Fighter
Base Class: Fighter

 

There are many called to the uses of the blade; and there are many who have enate magical capabilities. Few are called to both. Theis warriors usually become Eldridge Knights, using magic to support their sword play; but some lean in... 

Arcane devestaters use their wellspring of magic  to enhance their physical abilities: strength, speed, jump height, through strength. preforming feats that could be seen as super human. 

 

 

 

 

 

 

 

Enhancement Novice

 

You harbor a wellspring of magical capabilities within yourself; used for physical enhancement  . This magic is represented by your  Magical Enhancement  dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various magical enhancements, which are detailed below.

Some of your power expend the die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Magical enhancement dice when you finish a long rest. 

Strength enhancement. You can enhance your strength beyond your natural capabilities. As a bonus action, you may spend any number of  Magical enhancement die. For the next three rounds,  increase your strength ( max of 30) by half your proficiency bonus ( rounded down) for each die expended. 

Devastating Strike. You can swing your weapon with unnatural strength. Once on each of your turns, immediately after you hit a target within 15 feet of you with an attack and deal damage to it with a weapon, you can expend one Magical enhancement die, rolling it and dealing (insert weapon damage here) damage to the target equal to the number rolled plus your strength modifier.

Enhanced Movement. You can move with blurring speed  As a bonus action, you may spend an Magical enhancement die to double your movement for three rounds.

Enhancement Adept

 

You have mastered new ways to use your physical enhancements, detailed below.

Power Leap. As a bonus action, you can Chanel your strength into a superhuman jump. as a bonus action,  you can make a jump movement, you may up to quadruple the distance you would normally jump; and come crashing down. After making the jump you can make a weapon attack with advantage, and deal double damage if you hit. Once you take this bonus action, you can’t do so again until you finish a short or long rest, unless you expend a Magical enhancement die to take it again.

Crippling strike . When you deal damage to a target with your  Devastating strike, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your strength modifier. If the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally.

Enhanced constitution

 

Not just your strength, but also your constitution can be enhanced. If you  start your turn Prone, stunned, or paralyzed, you can expend one Magical enhancement to end every effect on yourself subjecting you to those conditions.   

Enhancement specialist

Your enhanced senses have increased your reaction time. as a reaction,  you may make an retaliative strike against a creature who made an attack against you or an allay in  the range of your weapon.

After you use this feature, you cannot use it again until you take a long rest or use a magical enhancement die to do so again.  

Enhancement Master

With your  magical enhancements, your strength  could be considered equal to that of creatures significantly larger than you. You can now grappled creatures up to one size larger than you without disadvantages.

You may force a creature up to one size larger than you that you have grappled to make a strength saving throw( 8+ proficiency + your strength modifier) taking 1d4 for every 5ft. thrown. depending on the size of the creature, the distances that you can through them vary, based on the following list:   -1 size or smaller, 60ft.     +0 sizes, 40ft.   +1 size, 20ft.

After using this feature you cannot use it again until you take a long rest, or use a Magical enhancement die to do so again.

 

 

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