Fighter
Base Class: Fighter

An Ego Knight 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 Knight 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 Knight 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 Knight stands apart, wielding a weapon that is as much a part of them as their own flesh, embodying the fusion of spirit and steel.

 

Feeding the Ego

As an Ego Knight, while in initiative, you can gain Snack Points with a maximum of 6. At the start of your turn, you may choose to take 1d6 necrotic damage to gain 1 Snack Point. Additionally, your Ego Weapon can consume a dead creature within 5 ft. of you to gain 1 Snack Point. You can only gain 1 Snack Point this way per turn. Any points beyond the maximum are lost. At the end of a long rest, you lose all Snack Points.

Your bond with your Ego Weapon deepens, allowing you to empower yourself by "feeding your Ego." You can expend Snack Points to gain one of the following effects. If any maneuver requires a saving throw, the DC is calculated as 10 + your proficiency bonus + your Wisdom modifier.

Maneuvers

You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th levels. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Effects

  • Deflecting Ego: As a reaction, use 1 Snack Point to gain temporary hit points equal to your fighter level until the start of your next turn. For each additional Snack Point, gain 1d10 extra temporary hit points.

  • Determined Ego: Spend 1 Snack Point as a bonus action to target one creature within 30 feet. Your Ego Weapon gains the thrown property with a range of 20/60 feet against that creature, returning to your hand after hitting or missing until the start of your next turn.

  • Enraged Ego: When you are hit by an attack, you can spend 1 Snack Point to make a reaction melee weapon attack against the attacker.

  • Frightening Ego (7th level): Spend 1 Snack Point as a bonus action to frighten one creature within 30 feet. The creature must make a Wisdom saving throw or be frightened until the end of their next turn, suffering disadvantage on attack rolls against you. For each additional Snack Point spent, target one additional creature and increase the fright’s duration by 1 round.

  • Ego's Craft (7th level): Whenever you make a check using a tool, spend 1 Snack Point to gain a bonus of 1d6 on that check. This applies only to tools.

  • Hungry Ego (10th level): When you hit a creature with an ego weapon attack, expend 3 Snack Points to deal an extra 6d6 necrotic damage. Heal for the total damage dealt. If you reduce a creature to 0 hit points, your Ego Weapon can consume it as a reaction, regaining 4 Snack Points.

  • Swallowed Ego (10th level): Spend 8 Snack Points and use your action to attempt to swallow a Large or Smaller creature whole within reach. The target must make a Strength saving throw. On a failed save, the target is swallowed and transported to a dimensional space within your Ego Weapon. You must maintain concentration on this ability. At the start of each of their turns while in the dimensional space, the target takes 2d6 necrotic damage and can make another Strength saving throw. On a success, they are expelled from the dimensional space and appear in the nearest unoccupied space within 5 feet of you. If the target is reduced to 0 hit points while in the dimensional space, it is instantly killed, and your Ego Weapon regains 4 Snack Points. If you lose concentration, the swallowed creature is immediately expelled into the nearest unoccupied space.

  • Absorbing Ego (15th Level): You can spend 1 Snack Point when you are damaged by a ranged attack. You use your reaction to absorb the energy of the attack, gaining THP equal to half of the damage dealt (rounded down). Additionally, until the end of your next turn, you can use your reaction to expend 2 Snack Points to consume these THP. When you do, add the amount of THP consumed to your next attack's damage.

  • Flinching Ego (15th level): As an action, use 1 Snack Point to gain an additional 10 feet of movement speed until the start of your next turn. This movement does not provoke opportunity attacks. Target one creature you pass by, forcing it to make a Dexterity saving throw. On a failed save, the creature is knocked prone and takes damage equal to 2d6 + your proficiency bonus. For each additional Snack Point spent, gain an extra 5 feet of movement and target one additional creature, increasing the damage by 1d6 for each extra point.

  • Ego's Wrath (18th level): As an action, unleash your Personal Ego by expending 10 Snack Points. This creates a 10-foot wide and 50-foot long line. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes 10d10 damage of the weapon's type and is affected by the slow spell effect until the end of their next turn. On a successful save, the creature takes half damage and is not affected by the slow effect.

Ego Weapon

At 3rd level, you bond with one Ego Weapon through a 1-hour ritual, forming a living bond that allows you to summon your bonded Ego Weapon to your hand as a bonus action, provided it is on the same plane of existence. This weapon is considered magical, cannot be disarmed from you, and has the following properties: it can communicate with you and perceive what you see, and it has blindsight with a range of 10 feet, shared with you while holding it.

Ego's Attribute

At 3rd level, your bond allows the Ego Weapon to transform into a tool that reflects your experiences. Choose one tool you are proficient with, allowing your Ego Weapon to seamlessly transform into that tool. Gain expertise in this tool, doubling your proficiency bonus for checks made with it.

Enhanced Snack Points

At 7th level, increase your maximum Snack Points to 12. After 3 turns have passed in initiative, at the start of your turn, you may choose to take 2d6 necrotic damage to gain 2 Snack Points.

Switching Ego

At 10th level, your Ego Weapon adapts to the demands of the battlefield. You can change your main damage type to one of the following: bludgeoning, piercing, or slashing, each offering unique benefits. You can make this change once per turn and a number of times equal to your proficiency bonus, regaining all uses after a long rest:

  • Bludgeoning: When you hit an enemy with a weapon attack using your Ego Weapon, you can choose to push them back 5 feet.

  • Piercing: Your Ego Weapon gains an additional 5 feet of range, enhancing your ability to strike from a distance.

  • Slashing: Your Ego Weapon gains an additional 1d6 slashing damage.

Controlled Ego

At 15th level, use 1 Snack Point to fuel your Indomitable feature. For every additional Snack Point spent, gain a +1 bonus to your saving throw when using Indomitable.

Unleashed Ego

At 18th level, if your HP would be reduced to 0, you remain conscious and gain temporary hit points equal to your current HP. While you have these temporary hit points, you gain the following benefits:

  • You gain an additional 10 feet of movement.
  • When feeding your Ego, add an additional maneuver with a base cost of 1 Snack Point without using a point.
  • Prioritize attacking the creature that reduced you to 0. All attacks against this creature are made at advantage, and attacks from this creature against you are made at disadvantage.
  • You take 3d6 unreducible necrotic damage every turn.
  • While you have these THP, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your THP reaches 0. At the end of combat, you lose all THP.

Previous Versions

Name Date Modified Views Adds Version Actions
6/21/2025 6:45:41 AM
58
0
--
Coming Soon
6/23/2025 12:30:53 AM
57
0
--
Coming Soon
6/23/2025 12:36:09 AM
57
0
--
Coming Soon
6/23/2025 12:42:55 AM
56
0
--
Coming Soon
6/26/2025 7:07:07 AM
59
0
--
Coming Soon
6/26/2025 6:26:38 PM
66
0
--
Coming Soon
6/26/2025 8:15:32 PM
69
0
--
Coming Soon
6/27/2025 5:10:56 AM
71
0
--
Coming Soon
6/27/2025 7:49:34 PM
81
0
--
Coming Soon
7/3/2025 7:57:24 PM
86
0
--
Coming Soon
7/4/2025 5:17:15 AM
91
0
--
Coming Soon
7/5/2025 4:53:00 AM
99
0
--
Coming Soon
7/8/2025 11:34:41 PM
104
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes