abilities.

(Note: you need to manually make sure you don't choose any spells not on the spell list, since it isn't possible to add licensed content to homebrew, so I have added every single published spell list to the subclass, and you will need to manually select them.)

Cantrips

At 1st level, you know two cantrips of your choice from the shur'tugal spell list. You learn additional shur'tugal cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Shur'tugal table.

Spells known of 1st level and higher

At 1st level, you know three 1st-level shur'tugal spells of your choice. You learn more spells at higher levels, as seen on the Spells Known column of the Shur'tugal table. All the spells that you know have to be memorized.

Casting spells of 1st level and higher

The shur'tugal table shows how many spell slots you have to cast your shur'tugal spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you have four 1st-level and two 2nd-level spell slots, and you know the 1st-level spell burning hands, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of known spells.

Spellcasting Ability

Constitution is your spellcasting ability for your shur'tugal spells, since your spellcasting power draws on your own endurance. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Constitution modifier

Multiclassing with the Shur'tugal

Just like with Eldritch Knight, add a third of your fighter levels (round down) if you have the Shur'tugal subclass.

Gem of Spell Absorption

Starting at 7th level, you can store spell energy in gemstones using the following rules:

  • A gemstone with spell energy stored in it is considered a magic item with charges. The maximum number of charges a gemstone can store is equal to its value ÷ 50 (round up).
  • A sorcerer, warlock, wizard, arcane trickster, or eldritch knight can use a gemstone with spell energy stored in it as a spellcasting focus.
  • On your turn you can use your action to expend a spell slot to cause the gemstone to gain a number of charges equal to the slot's level
  • A sorcerer, warlock, wizard, arcane trickster, eldritch knight, or shur’tugal who casts a spell can cast it using charges in a gemstone. To do so the spellcaster expends charges from a gemstone they are holding equal to the spell's level. A caster can't use a gemstone to cast a spell at a higher level than they have spell slots for, and can't cast a spell higher than 5th level using a gemstone.

Magic Sword

Beginning at 10th level, you gain the ability to infuse your sword strikes with magic. When you attack with a nonmagical longsword or shortsword, it counts as magical for the purposes of overcoming resistance or immunity to nonmagical attacks and damage.

Improved Healing

Beginning at 15th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.

Mutate Space

Starting at 18th level, you can cast demiplane. You can use this feature a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest. When in a room in your demiplane, you can expend two uses of this feature to add an extra room to your demiplane, which has to be a cube that is no larger than the main room. The extra rooms in your demiplane exist as in ordinary space, so if you attempt to place a room overlapping with another room then the two rooms combine into a larger room with two doors. Walls between rooms are 5 feet thick, and can't be broken (other than to make another room the other side of it) by any means short of a wish spell.

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