Fighter
Base Class: Fighter

The arcane symbols etched into the sword of the Human began to glow deep red, shedding a crimson light upon the stairway leading into the abyss. A Torturus wailing escaped the dark opening... "Was it the wind?" the man questioned silently. He had heard stories... Stories of horror and loss that stem from these ruins. However the man knew that the arcane knowledge he was thirsting for, the knowledge that could gap his lack of talent for magic and allow him entrance into the mystical world of the arcane. And so he ventured forward, forward in his never ending thirst for knowledge.

The Ritualist uses divine energy, natural energy or the weave around them, affecting the intangible network of magic using physical means. Meticulously yet careful they bend it to their will and make it do their bidding. Ritualists have mastered an art often scoffed at by innately magical casters as it is seen as unnecessary to draw power through an ardous process if they could simply use the might they innately posess or that has been given to them by a higher entity. However those less fortunate, those lacking these innate or unhuman gifts should not be taken lightly given a little effort and resourcefullenss and a different way of thinking.

Ritualistic Spellcasting

At 3rd Level you have learned how to affect the weave with rites granting you access to the Ritual Casting feature.

Ritualcasting

You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.

When gaining feature, you acquire a ritual book holding two 1st-level spells of your choice. You must choose your spells from the Wizard, Druid and Cleric spell list. These Spells must have the ritual tag. On Levels 5,9,13, and 18 you learn 1 more spell of your choice with the ritual tag no higher than your level divided by 2 rounded up. If the DM allows for it, the spell you gain at 18th level falls under the criteria of Combat Ritualist and does not need to have the ritual tag.

If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list of Wizards, Druids or Clerics, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents the material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Cantrips

You learn 2 Cantrips from the Wizard, Druid or Cleric Spell list.

Spellcasting Ability

Dexterity is your spellcasting ability for your spells, since you act your spells through precise movements and accurately drawn magical symbols. You use your Dexterity whenever a spell refers to your spellcasting ability. In addition, you use your Dexterity modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Dexterity modifier

Ritualist's Form

At 3rd level, you gain the ability to fulfill the somatic components of spells, utilising your movements in combat, with a hand while holding a weapon or shield in it.

You also gain proficiency in calligraphers tools.

Signature Rituals

At 7th level you gain the ability to inscribe your weapon with self fueling magical rites.

Rite Weapons

During a Long Rest, you can inscribe 1 ritual into A weapon you choose. This costs you 20gp worth of components such as rare inks and chalks (80gp for a magical weapon). You can inscribe a number of rituals into weapons equal to your Dexterity modifier (At least 1). You can also use this time to replace a preexisting rite or remove 1 rite from your weapon. If you inscribe a rite that would exeed your maximum rites, your oldest rite fades from the weapon.

A weapon inscribed with at least 1 rite counts as magical for the sake of overcomming resistances.

However a Weapon can only hold so many rites. Refer to the following table to see how many rites your weapon can hold.

Weapon Type
Maximum Rites
Standard 1
Two handed 2
Versatile 3
Heavy 4


(Optional:) Ritualist's Weapons

A DM might decide that master blacksmiths are able to craft or convert owned weapons into pieces tailor crafted for a ritualist's use. Through fine work, they are able to increase the surface area of the weapon without affecting its weight or durability. These weapons will have 1 more Maximum rite than other weapons that fall under its classification. As such a Ritualist's dagger, which falls uder the standard category will have 2 maximum rites instead of 1.

Inscribed Rites

A Rite inscribed into a weapon is a ritual that feeds of the weave to charge the magical symbols inscribed into the weapon. As such the holder of the weapon is able to cast the ritual inscribed into the weapon without the 10 minute time addition a ritual normaly needs if the rite is Charged. These charges are also used by the Improved Rite Weapons feature. When the rite inscribed into the weapon is used to cast a spell it looses its charge. Rites regain their charge after a long rest.

Stronger rites require more or larger symbols to be drawn on the weapon and as such will take up more rite space on a weapon and your maximum rites. Refer to the following table when determining the size of each rite.

Spell Level
Rite Space
1-3 1
4-5 2
6-7 3
8-9 4

Improved Rite Weapons

At 10th Level your mastry of arcane symbols increases and allows you to have additional effects on your weapons. Additionally, inscribing rituals onto your weapons now only costs half as you have learned to be more resourceful in drawing the magical symbols and you are able to change an existing rite into another one for half that cost.

When inscribing a ritual into a weapon you can choose 1 of the following effects to add to this weapon.


 

Sureshot Rite
Prerequisite: Must be on a ranged weapon

While this weapon has a charged rite the weilder may add half of your Dexterity modifier (rounded up) to any ranged attack rolls.

Rite of The Elements
(Only once per weapon)

When inscribing this rite, choose one elemental type from acid, cold, fire, lightning, poison, thunder.
While this weapon has a charged rite you may expend 1 charge to deal an additional 1d4 of the chosen damage type per attack for 1 minute.

Warding Rite
Prerequisite: Must be on a melee weapon

While this weapon has a charged rite the wielder gain +1 AC. The wielder does not gain any benefits from this Rite if they are weilding a shield and they cannot gain more than 2 AC from seperate instances of Warding Rite.

Ritual Smite

While this weapon has a charged rite you can expend a number of rite charges when you hit a weapon attack. This attack deals an additional 1d8 force damage for every rite charge expended.

Enhancement Rite
(3rd use on the same weapon requires 15th Level)

This weapon gains a +1 to hit and damage rolls (2nd use grants +2 and 3rd +3)

Charged Rite

Grants this rite 2 charges
(If the weapon is magical this increases to 3 charges at Level 15)

Rite of Ownership

While this weapon has at least 1 charged rite and is picked up by a crature, this creature must make a wisdom saving throw. If failed, the creature takes 1d8 psychic damage for every rite charge on this weapon and is forced to drop the weapon and is unable to pick up the weapon for 1 hour.
When you inscribe a rite with this effect, you can choose a number of creatures up to your Dex modifier (at least 1) to be excluded from this Rites effect.

Savage Rite

While this weapon has a charge, the weilder is able to reroll one of the damgae dice and add it to the damage on a critical attack.

Rite of Lethargy

While this weapon has a charge, any enemy hit with an attack using this weapon looses 5ft of their movement on their next turn up to a maximum of half their movement.

Rite of Logevity

The spell stored in this ritual behaves like it is under the effect of the extended spell metamagic.

 

Ritual Master

At 15th Level you no longer need to wield the Ritual Weapon as you gain the ability to expend the charges of weapons in a 30ft Radius.
You are also now able to have a maximum of Inscribed rites equal to your Dex + proficiency.

Combat Ritualist

At 18th level you gain the ability to at your DM's Discretion convert non ritual spells of a spellist you have become familliar with into rituals. This requires the spell to have a material component. Choose either the Wizard, Cleric or Druid spell list.

Spells created this way are slightly unstable, so when cast using an inscription it takes longer to cast. Its casting time is equal to (Casting Time * Spellevel) / 2 rounded up. This does not apply to spells with a casting time of more than 1 minute.

So if you try to cast a 3rd Level Fireball it would take 2 actions to cast. This requires you to be concentrating on the spell while casting.

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