Fighter
Base Class: Fighter

The archetypal Eldreyn Knight have begun on the path of magic, allowing for the use of many magics that were once deemed "impossible for a brute to learn." Eldreyn Knights use magical techniques similar to those practiced by Wizards and Warlocks due to the range of magic each class holds. They focus their study on all of the eight schools of magic, as to grow in many ways. Eldryen Knights being Fighters before hold a keen grasp on their fighting styles, and use that same keen mind of theirs to commit spells to memory rather than spellbook. Even the boldest of Knights can walk away from battles unscathed even with their suicidal fighting styles. The Eldreyn Pact is a gateway to many abilities deemed unworthy of a brute, but when used at its best it may bring about the strength of legends

Spellcasting

(For Spell Slots and Cantrips, use the Wizard Table on the Wizard Class page)

Having gained your Elderyn Pact, you augment your martial prowess with the ability to cast spells.

Cantrips And Spell Slots

You learn three cantrips and two 1st level spells of your choice from the wizard spell list and/or the warlock spell list. You learn additional cantrips and spells of your choice as following the Wizard Table.

Spellcasting Ability

As a fighter, your greatest feats usually come from your strength, and such the Eldreyn Pact uses that great strength of yours to allow the casting of spells

Spell save DC = 8 + your proficiency bonus + your strength modifier

Spell attack modifier = your proficiency bonus + your strength modifier

Elderyn Weapon Casting - Spells of a level of 3rd or higher cant be cast until you have bonded with a weapon (see Elderyn Weapon Bond), this weapon acts as your Arcane Focus and does not need to be wielded for you to cast magic. Your Bonded Weapon must be on your person for you to cast magic at 3rd Level or higher. 

 

Elderynian Weapon Bond

At 7rd level, the Eldeyrn Pact open the path to create a magical bond between yourself and one weapon. 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 you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated, and at 5th level If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. the bonded weapon becomes a sentient weapon with the STR, DEX, and CON of its user, while its other stats are rolled with dice (with a minimum of your lowest ability score). it gains a persona that is created by the DM. it may fight on its own under the monster Flying Sword creature page, with the stat changes stated above along with any modifiers the user would gain from making an attack with this weapon. if the user of this weapon is slain for longer than 24 hours, the weapon loses sentience and any magical additions it may have gained, theses losses can be regained if the original user recompletes the ritual on the same weapon as before, however the memories it may have gained will be lost or returned at the DM's discretion.

Elderynian War Strike

Beginning at 10th level, you learn to use your magic in ways not many could understand, 1d4 times per day, you may use your action to cast out a ball of elemental damage, with the element being of your choosing. this spell has 100ft range with it only hitting/effecting the target. on hit the target must make a spell saving throw unless they have a weakness to the element that you chose for the attack, and take 4d6 ____ damage or half on a successful save. alternatively you can cast it with a spell slot in order to boost the damage (2d6 per spell slot above level 0)

Elderynian Battle Tactics

At 15th level, you learn the art of Elderynian Battle, allowing for boosted defenses and greater casting ability. You gain advantage on any spell used within melee range of an enemy/target. You also take halved damage from any spells you cast while in melee range of an opponent. (consider all spell saving throws against damage success)

Elderynian Mastery

having reached your peaked, you have gained abilites other Elderyn Knights could only dream of. at 18th level, you may expend a Extra Attack or Action Surge to make a spell or attack become a critical, dealing triple damage.

Previous Versions

Name Date Modified Views Adds Version Actions
1/26/2023 1:50:52 AM
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1/26/2023 1:58:43 AM
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