Fighter
Base Class: Fighter

Arcane Warriors masterfully blend martial prowess with arcane might. Unlike Eldritch Knights, who augment their fighting style with magic, the Arcane Warrior incorporates magic into the fighting style itself.

Mystical Combatant

When you choose this archetype at 3rd level, you learn special techniques that are fueled by special dice called superiority dice.

Magic Techniques. Choose a military discipline. You learn magical techniques based on the military discipline you choose. Damage dealt by your techniques counts as magical for the purpose of overcoming resistance and immunity to non-magical damage. Additionally your techniques are also counted as spells for the purposes of interacting with other spells and magic.

Superiority Dice. You start with four superiority dice, which are d10s, and you expend one whenever you use a technique. You regain them all when you finish a short or long rest.

You gain another superiority die at 7th, and 15th level and one more at 20th level.

Saving Throws. Some of your techniques require your target to make a saving throw to resist the technique's effects. The saving throw DC is calculated as follows:

  • Technique save DC: 8 + your proficiency bonus + your Intelligence modifier
Garrison

This discipline taught you to be a flexible fighter, ready for anything, especially when your pants are literally down.

Requip. As a bonus action, expend one or more superiority dice, and gain the value rolled as requip points until the end of combat. You may spend requip points on your turn to instantly equip and/or unequip items you are either holding or have on your person.

  • 1 point to equip or swap a one handed object.
  • 1 point to instantly reload a weapon with the loading property.
  • 2 points to swap to a two-handed weapon.
  • 3 points to unequip everything (Caution: Sometimes also unequips undergarments).
  • 4 points to equip or swap a suit of armor.

Mage Buckler. As a bonus action, conjure a shield made out of magical energy. The shield lasts for a number of rounds equal to your superiority die or until you drop or dismiss it.

Soul Saber. As a bonus action, conjure a short sword or long sword made out of magical energy. The weapon lasts for a number of rounds equal to your superiority die or until you drop or dismiss it.

Quake. When you take the attack action you may forgo one of your attacks to stomp the ground and unleash a wave of magical force that shakes the ground. All targets within 10 feet of you make a Strength saving throw against your Technique save DC. On a failed save the target is knocked prone and takes the amount rolled on the superiority die as bludgeoning damage.

Special Forces

This discipline taught you a very specific set of skills. Namely “Resistance is Futile”.

Grimshade. As a bonus action expend one superiority die to create a shade. Your shade is a semi-opaque, apparition of yourself that appears in your space which is shares. Your shade will copy your exact movements but slightly staggered, meaning your shade moves with you when you move and attacks immediately after you attack.

Your shade does not roll for attacks and instead treat their attack roll as if they rolled the same number you rolled, bonuses included. Your shade deals 1d10 psychic damage. Your shade cannot take damage and lasts a number of rounds equal to the number rolled on the superiority die and will disappear at the end of your turn when the duration ends.

Faerie Dust. As an action, expend a superiority die and mark a target you can see within 30 feet of you. The target makes a Dexterity saving throw against your Technique save DC. On a failed save the target is under the effect of the Faerie Fire spell for a number of rounds equal to the value rolled on your superiority die.

Sap. When you take the attack action, you may forgo one of your attacks and expend a superiority die. The target must make a Constitution saving throw against your Technique save DC. On a failed save the target’s speed is reduced to 0 until the start of your next turn. Additionally they have disadvantage on Strength saving throws for a number of rounds equal to the value rolled on your superiority die.

Trick Arrow. When you make a ranged weapon attack you may spend a superiority die and add the number rolled to your roll. Additionally a single Magic Missile is fired at a target you can see within your weapon’s range.

Vanguard

This discipline taught you how to fight on the frontline, and fight when you are outnumbered.

Improved Mirror Image. As an action expend one superiority die. A number of copies of yourself appear within 10 feet of you equal to half the number you rolled rounded up(minimum of 1). The copies look like you but with less details making it fairly easy to tell you apart from your copies.(Less wrinkles, no scars, patterns on fabrics are less complex if at all, etc.)

The copies have hit points equal to yours divided equally amongst them, round up if uneven. The copies are not able to be healed or gain temporary hit points. The copies’ AC is equal to 10 + your Intelligence modifier + any shield equipped. While your copies may appear to have all of your equipment they will not be able use anything but shields and weapons, and anything carried by the copies will disappear if removed from their person, except shields and weapons which will fall to the ground until a copy picks it up or is dispelled. The copies deal 1d8 Force damage and any magical items that are copied have no effect and only act like their mundane counterpart. The copies are able to perform the help action for adjacent allies, but only for physical tasks.

