Base Class: Fighter
The Forcebrand combines the martial mastery common to all fighters with the ability to augment itself with raw, chaotic magic. Although the Forcebrand cannot cast spells due to their inability to control magic to that extent, they can exert control over magical energy in a rudimentary fashion that allows them to have spell-like abilities that make them fearsome in combat. It's because of these abilities that Forcebrands are often hired as bodyguards for powerful mages and nobility.
Chaos Step
Your heightened connection to magical energy allows you to warp the natural flow of magic in the world around you. Starting at 3rd level, you may use your action to teleport up to 60 feet to an unoccupied space that you can see. If a creature is within range, you may make one melee attack against them.
You can use this ability a number of times equal to your proficiency bonus per long rest.
Force Shield
Raw, chaotic magic swirls around you as you are in danger. Starting at 3rd Level, as a reaction when you would be hit by an attack, you may add your Constitution modifier to your armor class. If this causes the attack to miss, the raw magic around you explodes explodes dealing 1d6 force damage per point difference between the attack roll and your armor class to the attacker. Your armor class returns to normal at the beginning of your next turn.
You may use this ability three times per short rest. You gain another use of this ability at 7th level and another at 15th.
Forceful Surge
The Forcebrand is heavily focused on their innate ability of energy manipulation. Starting at 7th Level, your weapons are considered magical for the sake of bypassing resistance. In addition, when you use your action surge, the energy around you coalesces into a shield, giving you resistance to bludgeoning, piercing, and slashing damage from non-magic sources until the beginning of your next turn.
Forceful Rejuvenation
Starting at 10th level, when you use your Second Wind ability, your next melee weapon attack deals additional force damage equal to the amount healed. This effect ends with your next melee attack whether it hits or not.
Forcebrand's Prowess
Starting at 15th level, whenever you attack with a melee weapon, you deal an additional 2d6 force damage. If you hit with an attack, you may choose to have the target roll a Strength save equal to your Constitution score. If the target fails, you may choose to knock them prone or push them 10 feet in a direction of your choice.
Guardian of Force
Your prowess and control over the energy around you gives you protection and the ability to redirect some of the energy at your enemies. Starting at 18th level, you become immune to force damage. In addition, when you are targeted by a spell that deals force damage, you may redirect it in your next attack, dealing additional damage equal to twice the spell's level.
Previous Versions
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7/6/2023 1:08:43 AM
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