Base Class: Fighter
This warrior once followed the path of the Eldritch knight, but seeing that he was not able to protect others the way he wanted, he found a new method of twisting the arcane energies he once used for offense into powerful defenses.
Spellcasting
The conqueror learns spells and can use scrolls from the wizards spell list, but has limited access to spells he can add to his book. Abjuration, Illusion and Transmutation are the only schools of spells he can add to his book.
The conqueror is a Prepared caster and like a wizard can ritual cast spells with the ritual tag even if they are not prepared.
Cantrips, You learn 2 cantrips of your choice from the Wizards spell list.
You gain a spell book and and have three 1st level spells of your choice. You can add spells to your spell book if you find them in written form. (Scrolls or another spell book)
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
| Fighter Level | Cantrips Known | Spells Known | 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 |
Conquerors Protection
You have learned a unique method of twisting arcane energies into a protective barrier. You can sacrifice a spell slot to create a magical barrier within 30' of you.The barriers size is 5' per spell slot level wide and 10' Tall.
This takes an action to cast. It can be cast using a reaction but if used in this way, the barrier gets no modifiers based on the spell sacrificed.
The barrier repels non magical attacks. It has resistance to Slashing and Piercing damage. The barrier automatically fails saving throws.
The barriers Base health is 10 + Wisdom mod x Spell slot used. The barriers AC is 10 + Wisdom Mod + Proficiency.
The type of spell used to create the barrier affects its attributes. Cantrips cannot be used to create the barrier.
* Abjuration: Barriers health is doubled.
* Illusion: Barrier takes on the appearance of of the creators choice. Example: It could appear as a wall or maybe a barred door if its cast in a door way.
* Transmutation: The barrier gains resistance to a type of damage of the casters choice. It gains another resistance for each spell slot of the sacrificed spell. The caster can combine two of the resistances to grant the barrier immunity to one type of damage.
Guardians Protection lasts Up to one minute or until destroyed or dismissed. Disintegrate, dispel magic and counterspell, work on this ability. The barriers level is the same as the spell sacrificed.
The barrier is treated as a wall. If an effect can't pass through or go around walls it is blocked as normal. The barrier size is static and cannot be changed and will form even in smaller spaces. It does not damage or leave marks on anything when it appears or disappears.
The barrier is magical and blocks magical movement from entities such as Ghosts. (Things cant pass through this barrier without Teleportation or going around it.
The barrier blocks all damage from attacks that pass through it. If an attack would destroy the barrier it stops all the damage and disappears. Certain types of spells or abilities can continue doing damage after destroying the barrier.
Examples:
* Breath attacks, If the breath attack does enough damage to destroy the barrier the remaining damage is passed on to the creatures and objects behind the barrier based on their saving throw if one is allowed.
* Effects that can go around corners treat the barrier as if it were a wall and can pass as normal for the effect.
* Effects that target a point in space, such as fireball, are stopped at the barrier and do no damage beyond it. If you can see a point beside or behind the barrier without drawing a straight line from you through the barrier to it, the effect happens as normal.
Conquerors Will
Your willpower has made your abilities stronger, your wisdom modifier is doubled for the purpose of class features as well as granting you a +4 to wisdom saves and Concentration checks.
You have learned how to harness the power of written spells to power your class features. The scroll must be of the appropriate type, It does not have to be on the wizards spell list to be sacrificed in this fashion.
Chained Strike
The Conqueror can Use his Guardians Protection class feature to instead charge his weapon with arcane energy. The weapon will then teleport to nearby enemies and attempt to hit them using the conquerors modifiers and all applicable modifiers for the weapon.
This takes an action to use.
The weapons range is a 10' square up to 30' away from the conqueror.
The spell used to charge the weapon affects the feature.
Abjuration: The AoE of the attack increases to a 20' square.
Illusion: The weapon gains advantage on its strikes as it becomes invisible for the attack.
Transmutation: The weapon gains one of three special effects on hit. The effect must be picked before the attack is resolved and only one effect can be picked this attack. The chosen attack is applied to each target.
* Shove attack
* Stun
* Blind
The attack gets a 1 to attack and damage and another +1 to attack and damage for each level of spell slot used. up to a maximum of +5 for each from this effect.
All effects and checks are based on the casters. The conqueror adds his Wisdom modifier to the damage dealt with this ability.
Overcharge
You can expend a spell slot to empower an aspect of yourself.
Your choices are.
* Offense: You gain +1 to attacks and an extra +1 for each Spell slot level to all attack and damage roles. (Melee, Ranged and Spell attacks)
* Defense: You gain +1 to defense and an extra +1 for each Spell slot level to AC, Saving throws and Ability checks.
* Protection: Barriers you summon have bonus health equal to (Wis mod x Proficiency), Even when they are summoned as a reaction.
This effect lasts for (1 + Wisdom mod) rounds before dissipating. This can be stopped with anti magic spells. (Counter-spell, Dispel magic or anti-magic effects)
Deflection
Your barriers now deflect half of the damage dealt to them to all enemies within 20 feet. The kind of barrier affects the damage returned. The damage from this effect is considered Radiant or Necrotic (chosen by the caster) for resistance and immunity considerations.
Abjuration: Returned damage is Doubled to the primary damage dealer. This only works on targeted damage, not on AoE effects. Example: Man deals 10 damage to barrier, he takes 20 others take 5.
Illusion: Enemies affected by the returned damage are Blinded, Deafened and affected by Fear for 1 per spell slot used to create the barrier.
Transmutation: Damage dealt to the barrier is stored and instead empowers the conquerors next Attack or Spell with bonus damage. This effect does not return damage to enemies. The bonus damage from this effect is halved for AoE spells or attacks. If the damage from this effect is not used on an attack before the end of the casters next turn the barrier takes additional damage equal to the stored energy and applies half to all nearby enemies. Spells that do no damage can not be boosted by this effect.
This damage is calculated BEFORE the barriers resistances reduce the original damage.
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Posted May 5, 2019This is a Fighter martial archetype. It gains its features at the same rate as the others, so, 3rd, 7th, 10th, 15th and 18th level.