Base Class: Fighter
Spellcasting ability
Intelligence is your spellcasting ability.
Spell Save DC= 8 + your proficiency bonus + your Intelligence modifier
Spell Attack modifier= your proficiency bonus + your Intelligence modifier
Ritual Casting- The fighter is able to cast ritual spells like a wizard. The fighter needs a spell book and has the ritual spell added into the spellbook in order to use the ritual spells. Spells must have the ritual tag to be added to this book and does not need to be prepared. At level 3 the fighter may choose 2 level 1 ritual wizard and/or artificer spells and add them to their spell book. The fighter at certain levels may learn more advanced ritual spells. At 7th level, the fighter may choose 2 level 2 ritual wizard and/or artificer spells and add them to their spell book. At 10th level the fighter may choose 2 level 3 ritual wizard and/or artificer spells and add them to their spell book. If the fighter comes across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents the material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
3rd Lv. Magic Fighting Stance
At 3rd level, the fighter gains proficiency in arcana.
At 3rd level, the fighter is able to cast the Elemental Weapon on themselves only, without a spell slot. The fighter may choose 3 cantrips from the wizard and/or artificer spell list and add it to its own known spell list.
At 3rd level, the fighter uses magic to enhance their fighting capabilities. At the beginning of any combat encounter or as an action, the fighter may choose a Magic Fighting Stance to enter into. Magic Fighting Stance effects last until the end of a combat encounter or until you switch to a new Magic Fighting Stance in which case the fighter loses the effects of that Magic Fighting Stance and gains the effect of the new Magic Fighting Stance. At 3rd level, the fighter can learn two of the following Magic Fighting Stance and can learn an additional Magic Fighting Stance at 10th level and another at 18th level.
Flexible Casting- The fighter can use their bonus action to cast a cantrip spell that does not deal damage when casted.
Arcane Shield- The fighter has advantage on saving throws against spells.
Berserker- The fighter makes all attack rolls with advantage. Additionally all attack rolls against the fighter are made with advantage.
Offensive- Gain a +1 to all attack rolls and damage rolls.
Defensive- Add +1 to the fighter's AC and spell saving throws.
Evasive- Increase the fighter's movement speed by 10 feet and opportunity attacks against the fighter are made with disadvantage.
7th Lv. Cantrip Attack/Additional Cantrip
When taking the attack action, the fighter can replace one of their extra attack features with one of the fighter's cantrips (cast at 5th level only) in place of one of those attacks.
Additional Cantrip- Choose 2 additional cantrips from the wizard and/or artificer spell list and add it to your known spells.
10th Lv. Magic Enhancement Fighting/Additional Cantrips
Magic Enhancement Fighting- The fighter learns an additional Magic Fighting Stance and can use 2 Magic Fighting Stances at a time. As a bonus action, the fighter may switch one of their Magic Fighting Stance with another that they are not currently using. Once per turn, whenever the fighter deals damage with a cantrip that does not add your spellcasting modifier to the damage, you may add your spellcasting modifier to the damage.
Additional Cantrips- The fighter can choose 2 cantrips from the wizard and/or artificer spell list and add it to their known spells.
15th Lv. Improved Magic Fighting Stance
Improved Magic Fighting Stance- New features are added to the fighter's Magic Fighting Stances.
Flexible Casting- When using the fighter's extra attack feature to cast a cantrip spell, the spell can now be cast at the 11th level.
Arcane Shield- The fighter does not take half damage on any spell attack that they have made a successful saving throw against.
Berserker- When in the stance, the fighter's Elemental Weapon gains effects as if it was cast as a 5th level spell. It changes back to its level 3 spell effects if the fighter changes out of this stance.
Offensive- +2 to all the ability saving throw DC. (includes any save dc of your character's spells, magic item, and ability/features that a target needs to roll to beat)
Defensive- +2 to all the fighter's ability saving throws. (includes any spell saving throws, magic item, and any target's ability/features that your character needs to beat)
Evasive- Enemies do not gain advantage on the fighter on their attacks due to invisibility and the fighter being heavily obscured.
18th Lv. Favored Spells/Additional Magic Fighting Stance
Favored Spells- The fighter chooses one of their cantrip spells. When using the cantrip extra attack feature with that one spell, then it is cast at max level.
The fighter chooses two 1st level and one 2nd level wizard and/or artificer spells from their spell list and adds those spells to the fighter's known spell list. These three spells are now treated as cantrip spells cast at their lowest level and no longer require spell slots. If cast as a spell as part of the improved flexible casting stance under the magic fighting stance then you may treat the spell as one spell slot level higher (example: 1st level spell cast as a 2nd level spell).
Additional Magic Fighting Stance- The fighter learns an additional Magic Fighting Stance.
Previous Versions
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7/8/2022 4:18:51 AM
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2.5
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Coming Soon
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7/10/2022 6:46:30 AM
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1
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0
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3.0
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Coming Soon
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