Fighter
Base Class: Fighter

Channeling chaos threw ones own body can cause a great deal of damage if one is not carefully trained to handle it. the witchs of the wilds are known for thier unnatural and otherworldly use of magic by channeling chaos threw their body to amplify their abilities.

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 three 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.

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 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.

you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list over the course of a long rest. The new spell must be of a level for which you have spell slots.

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

Witches conduit

At 3rd level, you learn how to create a pseudo phylactery combining part of your soul with chaos and storing it in a item (usually this is a weapon but some have been known to use jewelry or other objects)  Binding it to yourself and allowing you to channel chaos threw your body. you can only be bound to one at a time. the item that you embew this way can be used as a spell casting focus also any bonuses the item provides will be applied to your spells to hit and damage roles(example +1 ring of protection grants a +1 to hit and to damage for your spells). this ritual takes a full day and you cannot unbind yourself without destroying the item.

you can summon that item as a bonus action on your turn, causing it to teleport instantly to your hand.

at 5th lvl your witches conduit gains +1 when you are holding it in addition to any bonuses the item already has this effect happens again at lvl11 and  lvl17

when you do not have your witch conduit with you treat all of your stats as 10 unless modified by an outside source

if your conduit is destroyed you will instantly be brought to 5 points of exhaustion, and your stats will be set to 10 for 1d8 days

Harness Chaos

at 7th level you gain the a number of Harness Chaos charges equal to half your lvl+your prof bonus. whenever you expend a charge role a d6

1. take 1 point of exhaustion                                              2. expend 2 twist of chaos 

3. take 1d8+prof necrotic                                                    4. gain a minor jinx from the jinx tabel 

5. and 6. does not expend a use of Harness Chaos

Twist of chaos

Beginning at 7th level, as a reaction you may use a Harness Chaos point to use Twist of Chaos

1 wild vigor: in a 20 ft circle centered on you all allies gain an additional bonus action and half their movement speed you do not benefit from this effect and this lasts until start of your next turn

2 eb and flow: use chaos to absorb a spell directed at you taking half damage then on your next weapon or spell attack add that spells level d4 to damage 

3 wild shield: target within 30ft gains resistance to a damage type until thier next turn

4 chaos warp: teleport up to 20 ft in any direction (only during your turn)

 

attune to the viel

At 10th level, you take more chaos and mana into your body allowing you to sense and understand magic you now have detect magic constantly cast on you additionaly you may cast identify without expending a spell slot  and gain resistance to 1 damage type of your choice

chaos Repulse

At lvl 15 you gain the ability to take in a large sum of chaos and expel it quickly from your body. this ability uses a Harness Chaos charge and costs 1 action

roll a d6 to determine which effect will happen this effect will not target you

1 gravity- deal 4d10 force damage in a 20ft radius and cause all creatures to make a strength save or be nocked prone

2 ice- deal 4d10 cold damage to everything in a 20ft radius also this area becomes difficult terrain

3 lightning- deal 4d10 lightning damage in a 20ft radius also all creatures must make a con save or be stunned for 1 turn

4 polymorph- all creatures in a 20 ft radius must make a wiz save or be polymorphed into a newt for 1 min

5 thunder- deal 4d10 thunder damage to creatures in a 20ft radius and push all creatures 10 ft from you

6 fire- deal 10d6 fire damage in a 20 ft radius to all creatures 

perfect conduit

Starting at 18th level, you have mastered channeling chaos and mana into yourself causing rapid regeneration at the start of each of your turns you gain health equal to your prof bonus + your con bonus this does not trigger if you are below half health additionally you gain immunity to 1 damage type 

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