Fighter
Base Class: Fighter

An Ego Master is a formidable warrior who wields a unique living weapon known as an Ego Weapon. This extraordinary weapon, imbued with sentience, grows in power and complexity alongside its user.

Upon discovering or inheriting this remarkable weapon, the Ego Master becomes intrinsically linked to it. This bond allows them to harness the weapon's potential in battle. Once connected, the Ego Weapon cannot serve another master until its current wielder meets their end.

The Ego Master thrives on this dynamic relationship, drawing strength and inspiration from the weapon's evolving nature. As they face challenges and gain experience, the Ego Weapon adapts, gaining new forms and abilities that reflect the Master’s journey.

In the world of combat, an Ego Master stands apart, wielding a weapon that is as much a part of them as their own flesh, embodying the fusion of spirit and steel.

 

Ego Weapon

Starting at 3rd level, you can conduct a ritual to bond with one Ego Weapon of your choice. This ritual takes 1 hour and can be performed during a short rest. At the end of the hour, you must reach out and touch the Ego Weapon, forming a living bond.

You can have up to two Ego Weapons bonded to you at one time. If you attempt to bond with a third, you must break the bond with one of your existing Ego Weapons.

Additionally, you can summon one of your bonded Ego Weapons to your hand as a bonus action, provided it is on the same plane of existence. You can only summon one bonded Ego Weapon at a time with this bonus action. This ability reflects the sentient nature of your Ego Weapons, allowing them to respond to your call with a life of their own.

Living Property

At 3rd level, you can imbue your Ego Weapon with two of the following properties. You can change the property of your Ego Weapon after taking a short rest, allowing you to adapt your weapon to better suit the challenges you face. Each property can be used once per turn:

3rd Level Properties

  • Chained: The Ego Weapon gains the ability to act like a whip, granting it the reach property up to 10 feet (+5 feet if the weapon already has the reach property) and can grapple as part of the attack. You can use this property once per turn to strike foes from a distance. 

  • Great: The Ego Weapon becomes bulkier and heavier, gaining the heavy property. This property requires the weapon to be a melee weapon that does not have the light property. Once per turn, your attacks deal increased damage, moving the damage dice up one level (e.g., from 1d6 to 1d8).

  • Thrown: The Ego Weapon gains the ability to be thrown. When you throw the weapon, it has a range of 20 feet for a normal throw and 60 feet for a long throw. After the throw, it magically returns to your hand. You can use this property once per turn.

7th Level Properties

At 7th level, you can select an additional property for your Ego Weapon from the following list:

  • Adaptable: The Ego Weapon, provided it has the versatile property, gains the finesse property. This allows you to use your Dexterity modifier instead of your Strength modifier for attack and damage rolls. Once per turn, you can choose to make an attack with advantage if you're within 5 feet of an ally.

  • Charged: This weapon gains the loading property, allowing it to attack only once per turn. For each extra attack that wasn't used, you can add 2 weapon dice (or 3 if the weapon has the light property) to the damage calculation. Ignoring the loading condition will nullify this effect.

11th Level Properties

At 11th level, you can select two additional properties for your Ego Weapon:

  • Ethereal Shift: Once per turn, as a reaction when you are hit by an attack, you can momentarily shift into the Ethereal Plane, avoiding the attack and taking only half the damage from it. You reappear in an unoccupied space within 5 feet of your original position. This ability can only be used a number of times equal to your proficiency bonus, regaining all expended uses after a long rest. Requirements: Expertise in Stealth.

  • Titan's Grasp: When you hit a target, you can use your bonus action to attempt to knock them prone. The target must succeed on a contested Strength check against your Strength (Athletics) check. If they fail, they fall prone. Requirements: Expertise in Athletics.

15th Level Properties

At 15th level, you can select an additional property for your Ego Weapon:

  • True Strike: When you hit a creature with this weapon, you can choose to ignore resistance or immunity to damage types for that attack. This ability reflects your weapon's ability to penetrate defenses. Requirements: Expertise in Perception.

  • Anti-Magic: This weapon allows you to disrupt magical effects. When you wield this weapon, you gain the ability to cast Counterspell as a reaction when a spell is cast within 60 feet of you. You can use this ability a number of times equal to half your Wisdom modifier (minimum of 1), regaining expended uses after a long rest. Requirements: Expertise in Arcana.

18th Level Properties

At 18th level, you can select two additional properties for your Ego Weapon from the following list:

  • Vampiric Strike: Whenever you deal damage with this weapon, you add 1d4 necrotic damage. You regain hit points equal to the necrotic damage dealt. This effect does not apply to damage dealt to constructs or undead. Requirements: Expertise in Intimidation.

  • Consuming: This weapon has a unique property that allows it to draw energy from attacks against you. When you take damage while wielding this weapon, you gain temporary hit points (THP) equal to half the damage taken (rounded down). You can choose to add the remaining temporary hit points to your damage roll for one attack. If you do so, you consume the temporary hit points, losing them immediately. Requirements: Expertise in Cooking Utensils.

Essence of the Ego

7th Level: Essence of the Ego

At 7th level, your bond with your Ego Weapon deepens, allowing you to unlock new skills that enhance your versatility in and out of combat. You gain proficiency in one skill of your choice and expertise in a skill you are already proficient in.

Ego's Attribute

10th Level: Ego's Attribute

Mastered Ego

15th Level: Mastered Ego

Ego's True Form

18th Level: Ego's True Form

At 18th level, you can unleash the full potential of your Ego Weapon by expending two uses of Action Surge to enter a state known as Ego's True Form for 10 minutes. During this time, you gain the following benefits:

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