Base Class: Fighter
Throughout the centuries, there have been people known as heros. Brave warriors, wise wizards, noble paladins and many more. Their deeds are the fabric of legends and their names echo through ages.
Some of these heroic spirits made a choice: to return to the material plane. Time and time again these brave souls emerged from the most unusual people to face dangers mere mortals dare not imagine.
When you pick this subclass it means, you are one of these spirits. As your memories of lifetimes spent for good or ill return, you discover new powers.
Echos from the Past
You meditate and call upon your memories to search for a specific piece of information.
Whether you want to know how to read ancient drow runes or how to overcome a group of hobgoblins that outnumbers you two-to-one, somewhere, somewhen you already experienced this situation.
Make a DC 15 Charisma Check. On a success, you gain the knowledge necessary to succceed on whatever the task at hand might be. On a failiure, you still remember a similar situation, but in your past lifes you made a mistake and paid for it dearly.
You can use this feature once per short rest and the meditation takes half a minute. The results are up to the DM but if you succeeded the DM should provide a clear description on how to achieve what you asked for.
Eternal Guardian
Beginning at 7th level you remember what made you choose this cycle of rebirth. You gain the knowledge needed to become a vigilant protector of those weaker than you.
Whenever a creature within reach of your unused movement would be harmed by an attack or spell you can instead use your reaction to position yourself in that creature's place, safely shoving it to another position within 5 Feet of its original space.
If you do so, you are subject to any and all effects the attack or spell would have had on the protected creature, regardless of your own AC or saving throws. The protected creature in turn is immune to the effects of the attack or spell or counts as having three quarters cover for area spells or effects like a fireball or dragon's breath.
Unwavering Spirit
Beginning at 15th level you are immune to fear, charm and mind control effects.
You also gain advantage on all saving throws against movement impairing effects.
Unsullied by Ages
Beginning at 18th level you regain all of your memories and remember how to call forth your most valued posession. As an action you can draw one magic item of your choice (with the DMs approval) from its safe space in a demi plane. You can use this feature only once and the item is instantly attuned to you, replacing the attunement of one item of your choice if you are already attuned to more than one item.
After the item has been summoned by using this feature for the first time, you can always store it ind retrieve it from its demiplane as an action.
Spellcasting
Beginning at 10th level you remember more civilized times, spent in study rather than battle.
Pick three cantrips and four spells of a level you can cast from the wizards spell list. Charisma is your spellcasting ability for these spells and you gain two fifth level spell slots to cast these spells.
These slots are restored during a long rest.
You gain one additional slot at 14th level and a sixth level spell slot at 18th level.
You can spent a long rest to study a wizards spell book and learn one of the spells or cantrips in this book if you have a slot that would allow you to cast that spell. You can not learn more than three cantrips and four spells at any one time, new spells and cantrips must replace some other spell or cantrip you know.
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Posted Mar 3, 2019That is actually exactly the character concept one of my players asked for. :-)
Please let me know how it turns out at your table. :-) So far it worked for us, but we didn't get past level 7 yet.
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Posted Mar 2, 2019I will make saber now thanks!