Base Class: Fighter
When someone finds themselves in the front lines, facing death every day, they begin to question the nature of their existence.
Harbored in their strong beliefs and paradigms, these warriors learn to channel the metaphysical manifestation of their own intrinsic ideas. They are so thoroughly devoted to their ideologies that they learn to manifest the purest essence of their thoughts into a being called the Fundamental which takes control of their bodies in times of great stress.
These Fundamentals represent a strong aspect of the four extremes in alignment: Chaos, Evil, Good and Law, and depending on their current ideal, the possessed learn to channel the power of those beliefs into extraordinary abilities to challenge his foes.
Fundamental Manifestation
Upon choosing this archetype at 3rd level, you tie yourself to one of the four fundamental ideologies, letting it take control of your actions and ideas.
When you first gain this ability, you must choose one of the four ideological axis: Chaos, Evil, Good or Law. This must be tied to your alignment.
From now on, that axis of the alignment determines your main powers. If you try to do actions that go against that alignment, your soul will try to pull you away from those actions. The DM will let you know if an action is just a small infraction or it would change your alignment permanently. In the second case, you might lose the abilities described here.
If your change in alignment makes you fall into the opposite axis, you might be able to replace your Fundamental for his immediate opposite. Once you do that, your previous Fundamental will never manifest again, creating a wound in your soul so deep that you can never change back to that alignment, no matter how many actions you make to amend.
Any abilities you gain by your chosen Fundamental are lost when you change alignment, and are replaced by the abilities of your new Fundamental.
Fundamental Form Transformation
When you choose your Fundamental, you can adopt a Fundamental Form once per Short Rest. This increases to 2 at level 10 and to 3 at level 18.
Transforming into your Fundamental Form takes an Action. You can turn back into your normal self as an action, or you automatically turn back if you drop to 0 Hit Points.
All Fundamental Forms give you a special ability. You can use these abilities a number of time per Short rest equal to 1 + your Charisma modifier. You regain all uses of these abilities as part of a Short Rest. You cannot use these abilities outside of your Fundamental Form.
Fundamental Form Descriptions
Following you have a description of the four Fundamentals and the abilities they give you.
Ak'Raiy, Fundamental of Chaos: Ak´Raiy the Pandemonium is the Fundamental representation of chaos, disorder, disarray and anarchy. He manifests as a swirl of nebulous matter, protected by a chitin of liquid metals. He has misty undefined appendages and no eyes.
When you choose Ak´Raiy as your Fundamental you immediately gain Proficiency on the Performance skill.
Fundamental Ability of Chaos - Mists of Chaos: You can summon the sheer forces of chaos, striking fear into your enemies while destroying their psyche. You can make a Charisma spell attack against the target AC. If you hit the target, you deal 1d6 + your Fundamental Form Damage Bonus in psychic damage to the target. Creating a terrifying image of pure chaos. This attack´s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6, and 17th level (4d6). You can only target a single enemy. Enemies struck by the attack are Frightened against you until the start of your next turn.
Fundamental Form Specialty: Regeneration. Damage Type affinity: Psychic.
M'Rushׁa, Fundamental of Evil: M´Rusha the Calamity is the Fundamental representation of evil, destruction, corruption and misery. He manifests in an explosion of blood and viscera, looking like a hammerhead shark with six slender legs, six arms and six bloody reptile eyes, his shark teeth seething in darkness.
When you choose M´Rusha as your Fundamental you immediately gain Proficiency on the Deception skill.
Fundamental Ability of Evil - Maw of the Void: You gain a bite attack with your shark teeth, draining the vitality of your targets into the depths of the void of evil inside you. As a natural attack that uses an action, you deal 1d8 + your Fundamental Form Damage Bonus in Necrotic damage. When you do this, you gain Temporary Hit Points equal to half the damage you deal. This attack´s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8, and 17th level (4d8). You deliver this attack with your Charisma for both attack and damage.
Fundamental Form Specialty: Bonus Damage. Damage Type affinity: Necrotic.
Kamatov, Fundamental of Good: Kamatov the Exemplar is the Fundamental representation of good, mercy, grace and integrity. He manifests in a halo of sunshine, four transparent eagle wings, no legs, three gold bright eyes in a pearly white carapace that looks like a knight´s armor.
When you choose Kamatov as your Fundamental you immediately gain Proficiency on the Persuasion skill.
Fundamental Ability of Good - Pattern of Virtue: You give yourself or an ally up to 30 feet a bonus to a single attack, ability check or saving throws. The effect lasts for 1 minute, in which the target can choose when to use this bonus. The bonus is equal to half your proficiency bonus. You can target an additional target when you reach 5th level (2 targets), 11th level (3 targets), and 17th level (4 targets).
Fundamental Form Specialty: Saving Throws. Damage Type affinity: Radiant.
Halakhah, Fundamental of Law: Halakhah the Mandate is the Fundamental representation of law, order, cohesion and principles. He manifests as an equation of pure solidity, in a full metal exoskeleton, a single eye looking from it´s core. Around him pure mathematical expressions fly like words of power.
When you choose Halakhah as your Fundamental you immediately gain Proficiency on the Intimidation skill.
Fundamental Ability of Law - Edict of Force: As an action, you can deliver a judgement of pure kinetic energy as part of a weapon or natural attack. You add 1d10 + your Fundamental Form Damage Bonus in Force damage. At level 5, you can add this damage to a second attack you can make as the attack action if you have the Extra attack feature. At level 11 the damage increases by 1d10 force damage (2d10 total). At 17th level the force damage of this attack ignores any type of resistance or immunity.
Fundamental Form Specialty: Armor Class. Damage Type affinity: Force.
Fundamental Form Bonuses
Whenever you enter your Fundamental Form, you gain a Fundamental Form bonus to your saving throws, you also gain a regeneration value and a bonus to damage with all attacks with natural attacks or weapons. The type of bonus damage is of the damage type affinity of your Fundamental Form.
Also, when you active your Fundamental Form, your current AC is replaced by your Fundamental Form AC. Your Fundamental Form AC is equal to 10 + your Dexterity modifier + your Charisma modifier + your Fundamental Form Bonus. While in Fundamental Form, you can add AC bonuses from Shields, Weapons, Rings and Wondrous Items but not from Armor.
Your Fundamental Form is specially effective in one of those four bonuses, making it equal to your Proficiency bonus. All of the other bonuses for it are equal to half your Proficiency bonus, rounded down.
Additionally while you are on your Fundamental Form, you can replace your main attack attribute for weapons and natural attacks with Charisma, using it for your bonus to attack and damage.
When you reach 0 HP or you leave your Fundamental Form, you lose all these bonuses.
The Covenant
When you reach 3rd level, you can augment your combat techniques with the ability to cast spells. See chapter 10 of the PHB for the general rules of spellcasting and chapter 11 of the Player’s Handbook for the Warlock spell list.
Cantrips. You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.
Spell Slots. The Fundamental Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.
Spells Known of 1st Level and Higher. At 3rd level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Fundamental table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 11th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability for your warlock spells, so 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 warlock 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
| FUNDAMENTAL LEVEL | CANTRIPS KNOWN |
SPELLS KNOWN |
SPELL SLOTS |
SLOT LEVEL |
|---|---|---|---|---|
| 3rd | 2 | 2 | 1 | 1st |
| 4th | 2 | 2 | 1 | 1st |
| 5th | 2 | 3 | 1 | 1st |
| 6th | 2 | 3 | 2 | 1st |
| 7th | 2 | 4 | 2 | 2nd |
| 8th | 2 | 4 | 2 | 2nd |
| 9th | 2 | 5 | 2 | 2nd |
| 10th | 3 | 5 | 2 | 2nd |
| 11th | 3 | 6 | 2 | 2nd |
| 12th | 3 | 6 | 2 | 2nd |
| 13th | 3 | 7 | 2 | 3rd |
| 14th | 3 | 7 | 2 | 3rd |
| 15th | 3 | 8 | 2 | 3rd |
| 16th | 3 | 8 | 2 | 3rd |
| 17th | 3 | 9 | 2 | 3rd |
| 18th | 3 | 9 | 2 | 3rd |
| 19th | 3 | 10 | 2 | 4th |
| 20th | 3 | 11 | 2 | 4th |
Parables of Motion
At level 7, depending on your chosen Fundamental, you change your type of movement while in Fundamental Form.
Ak'Raiy, Fundamental of Chaos: You double your base speed and ignore all types of difficult terrain, even magical.
M'Rushׁa, Fundamental of Evil: You gain a perfect climbing and swimming speed equal to your base speed. You can breathe underwater.
Kamatov, Fundamental of Good: You change your walking speed to flying speed. You can hover in place.
Halakhah, Fundamental of Law: You teleport up to your speed instead of moving. There needs to be an open space for you to teleport to a spot, but you don´t need to be aware of it.
Fundamental Intensity
At 7th level, while you are in your Fundamental Form, all your attacks count as magical to ignore damage resistance and immunity against any enemy of the alignment opposite to your Fundamental.
You also gain Damage Resistance against the Damage Affinity of your Fundamental while in Fundamental Form.
Reality Modification
Upon reaching 10th level, you can turn into or out of your Fundamental Form as a Bonus Action.
Also, when you are not in your Fundamental Form, you can use your Fundamental Ability outside of your Fundamental Form.
Additionally, the special ability of your Fundamental increases in power.
Mists of Chaos: You can target an additional enemy with your Mists of Chaos. Enemies affected are also Restrained for the duration.
Maw of the Void: When you use your action to make an Attack with a weapon, you can make an attack with your Maw of the Void as a Bonus Action. You can also use the Maw of the Void to make attacks of opportunity as a Reaction.
Pattern of Virtue: When you use your Pattern of Virtue, the bonuses you give your targets last until the beginning of your target´s next turn instead than a single roll.
Edict of Force: When you would get advantage for an attack while using your Edict of Force, you can roll an additional d20 as part of the Advantage and keep the better result. You can also use the Edict of Force to make attacks of opportunity as a Reaction.
Fundamental Absorption
Starting at 15th level, you gain the the Fundamental Form Specialty of other alignment axis. In the case you are Neutral, you can choose between them, but you must keep that specialty. You can never gain the Fundamental Form Specialty of your opposite alignment.
You also gain Damage Immunity against the Damage Affinity of your Fundamental while in Fundamental Form.
Reality Alteration
Upon reaching 18th level, you can turn into or out of your Fundamental Form as a Reaction. You can turn into your Fundamental Form before rolling a saving throw or being attacked as to increase your resilience.
Also, when you are not in your Fundamental Form, you gain the Damage Immunity you have while in Fundamental Form.
Additionally, the special ability of your Fundamental becomes even more powerful.
Mists of Chaos: You can deal damage to one additional target when using your Mists of Chaos. Affected targets fall Prone because of the pain and fear.
Maw of the Void: When you use your Maw of the Void, you gain Temporary Hit Points equal to the damage dealt. Enemies that die because of the Maw of the Void are consumed forever, and cannot be resurrected or revived except by divine intervention or a Wish spell.
Pattern of Virtue: Using your Pattern of Virtue becomes a Bonus Action.
Edict of Force: When you use your Edict of Force, you roll three times your dice of damage instead of twice when you roll a natural 20. Nothing can give you Disadvantage when using this ability.
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