Base Class: Fighter
Fighter Level |
Feature |
3rd |
Natural Affinity, Arcane Combatant |
7th |
Weave Sense |
10th |
Improved Arcana |
15th |
Arcane Adaptation |
18th |
Enhanced Arcana |
Natural Affinity
At 3rd level, your connection to the Weave begins to manifest, granting you some knowledge of natural magic. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or the druidcraft cantrip. Constitution is your spellcasting modifier for either of these spells.
Arcane Combatant
When you choose this archetype at 3rd level, you learn to enhance your combat prowess with magic.
Arcane Maneuvers. You learn three arcane maneuvers of your choice, which are detailed below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional arcane maneuvers of your choice at 7th, 10th, 15th, and 18th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Affinity Dice. You have four affinity dice, which are d8s. An affinity die is expended when you use it. You regain all expended affinity dice when you finish a short or long rest. You gain another affinity die at 7th level and one more at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is 8 + your proficiency bonus + your Dexterity or Strength modifier (your choice).
Adept's Inspiration
Whenever you make an ability check that uses one of your proficiencies, you can expend an affinity die and add the affinity die to that ability check (no action required).
Air Render
When you hit a creature with a weapon attack, you can expend an affinity die to create a shockwave around your target. Roll the affinity die. Each creature of your choice within 10 feet of the target must succeed on a Constitution saving throw or take thunder damage equal to the result. A creature that is large or smaller and fails its saving throw is also knocked prone.
Clasping Vines
When you hit a creature with a weapon attack, you can expend an affinity die to bind the target in twisting vines. The target takes additional piercing damage equal to the number rolled and must make a Dexterity saving throw or take that same piercing damage again at the start of its next turn and be restrained until the start of your next turn.
Dilemmic Presence
As a bonus action on your turn, you can expend an affinity die to create an afterimage. Roll the affinity die. Until the start of your next turn, opportunity attacks against you have disadvantage and you subtract the affinity die from attack rolls made against you.
Drain Energy
When you hit a creature with a weapon attack, you can expend an affinity die to drain the life from your target. Add the affinity die to the attack's damage roll as necrotic damage. You gain temporary hitpoints equal to the necrotic damage dealt and your target can't regain hitpoints until the start of your next turn. This Arcane Maneuver has no effect on undead or constructs.
Envenom
When you hit a creature with a weapon attack, you can expend an affinity die to attempt to poison your target. Add the affinity die to the attack's damage roll as poison damage. The target must succeed on a Constitution saving throw or be poisoned until the start of your next turn.
Fiery Reproach
When a creature causes you to take damage, you can use your reaction to expend an affinity and lash out at the offender. Make a ranged or melee weapon attack roll against the creature. If you throw a weapon this way, you may draw it with your free hand as part of this reaction. If the attack hits, add the affinity die to the weapon's damage roll as fire damage.
Guiding Strike
When you hit a creature with a weapon attack, you may expend an affinity die to mark your target. You add the affinity die to the attack's damage roll as force damage and an allied creature of your choice that you can see adds the result to its next attack roll against the target.
Hastened Strike
When you take the Attack action on your turn, you can expend an affinity die to make one additional weapon attack as part of that action. Add the affinity die to the weapon's attack roll and if it hits, all of the damage dealt by the attack becomes force damage.
Kinetic Overload
As a bonus action on your turn, you can expend an affinity die to take the dash action. Roll the affinity die. Each creature you pass within 5 feet of takes lightning damage equal to the result. This movement doesn't provoke opportunity attacks.
Mystic Ward
When you are hit by an attack or fail a saving throw, you can use your reaction to expend an affinity die and add the result to your AC or that saving throw. Until the start of your next turn, you have a bonus to your AC or that saving throw, including the triggering effect, equal to the number rolled.
Portal Hop
As a bonus action while you are within 30 feet of a creature, you can expend one affinity die and conjure a portal to switch places with that creature, provided that creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.
Roll the affinity die. You or the other creature (your choice) gains a bonus to the next saving throw they make before the start of your next turn.
Provoke
When you hit a creature with a weapon attack, you can expend an affinity die to enrage the target. You add the affinity die to the attack's damage roll as psychic damage and force the target to make a Charisma saving throw. On a failure, the target must take the Attack action against you on its next turn if able. If the creature cannot reach you, it has disadvantage on any attack rolls it makes against other targets until the end of its next turn.
Terrify
When you hit a creature with a weapon attack, you can expend an affinity die to attempt to strike fear into your target. Add the affinity die to the attack's damage roll as psychic damage and the target must succeed on a Wisdom saving throw or be frightened of you until the start of your next turn.
Thoughtknot
When you hit a creature with a weapon attack, you can expend an affinity die to attempt to daze your target. You add the affinity die to the attack's damage roll as psychic damage and it must succeed on a Wisdom saving throw or it can use only an action or a bonus action on its next turn and can't take reactions until the end of your next turn.
Weavebreak
When you hit a creature with a weapon attack, you can expend an affinity die to attempt to sever magic on the target. You add the affinity die to the attack's damage roll as force damage and you cast dispel magic at 2nd level on the target. Constitution is your spellcasting ability for this spell.
Weave Sense
When you reach 7th level, you begin to sense the flow of magic through the Weave. You can use this feature to cast either detect magic or detect evil and good without any components. Constitution is you spellcasting ability for these spells. You can use this feature a number of times equal to your Constitution modifier and regain all expended uses when you finish a long rest.
Additionally, you have advantage on saving throws against spells and other magical effects.
Improved Arcana
At 10th level, your affinity dice turn into d10s.
Arcane Adaptation
At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge or Second Wind. You can teleport before or after you use either feature.
Additionally, when you roll initiative and have no affinity dice remaining, you regain one affinity die.
Enhanced Arcana
At 18th level, your affinity dice turn into d12s.
Previous Versions
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3/20/2024 12:47:12 AM
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