Fighter
Base Class: Fighter

You have become the paragon of the Matron of Ravens. Acting as the champion of the goddess charged with protecting the sanctity of life and death, you are more than fate-touched. You have chosen the Matron as your fate in return.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for 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 Matron's Paragon 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, two of which you must choose from the abjuration and evocation spells on the wizard spell list.

The Spells Known column of the Matron's Paragon Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must 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 can come from any school 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 of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence 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 Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Matron's Paragon 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

Familiar Bond

3rd-level Matron's Paragon feature

You can use a bonus action to magically manifest an familiar in an unoccupied space you can see within 15 feet of you. This familiar is a magical, translucent, black shape of a raven that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another familiar, or until you’re incapacitated.

Your familiar has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is small in size. On your turn, you can mentally command the familiar to move up to 30 feet in any direction (no action required). If your familiar is ever more than 60 feet from you at the end of your turn, it disappears in a poof of black smoke.

You can use the familiar in the following ways:

  • As a bonus action, you can teleport, magically swapping places with your familiar at a cost of 15 feet of your movement, regardless of the distance between the two of you.
  • When you take the Attack action on your turn, any attack you make with that action can originate from your space or the familiar’s space. You make this choice for each attack.
  • When a creature that you can see within 5 feet of your familiar moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the familiar’s space.

Fearsome Familiar

3rd-level Matron's Paragon feature

At 3rd level, your familiar can aid you in combat. Whenever you take the Attack action, you can make one additional melee attack from the familiar's position.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Warding Wings

7th-level Matron's Paragon feature

At 7th level, you learn to invoke the matron’s magic to protect your allies. When another creature you can see within 60 feet of you or your familiar is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.

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

Matron's Mercy

10th level Matron's Paragon feature

Starting at 10th level, you can make your familiar throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the familiar to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your familiar.

Once you use this feature, you can't use it again until you finish a short or long rest.

Matron's Mend

15th level Matron's Paragon feature:

By 15th level, you've learned to absorb the fleeting magic of your familiar. When your familiar is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 + your Constitution modifier, provided you don't already have temporary hit points.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Double Trouble

18th level Matron's Paragon feature:

At 18th level, you can use a bonus action to create two familiars with your Familiar Bond feature, and these familiars can co-exist. If you try to create a third familiar, the previous two familiars disappear in a puff of smoke. Anything you can do from one familiar's position can be done from the other's instead.

In addition, when you roll initiative and have no uses of your Fearsome Familiar feature left, you regain one use of that feature.

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