Fighter
Base Class: Fighter

The Order is a mysterious organization within Mystra that blends the bounds of magic and technology. Working in tandem with Arch Wizards and Master Artificers they have created marvels that they hoard for themselves.  

Firearm Proficiency

Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.

Elixir

At 3rd level when officially inducted as an Order Knight you are given Elixir. As a bonus action, you magically gain one of the following benefits when consuming Elixir, which last for 1 minute:

  • Regeneration: heal 2d8 + your wisdom modifier upon consumption and an additional 1d8 as a bonus action for 1 minute.  
  • Hardened Mind: have advantage on Intelligence, Wisdom, and Charisma saving throws, as well as spell attacks for 1 minute.
  • Swiftness: gain 10ft of movement, advantage on dexterity savings throws, and advantage on attacks to hit your foes for 1 minute. 
  • Enhanced Strength: gain advantage on strength checks, strength saving throws, and add 1d8 to your damage die for weapon attacks, duration 1 minute.
  • Restoration: clear the body of a disease or condition upon consumption, gain advantage on saving throws against disease or status conditions: Paralyzed, Poisoned, blinded, deafened, stunned, charmed, or frightened. You cannot take points of exhaustion until the effect ends. These effects last 1 minute. 

You can use this feature a number of times equal to your wisdom modifier, and you regain all expended uses of it when you finish a long rest. 

Focus Crystal Power

When you choose this archetype at 3rd level, you gain the use of a focus crystal to perform powerful maneuvers.  

Embedded in their armor is a focus crystal that breams with magic, with a thought they may direct that magic through their armor and armaments to either give them an edge in battle, protect themselves or their comrades, or enhance their strikes. The crystal can be removed and placed in new armor if needed. The crystal has a soft blue glow that can shed light in a 10ft radius if the user wishes.

The power you have remaining in your focus crystal is equal to your wisdom modifier. Every maneuver has a different amount of FCP it takes which is reflected via (FCP:#). FCP is regained on a short or long rest. You may regain a FCP point in the event of a killing blow. This feature improves at 10th level and you may spend double the amount of FCP spent to double the affect (4 FCP = +4 AC). 

Attune Armor: your armor attunes to the last element it was hit with giving you resistance to that element for 1 minute. (FCP:3)

Force Shielding: the crystal's magic acts as a shield adding +2 to your AC for 1 minute. (FCP:2)

Solid Strike: empower strikes with the crystal's power adding force damage (equal to 1d8 + your wisdom modifier) to all of your weapons for 1 minute. (FCP:2)

Quick Draw: as a reaction quick draw your firearm, shooting once. (FCP:1)

Heightened Pace

When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.

Improved Focus

Upon reaching 10th level, you learned new ways to use and control focus crystal power. You can now siphon magical energy from magical attacks or items turning the energy into FCP. As a reaction you may invoke this feature when a spell is being cast on you/at you. If the spell is damaging in nature you negate (2d8 + your wisdom modifier) damage. If the spell requires a save you decrease it by 1d4. You regain 1 FCP. 

Enhanced Physiology

Starting at 15th level, the effects of continued use of elixir and crystal power have affected your physiology. You now age 10 years for every hundred that pass. You now can passively detect magic. 

Critical Siphon

At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a FCP point on a roll of 19 or 20 on a d20 attack roll as you siphon their magical potential. 

Brutal Critical

Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.

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