Fighter
Base Class: Fighter

Long before the worlds known today the two gods of the cosmos Tasni and Edris fought against the Origin god Gentes. Though they were able to defeat Gentes both gods of the cosmos' physical bodies had perished, but their spirits lived on. The spirits of the gods scoured the remnants of the universe and spread their broken bodies amongst many realms to be hidden from the spirit of Gentes who was for a time placed in stasis after the arduous battle. They would then find warriors strong enough to handle even a portion of their powers to fight Gentes if he were to ever return, creating the orders of Dominus and Fylaks.

Aspects of Edris

At level 3 you can choose up to 2 of 4 abilities to call upon. Each ability will improve an aspect of your abilities. You can also exert yourself and use a more powerful form of these abilities. Exerting these abilities can cause almost a transformation-like effect that can slightly or significantly alter your body until you have finished exerting the ability. The number of exerts you can use is equal to your proficiency bonus. You regain all uses exert at the end of a long rest.

Creation 3rd Level

You get proficiency with two sets of artisan tools.

Exert: When you take the attack action you can create a weapon that is unwieldy to everyone but yourself it is considered magical for the sake of overcoming resistance. You can choose what this weapon looks like and if it is a melee weapon or a ranged weapon with a range of 30/90 feet. They retain the properties of the weapon that they look like with the exception of the ammunition property, as it will create its own magical ammunition. You can choose its damage type, and it deals 1d8 of the chosen damage and 1d10 at level 10. This weapon disappears after you make a number of turns equal to  your proficiency bonus.

Destruction 3rd Level

You have advantage on checks that involve damaging or breaking nonmagical objects.

Exert: For one minute your unarmed strikes deal extra necrotic damage equal to half your proficiency bonus. At 10th level, the damage increase is instead equal to your total proficiency bonus.

Control 3rd Level

You know the mage hand cantrip.

Exert: For one 1 minute your mage hand can move objects that are as heavy as 10 times your strength modifier from a range of 30 feet away. You can also attempt to grapple or shove a creature of medium size or smaller as an action you use your wisdom modifier to this check, if a creature is grappled this way you can move it up to 15 feet in any direction. At 10th level, the weight your mage hand can carry is increased to 15 times your strength modifier. 

Enhancement 3rd Level

At the end of a long rest, you can make a weapon that you are proficient with magical for the sake of overcoming resistance.

Exert: As an action you can choose a number of nonmagical weapons equal to your proficiency bonus within 10 feet of you and make them magical for the sake of overcoming resistance. At 10th one of these weapons instead becomes a +1 weapon.

Endurance 7th Level

You have advantage on death-saving throws

Exert: When you take damage you can use your reaction to half that damage

Focus 7th Level

You gain proficiency with perception checks or another check of your choice if you are already proficient, and have a blindsight of 10 feet.

Exert: As an action you gain advantage on all perception and investigation checks. Creatures can not gain advantage on attacks against you if they make an attack within 30 feet of you. This ability lasts for one minute.

Control

You know the mage hand cantrip.

Exert: For one 1 hour your mage hand can move objects that are as heavy as 10 times your strength modifier from a range of 30 feet away. You can also attempt to grapple or shove a creature of medium size or smaller as an action you use your wisdom modifier to this check, if a creature is grappled this way you can move it up to 15 feet in any direction. At 10th level, the weight your mage hand can carry is increased to 15 times your strength modifier.

Creation

You get proficiency with two sets of artisans tools.

Exert: When you take the attack action you can create a weapon that is unwieldy to everyone but yourself it is considered magical for the sake of overcoming resistance. You can choose what this weapon looks like and if it is a melee weapon or a ranged weapon with a range of 30/90 feet. They retain the properties of the weapon that they look like with the exception of the ammunition property, as it will create its own magical ammunition. You can choose its damage type, and it deals 1d8 of the chosen damage and 1d10 at level 10. This weapon disappears after you make a number of turns equal to your proficiency bonus.

Destruction

You have advantage on checks that involve damaging or breaking nonmagical objects.

Exert: For one minute your unarmed strikes deal extra necrotic damage equal to half your proficiency bonus. At 10th level, the damage increase is instead equal to your total proficiency bonus. 

Endurance

You have advantage on death-saving throws

Exert: When you take damage you can use your reaction to half all incoming damage until the end of that creature's turn. 

Enhancement

At the end of a long rest, you can make a weapon that you are proficient with magical for the sake of overcoming resistance.

Exert: As an action you can choose a number of nonmagical weapons equal to your proficiency bonus within 10 feet of you and make them magical for the sake of overcoming resistance. At 10th level one of the weapons instead become +1 weapon.

Focus

You gain proficiency with perception checks or another check of your choice if you are already proficient, and have a blindsight of 10 feet.

Exert: As an action you gain advantage on all perception and investigation checks. Creatures can not gain advantage on attacks against you if they make an attack within 30 feet of you. This ability lasts for one minute.

Aggressors Bane

If an ally within 30 ft of you is struck by an attack you can use you use up half of your movement speed to move toward the attacker, this movement does not provoke an opportunity for attack.

You can use this feature a number of times equal to your proficiency bonus per short or long rest.

Improved Aspects

At 10th level Due to the influence of Edris' spirit on your body, you are able to regain all exert uses on a short rest. Your level 3 aspects also gain improvements to the exertion feature.

Inexhaustible power

At 15th level when you roll initiative and have no exerts left you regain one use your exert ability.

Undying spirit

At 18th level when you would drop to 0 hp and still have an exert left, you can use your reaction to expend it and instead drop to 1 hit point.

Previous Versions

Name Date Modified Views Adds Version Actions
10/11/2023 5:29:21 AM
4
0
1
Coming Soon
10/11/2023 5:42:29 AM
3
0
1.5
Coming Soon
10/11/2023 5:46:18 AM
3
0
--
Coming Soon
10/11/2023 5:48:48 AM
3
0
--
Coming Soon
10/11/2023 2:11:16 PM
3
0
--
Coming Soon
10/11/2023 2:28:49 PM
3
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes