Fighter
Base Class: Fighter

While most fighters gain power through the honing of the blade, the Arcane Legacy Warrior is different. With the infamous legacy tattoo emblazoned throughout various parts of the body, an Arcane Legacy Warrior is created by chance. A small vial full of a mysterious serum found in an ancient treasure. A mysterious fog released in archaic ruins. There are many means by which one can attempt to become a legacy warrior, but very few live to reap the benefits. A martial warrior with an innate understanding of the magical world may be powerful, but that power comes with a harrowing cost. Only very few can take on the mantle of Arcane Legacy Warrior and pursue the legacy of the Arcanist.

Spellcasting

At 1st level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting.

Cantrips

You can prepare up to six cantrips of your choice at once. You can prepare two additional cantrips of your choice at 10th level and again at 17th level. These cantrips can be cast as a bonus action instead of an action.

Spellcasting Ability

Constitution is your spellcasting ability for your spells since you learn your spells through inheritance. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution 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 Constitution modifier

Spell attack modifier = your proficiency bonus + your Constitution modifier

Elemental Chaos

Your ability to tap into various arcane energies doesn't come without a cost. Arcane energy can easily become unstable if your control over the energy is insufficient. When you cast a spell, you must succeed on a DC 15 Constitution saving throw. If you succeed on the saving throw, proceed with casting the spell as normal. If you fail on the saving throw, you lose control of the spell. You become the target of the spell and are automatically hit by the spell and fail any saving throw if applicable. If the spell does not deal damage, you suffer damage equal to your Elemental Discipline damage.

Elemental Discipline

The spirits from your legacy begin to heed your call. Your body is infused with arcane elemental energy, thus forming an elemental discipline. At the beginning of each day, you activate an elemental discipline. Roll on the Elemental Discipline table to determine the effects of the discipline. 

Your elemental discipline allows you to enhance the power of your spells. When you cast a spell, you deal an extra 1d6 damage. The type of damage is determined by the discipline you are affected by. If the damage types are of conflicting nature, your damage dealt is reduced by 1d4 rather than increased.

This damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

d10 Discipline

1

Discipline of the Untamed Flame. The extra damage dealt by your discipline is fire damage. You can cast the Produce flame cantrip without invoking elemental chaos.

2

Discipline of the Frozen Abyss. The extra damage dealt by your discipline is cold damage. You can produce up to 5 gallons of water as a bonus action.

3

Discipline of the Forgotten Storm. The extra damage dealt by your discipline is lightning damage. Your movement speed is increased by 5 ft. 

4

Discipline of the Untold Suffering. The extra damage dealt by your discipline is necrotic damage. You gain the Aura of Death, making undead see you as one of their own until attacked.

5

Discipline of the Unseen Oracle. The extra damage dealt by your discipline is psychic damage. You gain a blindsight of 30 ft. 

6

Discipline of the Thundering Roar. The extra damage dealt by your discipline is thunder damage. You absorb the sound you produce thus gaining advantage on stealth checks.

7

Discipline of the Acidic Scourge. The extra damage dealt by your discipline is acid damage. When you are hit with an attack, your opponent is dealt 2 acid damage.

8

Discipline of the Almighty Force. The extra damage dealt by your discipline is force damage. You can levitate 5 ft off the ground.

9

Discipline of the Toxic Spirit. The extra damage dealt by your discipline is poison damage. When hit with a cantrip, the creature must succeed a DC 12 Constitution saving throw or become poisoned.

10

Discipline of the Brilliant Light. The extra damage dealt by your discipline is radiant damage. You are able to glow, providing bright light in a 30-foot radius and dim light for an additional 30 feet.

Arcane Armament

At 2nd level, the infusion of elemental energy permanently alters your body. You are unable to wear any armor or use shields and you are unable to use weapons unbound to you through the Arcane Bond ability as the energy within you causes the weapon or armor to be destroyed. Rather you gain the Arcane Armor ability.

Arcane Bond. 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. Additionally, once per turn, when attacking with your bonded weapon, you deal an extra 1d8 force damage to your enemy. When an enemy is killed by your bonded weapon, you regain hit points equal to the damage dealt by your elemental discipline + your CON modifier.

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.

Arcane Armor. The elemental energy within you fortifies your body, becoming an almost natural armor. Your AC becomes 10 + your DEX modifier + half of your CON modifier (rounded up).

Efficient Caster

Beginning at 7th level, your understanding of the energy within you increases. As a bonus action, you can now cast two cantrips with a duration of 1 action or lower. 

Warrior Way

At 3rd level, you choose a path that shapes the nature of your rage. The Path of the Berserker is detailed at the end of the class description, and additional primal paths are available in other sources. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Way of the Blade

the blade warrior

Way of the Tome

Magical Warrior

Arcane Flow

At 10th level, you learn to control the flow of the elements and infuse your weapon strikes with elemental energy. As a bonus action, you can infuse your bonded weapon with elemental energy. The effect of the infusion lasts until you finish a short or long rest. When you invoke this power, you must succeed on a DC 15 Constitution saving throw or experience Elemental Overflow

Additionally, your bonded weapon becomes synced to your energy signature. When you are wielding your bonded weapon, your attacks score a critical hit on a roll of 19 or 20. This effect does not activate when you are not wielding the weapon. 

Elemental Overflow. Your body is overrun with elemental energy. You suffer 2d10 damage of the element you are infusing. This damage can’t be reduced in any way. 

Arcane Adept

At 15th level, you have accumulated enough arcane energy to open a path to the elemental plane. As an action, you undergo an Elemental Overflow to cast the Conjure Elemental spell. After casting the spell, you have advantage on Constitution saving throws to maintain concentration on the spell. 

Additionally, your abundance of arcane energy gives your body untold resistance. You gain resistance to the damage of your elemental discipline. 

Arcane Evolution

Starting at 18th level, you can use your action to unleash the arcane energy within yourself, causing Elemental Overflow. You suffer the maximum damage and transform into an arcane elemental. See the Transformation Effects table for the effects right after you transform.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have an elemental aura, determined by your elemental discipline, that spreads in a 10-foot radius, and at the end of each of your turns, each creature within your aura takes 1d10 your discipline's damage. In addition, once on each of your turns, you can attempt to trigger your transformation effect again on one target when you deal damage to it with an attack or a spell. 

Discipline Transformation Effect
Untamed Flame The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or become Stunned until the end of your next turn.
Frozen Abyss The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or become Restrained until the end of your next turn.
Forgotten Storm The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or become Paralyzed until the end of your next turn.
Untold Suffering The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or suffer 2d10 + your CON modifier necrotic damage.
Unseen Oracle The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or become Frightened of you until the end of your next turn.
Thundering Roar The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or become Incapacitated until the end of your next turn.
Acidic Scourge The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or suffer 2d10 + your CON modifier acidic damage
Almighty Force The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be knockedProne until the end of your next turn.
Toxic Spirit The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or become Poisoned until the end of your next turn.
Brilliant Light The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or become Blinded until the end of your next turn.

When the transformation ends, your body becomes devoid of arcane energy and you suffer the following effects:

  • You suffer one level of Exhaustion
  • You are unable to perform any spells for one minute
  • You lose the benefits of Arcane Armor for one minute
  • You suffer the effect of your transformation effect
  • The effects of all healing are halved for one minute

Additionally, you can choose to suffer the maximum damage of an Elemental Overflow to extend the duration of your transformation for another minute. If you do so, you suffer another level of Exhaustion and the duration of the effects after the transformation ends extends by one minute.

Once you use this trait, you can’t use it again until you finish a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes