Fighter
Base Class: Fighter

Witch blades have never been seen before, until now. their abilities make them excellent mercenaries and assassin due to their ability to deal devastating blows and strike in quick succession. They have they ability to weave magic into their weapons similar to that of a spell swords. However their bonds with their blades run much deeper than the bond of any spell swords. Witch blades rely on magic to augment their skills making them superior on the battlefield. Which blades also have a supernatural aspect, whether they have a neutral dormant power, holy divine power given to them by a god, or demonic power coming from a powerful entity. These abilities give them extraordinary abilities like never before seen.

DISCIPLINED AND VERSATILE

Not everyone trained in combat and magic can be considered a Witch blade. Only those who have mastered how to weave magic into their weapons and dedicate themselves to their craft can truly be considered a Witch blade. Likewise, not all Witch blades are equal. Some devote themselves to protecting others, while others prefer the sword. As adventurer's, many Witch Blades start out as treasure hunters, soldier's of fortune, and mercenaries. Many Witch Blades take up a life of adventuring to continue their training or in search of greater fortune.

Mystic Binding

When you choose this path at 3rd level, you have discovered an esoteric arcane art that allows you to master an ethereal weapon called the witch blade. As a bonus action you can summon this weapon in your empty hand. You can chose the form that this melee weapon takes each time you create it (Choose any weapon from the long blade or short blade). You are proficient with it while you wield it. Your witch blade disappears if it is more than 5 feet from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one magic weapon into your witch blade by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into another realm, and it appears whenever you summon your witch blade thereafter. You can't affect an artifact or sentient weapon in this way. The weapon ceases being your witch blade if you die, if you perform the 1 hour ritual on a different weapon, or if you use a 1 hour ritual to break your bond to it. The weapon appears at your feet if it is in its realm of oblivion when the bond breaks. Additionally, you gain the following benefits:

  • If you can throw your witch blade, you can choose to teleport to wherever the blade impacts.
  • Attacks with your witch blade count as magical or physical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

The which blade as a bonus action can be imbued with magical energy for up to 8 hours. while active attacks with the witch blade deal 1d6 damage of the chosen damage type. This damage is considered magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. The damage of the imbued weapon increases as you gain in level. the enchantment lasts 8 hours unless ended early or knocked unconscious. You can replace your enchantment as a bonus action if you chose to do so, however until level 15, the current enchantment will be replaced. 

ELEMENTAL IMBUEMENTS Choose from the following:

  • Flame: Your enchant your weapon with the elemental damage of fire.
  • Frost: Your enchant your weapon with the elemental damage of cold.
  • Storm: You enchant your weapon with the elemental damage of lightning

Enchantment Bonus Damage

Fighter Level

Damage Increase

3rd

1d6

10th

1d8

14th

1d10

19th

1d12

Warp Strike

At 7th level, you gain the ability to step between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack. You must be able to see the destination of the teleportation. If you attack at least two different creatures with the action, you can make one additional attack with it.

Supernatural State

In battle, you fight with supernatural power. On your turn, you can enter a Supernatural State (demonic/Holy/neutral only one is allowed to be chosen per character) as a bonus action.

While active, you gain the following benefits if you aren’t wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a Witch Blade, as shown in the Damage column of the table.
  • You have resistance to bludgeoning, piercing, and slashing damage.

Your state lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your state on your turn as a bonus action.

Once you have activated the ability the number of times shown for your Witch blade level, you must finish a long rest before you can activate it again.

Supernatural State bonuses

FIGHTER LEVEL

ACTIVATION AMOUNT AND DAMAGE INCREASE

10th

Amount: 2 Damage: +2

12th

Amount: 2 Damage: +3

14th

Amount: 3 Damage: +3

16th

Amount: 3 Damage: +4

Enhanced Binding

Starting at 15th level, you can have a secondary enchantment on the witch blade. Unlike the first this enchantment does not scale with witch blade level. You deal 1d6 + 1 of the secondary damage type. both enchantments can be applied in on bonus action.

Control Power

At 18th level, you gain complete control over your supernatural power allowing you to remain in your supernatural state for 1 hour. the activation amount changes to 5 times before a long rest and the damage also increases to 5. While in this state you gain +5 to dexterity and strength.

Previous Versions

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