Fighter
Base Class: Fighter

Whilst many fighters steer towards using weapons and armours, these fighter's specialize in enhancing and adapting tools of war.

Smith adaptations

Level 3

You gain proficiency with the smith's tools.

You can apply smith adaptations to your weapons and armour. A weapon/armour can only have 1 adaptation on it at a time, and you can have up to a number of items with adaptations on equal to your strength modifier +1 at one time. If you add an adaptation to a weapon/armour and you have reached your limit, one of them ends and the new one starts. To add an adaptation to a weapon/armour, you must spend 10 GP and 10 minutes to apply it. Other people can use items under your adaptations and they also get the benefits. Here is the list of Level 3 adaptations=

Weapons=

1. Returning weapon ( when you throw a weapon, you can use a bonus action to make it return to your hand )

2. Empowered weapon ( the weapon's damage dice increases by 1 step ( a dagger would turn from 1d4 to 1d6 ) 

3. Scoped weapon ( the ranged weapon you apply this to has +3 to attack rolls but -1 to damage rolls )

4. Finesse weapon ( you can give the weapon you apply this to the finesse property )

Armour=

1. Light armour ( if this armour gives disadvantage to stealth, this adaptation negates that effect )

2. Wieldable armour ( if this armour has a strength requirement, this adaptation negates the effect )

3. Aqua armour ( the light set of armour you apply this to gives you a swim speed equal to your speed whilst you are wearing it )

4. Dexterous armour ( the medium set of armour you apply this to makes you able to add your whole dexterity modifier to the AC, not with a maximum of 2 )

Brilliant Crafts

level 7

The weapons and armour you have applied adaptations to gain the effects of an Armour Of Gleaming. All weapons that you have adapted also count as magical for overcoming resistances.

Additional adaptations

level 10

you gain the following adaptation options=

Weapons=

1. Unlimited ammo ( apply to a ranged weapon to make it not require ammunition. It magically appears when you attack with the weapon )

2. Versatile weapon ( apply to a weapon to change it's damage type. You choose what damage type you change it to when you apply this adaptation )

Armour=

1. Resilient armour ( the armour piece gains +1 to the AC bonus )

2. Speed armour ( whilst wearing this armour your speed increases by 5 ft )

The maximum amount of adaptations you can have active at one time increases by 1.

Powerful smithing

Level 15

The amount of adaptations you can have on items at the same time increases by 1. You can now have 2 masterwork properties on 1 item.

Master Adapter

Level 18

You gain these additional adaptation options=

Weapons=

1. Critical Weapon ( you can expend 1 use of second wind to automatically hit a critical with this weapon )

Armour=

1. Metal fortress ( when you get hit by a weapon attack you can roll 1d4 and add it to your AC against that attack, potentially turning the hit into a miss )

When you add an adaptation to a item, the cost is now 5 gp instead of 10.

Previous Versions

Name Date Modified Views Adds Version Actions
8/26/2025 7:41:36 AM
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