Fighter
Base Class: Fighter

Knights of Lode or simply Lode Knights are warriors that utilize the natural properties of magnetite through ingenuity or magical means. Their unique arts are the very definition of mastery of the basics, as although they cannot be compared to seasoned artificers. Their lodestone inventions give them a defined edge over other fighters by tapping into the magnetic field past its natural boundaries.

Mightier than the Sword

When you choose this archetype at 3rd level, you gain proficiency with either the Alchemist’s supplies or the Tinker’s tools, and you choose to learn one Artificer cantrip of your choice. Intelligence or Wisdom is your spellcasting modifier for this spell.

Powder Crafter

At 3rd level, you can use your tools to enhance the properties of different metals. You can produce these in the form of lode powders whenever you finish a long rest. 

You can keep up to two different lode powder options at a time, and you can replace any number of powders that you have with a different one from this feature whenever you finish a long rest. When you reach certain levels in this class, your lode powder maximum increases, as shown in the Lode Powder table. 

Lode Powders

 

Fighter Level

Powder Maximum

3rd

2

7th

3

10th

4

15th

5

 

Whenever you take the attack action you can choose to replace one of your attacks with a lode powder option. You can use a number of lode powders equal to your Proficiency Bonus and you regain their uses on a short or long rest. 

The following powders are available for you to craft when you take a long rest. If a powder has a level requirement, you must be at least that level in this class to craft the powder. If a powder requires a saving throw, your save DC equals 8 + your proficiency bonus + your Intelligence or Wisdom modifier.

Lode Recall. This powder infuses your weapon with supernaturally powerful magnetic properties when activated. For 1 minute, your weapon gains the thrown property with the range of 60 feet.

Once thrown in this way you can recall your weapon as a bonus action, which flies in a straight line towards you until you catch it. If the weapon would strike a creature, that creature must make a Dexterity saving throw. On a failed save the weapon strikes the target. The weapon can only strike one target in this way, when the weapon strikes a target it deals damage as if the target was hit by an attack. Additionally, the target is pulled up to 15 feet towards you.

Attraction Powder. This powder magnetizes a small object and pulls it towards you. Select a weapon or object within 60 feet. If worn or carried by a creature the creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being carried, this save is made with advantage. If the item is metallic and is not being carried the creature has disadvantage. On a failed save, the item is pulled directly to you. If you have a free hand, you catch the object. Otherwise, it lands at your feet.

Ferromagnetic Brace. This powder forms a sturdy magnetic barrier made of tiny magnetite particles. You or another creature you can see within 15 feet, gains an AC bonus equal to 1 + your Intelligence or Wisdom modifier until the start of your next turn. Additionally, any damage a creature with this AC bonus takes is reduced by an amount equal to half your Fighter level (rounded up).

Counterweight Magnetism. This powder attached itself to a creature and anything they are carrying, pushing them against the pull of gravity. For 10 minutes, you or another creature you can see within 60 feet count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Their descent slows to 60 feet per round, and they take no falling damage. Finally, the affected creature can use their bonus action to take the Dash action on each of their turns.

Heavy Lode. This powder rapidly attaches itself to a creature magnetizing it and anything they are wearing. You touch a creature that is Large or smaller, the target must succeed on a Strength check or be restrained for 1 minute. A target wearing metal armour, or one near loose metallic objects has disadvantage on this check. The target can repeat the check at the end of each of its turns, freeing itself on a success. A target that frees itself is still affected by the particles as it’s speed is halved for a number of rounds equal to your Intelligence or Wisdom modifier.

Repulsion Pillar (7th level or Higher). This complex lodestone device gives off pulses of potent energy that push away enemies and objects. You touch one object that is no larger than 10 feet in any dimension. For 1 minute, the area within 15 feet of the object becomes difficult terrain for your enemies, and any enemy ranged attack rolls that pass through the area have disadvantage. Enemies which are Medium or smaller and enter difficult terrain created by this lodestone device for the first time or start their turn inside it must succeed on a Constitution saving throw. On a failed save, they are unable to move closer to the object. If the object is a weapon its attacks become magical, and once per turn a creature hit by it must succeed on a Strength saving throw or be knocked prone.

Mass Attraction (7th level or Higher). This powder charges two creatures within potent magnetizm, attracting them to each other for the duration. Choose two creatures within 30 feet of you. Each target must succeed on a Strength saving throw. On a failed save, the creature is rapidly pulled towards the other creature targeted dealing 4d6 force damage on impact to itself and half as much to the other creature, the creature is then incapacitated for 1 minute. The target can repeat the saving throw at the end of each of its turns, freeing itself on a success. A creature that saved against this effect but has another creature magnetized to it acts as if they were dragging that creature. 

Seeking Powder (7th level or Higher). This small powder explosive releases magnetized particles in the form of a grey cloud. A number of creatures that you can see equal to your Proficiency bonus of your choice in a 20-foot radius within 60 feet of you must succeed on a Dexterity saving throw or be affected for the duration or until a creature uses its action and makes a Strength or Dexterity check to scrape or wash the particles off. A creature wearing metal armour that fails at this check is then affected by this feature for the remaining duration.

An affected target is covered with tiny magnetic fragments for 10 minutes and can’t benefit from invisibility. Any Attack roll against an affected creature has advantage, and attack rolls made with metallic weapons gain a further 1d6 bonus to their attack. The creature also gains disadvantage on any Strength and Dexterity checks it makes during this time. 

 

Magnetic Defence

At 3rd level, you have crafted equipment that utilized lodestone properties and trained to use it. As a bonus action, you can use the Dodge action, you can do so a number of times equal to your Proficiency modifier. You regain all expanded uses when you finish a long rest. 

Additionally, you can choose one of the options below each time you take the Dode action, whether as a bonus action or an action:

Attraction Parry. When a creature within reach makes an attack against you and misses, you can use your reaction to make a melee weapon attack against the attacking creature. If your attack hits, and the creature is using a metallic weapon you can choose to deal no damage and instead disarm the target. 

Repulsion Guard. When a creature within 15 feet of you makes an attack against another target within your reach you can impose disadvantage on that attack as a reaction. If the target is using a metallic weapon or wears metal armour you can additionally push the attacker up to 15 feet away from you. 

Field Weld

At 7th level, you augment your body, armour or clothing tapping into the magnetic field around you as a sorcerer taps into the weave. You gain advantage on Ability checks or Saving throws against any effects that might force your movement or knock you prone, and any effects that force your movement are only half as effective. You gain the ability to move up, down and across vertical surfaces and upside down along ceilings, while leaving its hands free. Gaining a climb speed equal to your walking speed.

As an action, you can fix yourself in place. Until you choose to move you become stationary, even defying gravity. A creature that tries to move you must succeed on an additional Strength check DC equals 8 + your proficiency bonus + your Intelligence or Wisdom modifier. This ability does not work if you are more than 10 feet off the ground.

Master of Motion

By 10th level, your lodestone inventions let you control objects and creatures around you with greater fitness. You can spend your movement to push or pull a creature up to 30 feet away or toward you. When you do so, the target must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Intelligence or Wisdom modifier) or be moved by a number of feet up to your movement speed total. A creature can willingly fail this save, a creature wearing metal armour has disadvantage on this saving throw. 

Arcanomagnetic Spectrum

At 15th level, you become twice as efficient with the use of your lodestone inventions. When you use a lode powder option from your Powder Crafter feature whenever possible you can affect twice as many creatures or objects, their range is also doubled.

Improved Powder Crafter

At 18th level, you acquired unparalleled mastery of the use of lode powders. When you use a lode powder option from your Powder Crafter feature you can use a powder option together with an attack, instead of replacing it. 

 

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