Base Class: Fighter
Masters of their craft who have honed their skills with weapons and have learnt to infuse their attacks with their innate magics. Those native to Erid use their lightning, time and space magics to move around the battlefield swiftly, delivering devastating electrical attacks.
Spellcasting
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Weapon Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
As a bonus action, you may choose to use Weapon Bond to add the effects of the the Shocking grasp spell to the damage of your next attack (1d8 at 3rd level, 2d8 at 5th Level and 3d8 at 11th Level, and the opponent can't make attacks of opportunity until the start of your next turn). This does not use a spell slot. You can use this ability a number of times equal to your proficency modifier per long rest.
Abjured Armour
At 10th level, you can use a bonus action to summon ethereal armor for 1 hour. Your AC is 10 + Dexterity modifier + Charisma modifier + Armour Modifier. You regain use of this feature after you finish a long rest.
Arcane Charge
At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action
Bonded Blade
Once per long rest you can channel the full power of a lightning bolt spell (8d6 lightning damage) into a melee attack with your bonded weapon. This effect does not use up a spell slot and does not have the DEX save as it strikes as the attack does. This damage is done in addition to your melee attack damage.
Storm Surge
At level 18, once per long rest, you fall to your knees and black clouds start to gather and swirl above you. A huge pillar of lightning (15ft in diameter) strikes you with a torrent of energy, and the lightning arcs out to all enemies within range. They must succeed on a DC 30 constitution saving throw, taking 12d12 Lightning Damage on a failed save and half as much on a successful one.
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