Fighter
Base Class: Fighter

All of a body reinforcer's magic is directed within their body. Thus all of their spells have a range and area of effect of self. Their spells can only effect themself so even spells that normally effect multiple creatures like Bless do not. Because of this narrow focus, spells that would normally effect multiple creatures are slightly stronger; those that use a dice roll should use one dice larger than indicated for every two creatures that the reinforcer cannot effect, and those that that give flat bonuses should be increased by that bonus for each pair of not effected creatures. Thus Bless up-cast to 3rd level would use a d8 instead of effecting 5 characters (You + 2 pairs: d4->d6->d8) and Aid up-cast to 3rd level would give 20 hit points for the duration (10 for self + half of the 20 not given to the others).

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting. You have full knowledge of the body reinforcer spell list.

Known Spells

The Body Reinforce knows spells only from the reinforce spell list.

  • Aid
  • Barkskin
  • Bless
  • Catnap
  • Darkvison
  • Deathward
  • Enhance Ability
  • Enlarge/Reduce
  • False Life
  • Feign Death
  • Freedom of Movement
  • Haste
  • Healing Word
  • Heroism
  • Longstrider
  • Protection from Poison
  • Remove Curse
  • Resistance
  • Skill Empowerment
  • Spiderclimb
  • Stoneskin
Spell Slots

The Body Reinforcer Spellcasting table shows how many spell slots you have to cast your  spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spellcasting Ability

Wisdom is your spellcasting ability for your spells, since you cast them through your knowledge of yourself. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom 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 Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Body Reinforcer Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

3

2

—

—

—

4th

2

4

3

—

—

—

5th

2

4

3

—

—

—

6th

2

4

3

—

—

—

7th

2

5

4

2

—

—

8th

2

6

4

2

—

—

9th

2

6

4

2

—

—

10th

3

7

4

3

—

—

11th

3

8

4

3

—

—

12th

3

8

4

3

—

—

13th

3

9

4

3

2

—

14th

3

10

4

3

2

—

15th

3

10

4

3

2

—

16th

3

11

4

3

3

—

17th

3

11

4

3

3

—

18th

3

11

4

3

3

—

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Adrenaline Rush

A reinforced body can accomplish amazing feats. As a bonus action, once per long rest push beyond your normal limits by increasing your dexterity, strength, or constitution by your proficiency bonus for 10 minutes. The increase can temporarily increase an ability above 20. This exhausts you such that during the next ten minutes the ability score that was chosen is reduced by your proficiency bonus.

During that 20 minute time frame, pay particular attention to ability checks and saving throws. Also consider; to hit and damage bonuses, carry weight, max health, initiative, jump distance... everything the stat effects is effected both positively and negatively.

Perfect Yourself

Beginning at 7th level, you have learned to optimize your body for the task at hand. As and action, channel your dexterity, strength, or constitution into one of the other options by up to your proficiency bonus. This reduces one of those abilities to improve another. It takes one minute from the activating action for the change to take effect and can last up to 1 hour. This can be done an number of times equal to your proficiency bonus per long rest.

This changes your appearance during the effect. Perhaps you are noticeably quicker on your feet or have suddenly increased muscle mass. Sometimes the effect is more subtle, a reassuringly solid presence or more threatening like a viper ready to strike.

Subconsience Spells

At 10th level, improving your body is second nature to you. When concentrating on a spell from the reinforcer list, you can have advantage on saving throws to maintain your concentration or can concentrate on a second spell from the reinforcer list with disadvantage on saving throws to maintain concentration. Failing a saving throw causes you to lose concentration on both spells.

Excepetional Performance

At 15th level, when you use your Action Surge and an ability improved by either Perfect Self or Adrenaline Surge is above 20, you can use the improved ability as follows.

Constitution: Regain health equal to you constitution modifier + your proficiency bonus.

Dexterity: Move up to 5 feet per dexterity modifier above 5, without provoking opportunity attacks.

Strength: Add and additional strength modifier of damage to attacks made with the additional action.

Mind Over Matter

Starting at 18th level, when you use Perfect Yourself you can also focus one of your mental abilities into the improvement as if concentrating on a spell. Reduce Intelligence, Wisdom or Charisma by up to half your proficiency bonus and increase the chosen physical ability by that amount in addition to the increase from the second physical ability. This acts like using the second spell option of Subconscious Spells but does not impose the disadvantage on concentration checks.

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