Base Class: Fighter
Vigor Belt
When you choose this archetype at 3rd level, you gain 1 Vigor from the list below. You gain 2 additional Vigors at 7th, 10th and 15th level and 1 more at 18th.
Bucking Bronco
When you consume this Vigor, your hands crack with orange, arcane energy.
- Bonus Action: Target 1 creature. That creature makes a Dexterity saving throw. On a fail, the creature is suspended 5ft in the air and is considered Incapacitated until your next turn
- Action: All creatures in a line, 30ft long and 20ft wide, make a Dexterity saving throw. Any creature that fails is suspended 5ft in the air and is considered Incapacitated until your next turn.
Charge
When you consume this Vigor, a torrent of wind surrounds your hands
- Bonus Action: Suddenly move yourself 15ft in any direction. If you end this movement sharing a space with another creature, you may immediately make a melee attack (this attack is part of your bonus action)
- Action: For each action spent charging this ability, add 1d6 to the damage roll and increase the distance moved by 5ft
Devil's kiss
When you consume this Vigor, your hands turn an ashen black and are engulfed in flames.
- Bonus Action: Cast Firebolt + Charisma modifier to damage
- Action: Cast Firebolt + Charisma modifier to damage, any other creature within 30ft of the target takes 1d6 fire damage
Murder of Crows
When you consume this Vigor, A single crow, beak covered in blood, lands and your finger and your hands are lightly covered in feathers
- Bonus Action: Cast Find Familiar to summon a Raven
- Action: Summon a Swarm of Ravens. This swarm has a separate turn in initiative
Posession
When you consume this Vigor, your hands turn a ghostly white and a tiny spirit circles around them.
- Bonus Action: Cast Friends
- Action: Cast Charm Person (1st level)
Return to Sender
When you consume this Vigor, your hands turn midnight black, enshrouding themselves with darkness.
- Bonus Action: Cast Shield
- Action: Concentration. You may not attack while concentrating on this spell. Any creature attacking you has disadvantage. Anytime a creature does hit you, it takes half the damage it deal to you in Necrotic damage. This effect happens even if the hit ends the concentration.
Shock Jockey
When you consume this Vigor, your hands are encrusted in purple crystals, arching with electricity
- Bonus Action: Cast a bolt of lightning from your hand targeting a single creature. Make a ranged spell attack. On a hit, it deals 1d10 + Charisma modifier Lightning Damage.
- Action: Cast a bolt of lightning from your hand targeting a single creature. Make a ranged spell attack. On a hit, it deals 1d10 + Charisma modifier Lightning Damage. If another creature is within 20ft of the target, the bolt chains to them dealing 1d10 Lightning damage (if multiple, you choose the order it chains). You must roll to hit each target and the target of the effect is the last creature to have been hit by the bolt. The bolt will continue to chain until you fail the to hit roll and will chain to allies
Undertow
When you consume this Vigor, your hands are covered in barnacles and pouring sea water
- Bonus Action: Target one creature within 40ft of you and push them with a blast of water. The target must make a Strength saving throw or be shoved 15ft away from you
- Action: Target one creature you can see and grab them with a tendril of water. The target must make a Dexterity saving throw or be grappled and pulled 10ft towards you. Concentrate. Keep them grappled after your turn. On each of your turns, the creature may make a Dexterity saving throw to attempt to escape the tendril. If the creature fails, you may pull them another 10ft towards you.
Vigor mixing
At 7th level, you can know have up to 2 Vigor effects active at once. You must still take the appropriate amount of time to drink both Vigors.
Force Feed
At 10th level, Once per long rest you may feed an ally a Vigor, allowing them to gain it's effects. The spellcasting ability is still Charisma and the number of turns the effect is active is determined by the Charisma modifier of whoever is consuming it.
Potion rationing
At 15th level, twice per long rest, whenever you consume a Vigor, it is not expended and may be used again before a short or long rest.
Weird Concoctions
At 18th level, whenever you consume a Vigor, you may add one of these effects to it:
- Once, You may use both the action and bonus action effects of a Vigor on the same turn
- Once, add 3d10 to a spell attack damage roll
- Once, use the action effect of a Vigor as a bonus action
- Increase the turn length of the Vigor by 1d4
Vigor modifiers and Save Dc
Spell save DC = 8 + proficiency bonus + Charisma modifier
Spell attack modifier = proficiency bonus + Charisma modifier
Previous Versions
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12/6/2022 2:57:03 PM
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