Fighter
Base Class: Fighter

As a host to an Eon, you hold and possess a great deal of elemental energy relating to the Eon you host. This grants you minor control over the Element contained within the Eon possessing/following you. The nature of Eons and their relationships with a host is widely speculated, however, one thing is known. The longer the host and Eon stay merged, the more similar they become. Perhaps the Eon's personality begins to influence the host, or maybe the host becomes who they were always meant to be. The relationship you have with your Eon is entirely yours to describe. 

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to harness your elemental energy to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.

Cantrips

You learn two cantrips of your choice from the eonic spell list. You learn an additional eonic cantrip of your choice at 10th level.

Spell Slots

The Eonic Champion Spellcasting table shows how many spell slots you have to cast your eonic 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 eonic spells of your choice.

The Spells Known column of the Eonic Champion Spellcasting table shows when you learn more eonic spells of 1st level or higher. Each of these spells 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.

Whenever you gain a level in this class, you can replace one of the eonic spells you know with another spell of your choice from the eonic spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your sorcerer 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 an eonic 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

Eonic Champion 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

Elemental Channeling

At 3rd level, The first time you unsheathe your weapon during or before combat, it becomes wreathed in elemental energy. For 1 minute after drawing your weapon for the first time in combat, it counts as a magical weapon for the purpose of overcoming resistance to non-magical weapon damage.

When you hit with a melee weapon attack, you may choose to expend the elemental energy surrounding your weapon (no action required) to cause the target to take an extra 2d8 slashing damage. Once you do so, you lose all other benefits this feature grants until you activate it again. You can use this feature one time per long rest, and can activate this feature additional times by expending a spell slot. 

 

Elemental Flush

Beginning at 7th level, your body is permeated with elemental energies. You can choose to activate the magic permeating your body to give you an increased reaction time and speed. 

As an action, you can activate "Elemental Flush". For 1 minute, you can take one attack action as a bonus action and your speed increases by 15 ft. When this feature ends, you gain one level of exhaustion. You can use this ability once per short rest. 

Semi-Primed

At 10th level, you gain a flying speed equal to your walking speed. When you are flying, bird-like wings manifest from your back. 

Wind Rush

At 15th level, you are able to manipulate the wind around you to massively increase your speed. Once per short rest, you can increase your movement speed to such a level that you become nearly undetectable by those around you. When you use your action surge feature, you can temporarily double your speed (No action required). 

Improved Semi-Primed

Starting at 18th level, when you use your second wind feature, you can choose to enter the "semi-primed" form. While in semi-primed form,  you gain the following features: 

  • Grasp of Garuda: You gain four extra clawed limbs that mimic the true form of Garuda, they float around you, unconnected to your body. As a bonus action, you can attempt to grapple an enemy you can see within 30 ft. On a success, they are immediately pulled in a straight line towards you.
  • Wind-Reach: Your weapon attacks manifest blades of wind protruding from them. All of your weapon attacks gain an extra 5ft of reach if you so choose. Additionally, you can make ranged weapon attacks using melee weapons that deal slashing damage. The target must be within 30 ft of you. 
  • Primal Renewal:  Garuda's blood temporarily flows through your veins. At the beginning of your turn, you regain a number of hit points equal to your constitution modifier, so long as you have less than half your maximum hit points. 
  • Raging Wind: Your weapon attacks in this form are imbued with large amounts of primal wind. Once per turn, your weapon attack deals extra damage equal to one roll of the weapon's damage dice.
  • Feathers of Fatigue: When you take the attack action, you can choose to forgo making multiple attacks and instead target up to three maximum targets within 10ft, as you twirl around, sending large sharpened bird like-feathers toward the chosen targets. 
  • Elemental Concentration: While in the Semi-Primed state, you cannot use any other features, aside from the ones listed by the "Semi-Primed" and "Improved Semi-Primed" Class features. 
  • Primal Rage: Garuda's curse now extends to you. Her curse infects your mind. Whenever you receive damage from an attack or spell, you must make a concentration check, the DC is equal to half the damage taken. On a failure, you temporarily lose control of your bodily functions. At the beginning of each round after you lose control, you must roll a constitution save. On a success, you regain control of yourself. On a failure, you lose your turn and the action(s) your body takes are determined by Garuda's curse (DM Discretion). 

 

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