Fighter
Base Class: Fighter

You have made a deal with a dark patron, however they did not demand your loyalty, simply your flesh. For the small sacrifice of one appendage, you have been granted unthinkable power, the ability to form whatever you can imagine with your phantom limb.

Choose one appendage to sacrifice to your patron (including tails if applicable), the missing appendage is reformed from magical energy and becomes your spellcasting focus. (Note: the missing appendage must be one your character can live without, i.e. no missing heads, no missing Tortle shells, etc.)

Spellcasting

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

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.

Spell Slots

The Eldritch Amputee Spellcasting table shows how many spell slots you have to cast your wizard 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 know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice, however they must be from either the Evocation or Abjuration schools

The Spells Known column of the Eldritch Amputee Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must from either the Evocation or Abjuration school, and be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level must also come from either the Evocation or Abjuration schools of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be from the Evocation or Abjuration schools of magic, and must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your wizard spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom 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 Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Eldritch Amputee Spellcasting

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

Grafted Weapon

At 3rd level, you learn a ritual that allows you to graft a single one-handed or versatile weapon to your magical limb. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which the weapon is destroyed. A weapon that requires attunement cannot be attuned if it is grafted, however you can still attune to a weapon without grafting it.

In addition to all its regular properties, the grafted weapon deals magical damage.

You may use your grafted weapon limb to cast the somatic portion of spells, even if it is formed into one of your grafted weapons.

Once you have grafted a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. It can be reformed in your hand using a bonus action.

You can have up to 3 bonded weapons at 3rd level, 5 bonded weapons at 7th level, 7 bonded weapons at 10th level, 9 bonded weapons at 15th level, and 12 bonded weapons at 18th level.

You can summon only one weapon at a time with your limb using a bonus action. If you attempt to graft to more weapons than your level allows, you must replace one of the current grafted weapons. You cannot summon the replaced weapon again unless you graft to it again.

NOTE: A character may graft any one-handed or versatile weapon, but no shields. This means that you may not graft a bow, but you may graft a single piece of ammunition to be reformed or resummoned continually. 

 

Quickened Cantrip

Beginning at 7th level, you may cast any prepared cantrip as a bonus action a number of times equal to your proficiency bonus per long rest.

Grafted Strike

At 10th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Otherworldly Strength

At 15th level, otherworldly power is no longer a stranger to you, your Strength score maximum is increased to 22.

Quickened Casting

Starting at 18th level, You may cast any prepared spell as a bonus action a number of times equal to your proficiency bonus per long rest, provided you have the required spell slots.

Comments

Posts Quoted:
Reply
Clear All Quotes