Base Class: Fighter
In the world of Calyxys, there exists a group of people that some would call a cult known as the Altercationist's Concord. The people of this group are devout to their cause of the betterment of the race of mortals in the world. They will stop at nothing to achieve their goals.
An Altered Warrior is the first successful result of centuries of testing from this group. The second fell off to form the Order of the Lycan; however, the first were considered greater in power and skill, and were thus kept under much more security. Eventually, the children of the original group developed the same abilities, and they were much more willing to participate in following exercises and experiments.
An Altered Warrior has magic flowing through their veins, enhancing their normal abilities in ways that no one could think possible.
First Altercation
Starting at 3rd level when you take this subclass, you choose one altercation to always be with you. You choose from the following list:
- Primal Savage - you are always under the effects of the Primal Savagery cantrip. When using this attack, you damage is 1d6, increasing to 1d8 at 7th level, and to 1d10 at 15th level.
- Powerful Leaper - you are always under the effects of the Jump spell.
- Quickened Stride - You are always under the effects of the Longstrider spell, increasing your ground speed by 10ft.
- Speed of Winds - your movement does not provoke opportunity attacks so long as you make an attack on your turn. Additionally, once per short rest, you may add 1d8 force damage to any attack you make.
You gain an additional Altercation at 18th level.
Powerful Leaper
You are always under the effects of the Jump spell.
Primal Savage
You are always under the effects of the Primal Savagery cantrip. When using this attack, you damage is 1d6, increasing to 1d8 at 7th level, and to 1d10 at 15th level.
Quickened Stride
You are always under the effects of the Longstrider spell, increasing your ground speed by 10ft.
Speed of Winds
Your movement does not provoke opportunity attacks so long as you make an attack on your turn. Additionally, once per short rest, you may add 1d8 force damage to any attack you make.
Enhanced Altercations
Starting at 7th level, your abilities have grown, and the magic inside you has given you an additional altercation. Choose from the following:
- Aquatic Altercation - You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
- Shapeshifter - As an action, you can transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance.
- Darkvision - You gain darkvision out to a range of 120ft. At 15th level, you can see through both regular and magical darkness as if it were light.
- Grace of Water - You can fall from any height of 40ft or less without taking falling damage.
- Strength of Body - Your carrying capacity is quadrupled.
You gain an additional Enhanced Altercation at 18th level.
Aquatic Adaptation
You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Darkvision
You gain darkvision out to a range of 120ft. At 15th level, you can see through both regular and magical darkness as if it were light.
Grace of Water
You can fall from any height of 40ft or less without taking falling damage.
Shapeshifter
As an action, you can transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance.
Strength of Body
Your carrying capacity is quadrupled.
Magical Empowerment
Starting at 7th level, your magic reserves can seep out of your own body, empowering certain objects with your power. As a bonus action, you can empower a weapon you are wielding, making it magical for one minute for the purpose of overcoming resistance.
Arcane Link
Starting at 10th level, your connection to arcane energies has given you the ability to link yourself to another creature. As a bonus action, you can share the abilities of your 3rd level subclass ability with one other creature within 30ft of you. This link lasts for 2 hours or until you dismiss it (no action required).
Arcane Adrenaline
Starting at 15th level, the arcane energy rushing through your body can temporarily be enhanced to give you greater control of your abilities. As a bonus action, for one minute you can enhance the abilities given to you when you first took this subclass. If you have more than one ability from the 3rd level list, you choose which one to activate. You can use this ability once per long rest.
Hasty Action
Activating your Arcane Adrenaline casts the Hastes spell on you. You do not suffer any of the normal negative effects as usual. However, when your Arcane Adrenaline ability ends, you suffer a -10ft penalty to your base speed, and can only make a single attack per action for one round.
Kickboxing Extraordinaire
Your jump height increases by nine times your normal amount, Powerful Leaper ability included. Additionally, your unarmed strikes with your feet deal 1d10 bludgeoning damage. This damage is magical for the purpose of overcoming resistances. Furthermore, you take no fall damage for the duration of this ability.
Primal Savage Unleashed
As a bonus action, your Primal Savagery can be enhanced for one minute. All attacks dealt with your Primal Savage ability deal and extra 2d4 Acid damage. Additionally, your ground speed increases by 10ft.
Unfaltering Bluster
For the duration, your movement does not provoke opportunity attacks. Additionally, you may take the Dash action as a bonus action and automatically when this ability is used. Furthermore, you gain a bonus to your melee attack's damage equal to double the amount of creatures you hit previously on the same turn. This bonus damage stacks for each attack, but is reset each turn.
Perfect Form
At 18th level, your magical reserves have fully awakened. You make saving throws against spells and other magical effects at advantage. Additionally, whenever you empower a weapon with your 7th level ability, it gains a +3 to attack and damage rolls. Furthermore, whenever you use your Arcane Adrenaline, you choose any three damage types to become resistant to. If you choose Bludgeoning, Piercing or Slashing damage, magical damage of these types are included.
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