Fighter
Base Class: Fighter

Scion Magi pull power from their heritage much like a sorcerer, but they balance it with martial combat to make up for their lacking magical prowess.

They have origins that come from all forms of magical creatures, from celestials to fiends, from fey to giants. they have a slew of spells at their disposal, coming the magic that has touched their lives. Though they may not have hereditary talents of sorcerers, they make up for it with martial prowess and blending it with their magic.

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 sorcerer spell list.

Cantrips

You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.

Spell Slots

The Scion Magus Spellcasting table shows how many spell slots you have to cast your sorcerer 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 sorcerer spells of your choice.

The Spells Known column of the Scion Magus Spellcasting table shows when you learn more Sorcerer spells of 1st level or higher.

Whenever you gain a level in this class, you can replace one of the sorcerer's spells you know with another spell of your choice from the sorcerer's spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since you gain your spells due to your exposure to a magical source, either through your heritage or some other event. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Scion Magus 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

Focused Strike

You can cast true strike as a bonus action. when cast this way it will affect the NEXT weapon attack you make, not the first on your next turn.

Magus Strike

Beginning at 7th level, when you use your action to cast a cantrip or first level spell that can only target one creature, you may make a single weapon attack as a part of the action and have the spell's effect happen upon hitting the target.

At 13th level, this ability can be used with second level spells.

At 18th level, this ability can be used with third and fourth level spells.

Origin Shift

At 10th level, your magical origins reveal themselves, allowing you to change yourself for a short amount of time and use their powers. As a bonus action, you can cause your body to shift to gain traits of your magical origins for one minute, gain traits depending on your selection. You can't use this feature again until you finish a long rest.

Arcanist Third Eye

A third eye opens in your forehead, increasing your magical prowess, and unleashing uncontrolled magic into the world around you. While your third eye is open, you have advantage on saving throws against spells and advantage on all attack rolls. But at the start every turn, while the eye is open, you roll on the wild magic surge table and have the rolled outcome come into effect.

Glorious Body

You grow ethereal wings and your eyes shift color. While this form is active you have a flying speed equal to your walking speed, resistance to necrotic, psychic, and radiant damage. Once before the shift ends, you can use a bonus action to heal a target for 5d6 hit points.

Hideous Aura

Your magical origin expresses itself as an aura, reflecting the power of which you bear.

Select a damage type, for the duration any creature that starts its turn within 5ft of you take 1d8 of the selected damage type. When you get hit by a melee weapon attack, the attacker takes 1d8 of your chosen damage type and must make a wisdom saving throw or become frightened until the end of your next turn. (DC {{savedc:cha}})

Scaled Skin

Your grow scales across your skin and temporarily empower your strikes. For the duration, you gain a plus 3 bonus to AC and resistance to a damage type of your choice. And once during the shift, you can add 3d6 of your chosen damage type to a single weapon attack.

Origin Surge

At 15th level, you gain a power that triggers whenever you use an action surge. This power is dictated by your origin shift. If the power requires a saving throw then the DC is the same as your spellcasting DC.

Adrenaline Rush

Your body quickens and your mind sharpens as feel the adrenaline rush take hold.

The first thing you do as a part of the action surge is done at advantage if it can be done so.

Arcane Blast

Arcane force erupts from your body upon being flooded with adrenaline.

Upon using an action surge, you point at a creature that you can see. they must make a strength saving throw. If the target fails, they are then pushed 15 away from the scion magus or be knocked prone.

Glorious Light

Your body shines with glorious light as your body is filled with adrenaline. 

Upon using action surge, you can select a creature that can see you. They must make a constitution saving throw or be blinded until the end of your next turn.

Horrendous Snarl

When the adrenaline hits your body your face contorts into something truly terrifying, causing some that look upon it to become paralyzed in fear.

When you action surge, you can pick a target within 30ft of you, that can see you. The target must make a wisdom saving throw or become paralyzed until the end of your next turn.

Ender's Blow

At 18th level, you can the ability to swap precision for power.

When you have advantage on a weapon attack you can sacrifice the advantage for an automatic critical hit if you land the attack. You also add 1d8 of the weapons damage type to the hit. This extra damage dice is added after calculating critical damage.

Previous Versions

Name Date Modified Views Adds Version Actions
3/13/2020 8:13:51 AM
1
0
--
Coming Soon
3/13/2020 8:16:11 AM
2
0
--
Coming Soon
3/13/2020 8:21:00 AM
1
0
--
Coming Soon
3/13/2020 8:44:15 AM
2
0
--
Coming Soon
3/13/2020 8:48:11 AM
3
0
--
Coming Soon
3/13/2020 8:57:51 AM
2
0
--
Coming Soon
3/13/2020 9:15:29 AM
3
0
--
Coming Soon
3/14/2020 3:52:41 AM
3
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes