Base Class: Fighter
The archetypal Magus Mobile Guard are wayfaring fighters who incorporate magic, albeit at an elementary level, into their skillset. To a Magus Mobile Guard, magic is simply a supporting resource whilst their arms and wit are their most reliable faculties. This is a homebrew Fighter sub-class that revises existing features from official Fighter sub-classes.
Pursuant of Magic
When you choose this archetype at 3rd level, you gain the feat "Magic Initiate" or "Ritual Caster". You can only choose one.
Natural Explorer
When you choose this archetype at 3rd level, you become particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favoured terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. You cannot choose additional favoured terrain types at higher levels.
Only while traversing your favoured terrain, you gain the following benefits:
• You have advantage on your Initiative rolls.
• Difficult terrain doesn't slow you, or your group, down.
• Your group can't become lost, except by magical means.
• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
• When you forage, you can find twice as much food and water (where possible) as you normally would.
• You have advantage on your Animal Handling and Survival skill checks.
Combat Superiority
When you choose this archetype at 3rd level, you gain two superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another two superiority dice at 7th level and one more at 15th level.
You can expend superiority dice to gain a number of benefits:
• When you make an Athletics, Acrobatics or Intimidation Skill Check, you can expend one superiority die to bolster the check. You apply this bonus after making the check but before its effects, or results, are applied.
• When you make a weapon attack against a creature, you can expend one superiority die to add to the attack roll. You apply this bonus after making the attack roll but before any of its effects, or results, are applied.
• When you damamge a creature with a weapon attack, you can expend one superiority die to add to the damage roll. You apply this bonus after making the damage roll but before any of its effects, or results, are applied.
War Magic
Starting at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
Improved Combat Superiority
At 10th level, your supriority dice turn into d10s. At 18th level, they turn into d12s.
Relentless
Starting at 15th level, when you roll initiative and have no dice remaining, you regain one superiority die.
Improved War Magic
Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.
Previous Versions
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10/14/2018 4:10:28 PM
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19
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5e
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Coming Soon
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10/22/2018 9:45:09 AM
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30
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0
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Coming Soon
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