Fighter
Base Class: Fighter

Green Star Adept

The following martial archetypes is available to fighters.

Bonus Proficiency

At 3rd level, you gain proficiency in one of the following skills: Arcana, History, Investigation. Or you can gain proficiency with alchemist's supplies.

Spellcasting

Starting at 3rd level, you gain the ability to cast a limited selection of spells.

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

Spell Slots. The Green Adept Spellcasting table shows how many spell slots you have to cast your 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 burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher. You know three 1st-level spells of your choice from the wizard spell list, two of which you must choose from the evocation and transmutation spells on the wizard spell list. The Spells Known column of the Green Adept Spellcasting table shows when you learn more wizard spells of your choice. Each of these spells must be of a level for which you have spell slots, and must be from the evocation or transmutation school. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can be from any school of magic.

When you gain a level in this class, you can choose one of the wizard spells you know and replace it with another spell from the wizard spell list, which also must be of a level for which you have spell slots, which also must be a evocation or transmutation spell unless you're replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, 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 a wizard 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

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your wizard spells.

Starmetal Rigor

Starting at 3nd level, your transformation has already begun. Your skin takes on a green-hued, mineral appearance, and your AC can't be less than 16, regardless of what kind of armor you are wearing. Your AC can't be less than 17 at 7th level, 18 at 10th level, and 19 at at 14th level.

When you make an unarmed strike, your fist deals 1d4 damage plus your Strength modifier.

Altered Metabolism

Starting at 7th level, you have advantage against diseases and being poisoned. You gain resistance to necrotic and poison damage.

Null Metabolism

Starting at 10th level, you no longer need food, water, or sleep, and you can hold your breath indefinitely. You still require rest as usual. Your aging slows. You only age 1 year for every 10 years that pass and you cannot be magically aged.

Emerald Perfection

Starting at 14th level, you can no longer be poisoned, and you automatically make all saving throws against diseases. You are immune to poison damage. You no longer age, and you can exist for eons before entropy finally claims you.

Might of the Green Star

At 18th level, your body fully takes on the appearance of a statue. Your Strength and Constitution increase by 4 each, and your maximum for those ability scores is now 24. Your base walking speed is decreased by 5 feet.

Spellcasting

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

Cantrips

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

Spell Slots

The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your wizard 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 wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.

The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and 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.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard 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 a wizard 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

Eldritch Knight 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

Starmetal Rigor

Starting at 3nd level, your transformation has already begun. Your skin takes on a green-hued, mineral appearance, and your AC can't be less than 16, regardless of what kind of armor you are wearing. Your AC can't be less than 17 at 7th level, 18 at 10th level, and 19 at at 14th level.

When you make an unarmed strike, your fist deals 1d4 damage plus your Strength modifier.

Altered Metabolism

Starting at 7th level, you have advantage against diseases and being poisoned. You gain resistance to necrotic and poison damage.

Null Metabolism

Starting at 10th level, you no longer need food, water, or sleep, and you can hold your breath indefinitely. You still require rest as usual. Your aging slows. You only age 1 year for every 10 years that pass and you cannot be magically aged.

Emerald Perfection

Starting at 14th level, you can no longer be poisoned, and you automatically make all saving throws against diseases. You are immune to poison damage. You no longer age, and you can exist for eons before entropy finally claims you.

Might of the Green Star

At 18th level, your body fully takes on the appearance of a statue. Your Strength and Constitution increase by 4 each, and your maximum for those ability scores is now 24. Your base walking speed is decreased by 5 feet.

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