The copies move when you move. The copies will generally mimic your actions. For example: if you take the attack action, your copies will also attack a valid target if possible, or if you take the dodge action your copies also will all take the dodge action. You may spend a bonus action to mentally command your copies to take a different action than you, all copies you choose must take the same action. Your copies last for 1 minute, until dispelled, or their hit points reach 0. Using this technique again causes your previous copies to be dispelled.

Arrow Ward. When you are attacked by a non-spell projectile, as a reaction you may expend a superiority die and add the amount rolled to your AC until the start of your next turn. This bonus only applies to non-spell projectiles.

Misty Block. As a reaction, expend a superiority die when an allied creature you can see within 30 feet of you would take damage. You instantly teleport to them and push them into an adjacent unoccupied space, taking the damage in their place. You automatically fail any saving throw associated with the attack.

Reduce the damage taken by the number rolled on your superiority die + your Fighter Level. You cannot use this technique if you would also take damage from the same attack before using this technique.

Spell Parry. As a reaction, expend a superiority die when you have to make a saving throw against a spell. Add the number rolled on your superiority die to your saving throw.

Basic Training

As it turns out, all those obstacle courses they had you run finally paid off! At 3th level, you gain a climbing and swim speed of 20 feet. If you already have a climbing or swim speed, increase it by 5 feet. You also gain proficiency in Acrobatics and Athletics if you did not have it already.

Versatile Fighter

At 10th level, you can choose a second option from the Fighting Style class feature.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Superior Technique

You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Keystone Ability

At 10th level, at the start of combat, based on the military discipline you chose, you may use the following technique without expending a superiority die. Treat it as if you had rolled the maximum value.

  • Vanguard: Improved Mirror Image
  • Garrison: Requip
  • Special Forces: Grimshade

After you have used this feat you may not use this feature again until you have finished a short or long rest.

Robust Battery

Starting at level 15, whenever you roll for initiative and have zero superiority dice, you get 1 superiority die back. Additionally any damage your techniques deal is doubled.

Cornerstones

At 18th level, you have become a master of your discipline. Anytime you use your keystone ability you may treat the roll as if it had rolled the maximum value. Additionally you may also use the keystone abilities of the other disciplines as regular techniques you know.

Grimshade

As a bonus action expend one superiority die to create a shade. Your shade is a semi-opaque, apparition of yourself that appears in your space which is shares. Your shade will copy your exact movements but slightly staggered, meaning your shade moves with you when you move and attacks immediately after you attack.

Your shade does not roll for attacks and instead treat their attack roll as if they rolled the same number you rolled, bonuses included. Your shade deals 1d10 psychic damage. Your shade cannot take damage and lasts a number of rounds equal to the number rolled on the superiority die and will disappear at the end of your turn when the duration ends.

Improved Mirror Image

As an action expend one superiority die. A number of copies of yourself appear within 10 feet of you equal to half the number you rolled rounded up(minimum of 1). The copies look like you but with less details making it fairly easy to tell you apart from your copies.(Less wrinkles, no scars, patterns on fabrics are less complex if at all, etc.)

The copies have hit points equal to yours divided equally amongst them, round up if uneven. The copies are not able to be healed or gain temporary hit points. The copies’ AC is equal to 10 + your Intelligence modifier + any shield equipped. While your copies may appear to have all of your equipment they will not be able use anything but shields and weapons, and anything carried by the copies will disappear if removed from their person, except shields and weapons which will fall to the ground until a copy picks it up or is dispelled. The copies deal 1d8 Force damage and any magical items that are copied have no effect and only act like their mundane counterpart. The copies are able to perform the help action for adjacent allies, but only for physical tasks.

The copies move when you move. The copies will generally mimic your actions. For example: if you take the attack action, your copies will also attack a valid target if possible, or if you take the dodge action your copies also will all take the dodge action. You may spend a bonus action to mentally command your copies to take a different action than you, all copies you choose must take the same action. Your copies last for 1 minute, until dispelled, or their hit points reach 0. Using this technique again causes your previous copies to be dispelled.

Requip

As a bonus action, expend one or more superiority dice, and gain the value rolled as requip points until the end of combat. You may spend requip points on your turn to instantly equip and/or unequip items you are either holding or have on your person.

  • 1 point to equip or swap a one handed object.
  • 1 point to instantly reload a weapon with the loading property.
  • 2 points to swap to a two-handed weapon.
  • 3 points to unequip everything (Caution: Sometimes also unequips undergarments).
  • 4 points to equip or swap a suit of armor.

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