Base Class: Fighter
Not finished yet
Mystical Knowledge
While limited, your experience with your new arcane abilities has allowed you to manifest small but potent amounts of magical energies.
At 3rd level when you gain this feature, you commit 3 Aspects to memory. These Aspects will inform some details for other features you gain with this archetype.
You may change any number of Aspects upon a short rest.
Aspects of Magic
Listed are the Aspects of Magic
Aspect of Acid
With this Aspect selected, you gain ability to use Acid as an Aspect for your abilities.
Aspect of Decay
With this Aspect selected, you gain ability to use Necrotic as an Aspect for your abilities.
Aspect of Echoes
With this Aspect selected, you gain ability to use Psychic as an Aspect for your abilities.
Aspect of Fire
With this Aspect selected, you gain ability to use Fire as an Aspect for your abilities.
Aspect of Force
With this Aspect selected, you gain ability to use Force as an Aspect for your abilities.
Aspect of Frost
With this Aspect selected, you gain ability to use Cold as an Aspect for your abilities.
Aspect of Light
With this Aspect selected, you gain ability to use Radiant as an Aspect for your abilities.
Aspect of Lightning
With this Aspect selected, you gain ability to use Lightning as an Aspect for your abilities.
Aspect of Poison
With this Aspect selected, you gain ability to use Poison as an Aspect for your abilities.
Aspect of Thunder
With this Aspect selected, you gain ability to use Thunder as an Aspect for your abilities.
Mystic Fighting Style
Combining martial prowess and magical ability have lead practitioners of the Mystic Arms to develop a unique set of techniques called, Mystic Arts fueled by a limited source of energy called Arts Points..
Mystic Arts. You learn 2 mystic arts of your choice, which are listed under "Mystic Arts" below. All mystic arts require a specific piece or type of equipment to be wielded in order to use, as listed in the Mystic Art's description. You may still take mystic arts you do not meet the requirements for, you simply cannot use it until the requirements are met.
You may only use one mystic art per attack.
You gain an additional mystic art of your choice when you reach 7th, 10th and 15th level. Each time you learn new mystic arts, you can also replace one mystic art you know with a different one.
Arts Points. You have 4 Arts points and expend one point every time you use a Mystic Art. You recharge all of your spent Arts Points upon finishing a short or long rest.
You gain one additional arts point upon reaching 7th level, then another at 10th, and again at 15th.
When you reach 18th level, your Arts Points become infinite.
Saving throws. Some Mystic Arts require a creature to make a saving throw to resist the mystic arts effects.
The saving throw DC is calculated as follows:
Arts Save DC = 8 + proficiency + your Charisma modifier
Mystic Arts
The Thaumic Arts are listed in alphabetical order.
Grand Torrent
As an action, you may spend one Arts Point to focus your magic at the tip of your weapon and unleash a mighty strike along with a torrent of wind dealing 1d10 piercing and 1d8 force damage to all creatures in a 5ft wide, 30ft line. All creatures in this line must make a Dexterity saving throw against your Arts Save DC or be blown 10ft away from the line and be knocked prone.
The Torrent lasts for 2 rounds and grants you and your allies 10ft of additional movement when passing through.
Mystic Mirror
As a Reaction when you take damage from a damage type that corresponds with Aspect you currently have prepared, you may spent one Arts Point to reflect 1d10 + your charisma modifier of the damage to a creature or object within 5ft of you.
Wight's Claw
When you make a Thrown weapon attack with a hand axe and hit a creature, you may chose to activate this effect.
A pulse of Necrotic energy leaves the creature and enters an ally of your choosing within 30ft of it.
The chosen ally gains half the damage dealt by this attack as bonus necrotic damage on the next creature they hit other than this one.
Imbue Protection/Striking
When you reach 3rd level and choose this archetype, you gain the ability to imbue objects with either protective or offensive magic.
As an action, you may imbue any loose, inanimate object you can touch with an aspect you have committed to memory.
Choose one:
Protection. It gains resistance to the selected aspect's damage type.
Striking. The object gains 1d6 of the chosen aspect's damage type as additional damage.
This effect lasts for 1 hour so long as you stay in direct contact with the object and can be dismissed as a bonus action. It otherwise does so automatically if contact is lost for more than 6 seconds.
Only one object can be affected by this feature at a time.
When you reach 10th level, you may instead Use this feature as a bonus action. You may also use this feature on one additional object and you no longer need to maintain contact with it, instead you must stay within 60ft of the object or the effect is dismissed.
Mystic Bond
At 7th level when you gain this feature, you pour your mystical energy into any one non-magical weapon you posses and it becomes bonded to you,
changing its damage type and allowing you to summon and dismiss it at will.
The bonding process, in where you hold the chosen weapon in hand and focus your magic into it, takes 1 hour to complete and must be restarted if interrupted.
When you successfully bond with a weapon, it gains the following properties:
- It is considered magical.
- You cannot be disarmed of this weapon.
- The weapon can be summoned from anywhere as a bonus action.
- The weapon can be dismissed as a free action and will be automatically dismissed should you fall unconscious or travel more than 120ft away from it.
- If the bonded weapon is a ranged weapon that uses ammunition, it now generates it's own infinitely.
However, you may still use regular ammunition. - The weapon permanently replaces it's current base damage type with an Aspect of your choosing from the Aspects of Magic list.
It also gains your charisma modifier as a bonus to damage rolls made with this weapon. - If Striking from the feature Imbue Protection/Striking is used on the bonded weapon, it does not gain additional damage. It instead changes its base damage type for the duration.
You gain an additional Mystic Bond when you reach 15th level, and again when you reach 20th level.
Improved Imbue Protection/Striking
At 10th level, The Imbue Protection/Striking feature becomes a bonus action.
You may also use this feature on one additional object and you no longer need to maintain contact with it, instead you must stay within 60ft of the object or the effect is dismissed.
Improved Mystic Bond
When you gain this feature at 15th level, you gain an additional bond as well as the ability to switch between bonded weapons as a bonus action.
You gain yet another mystic bond when you reach 20 level.
Mystic Arsenal
some kind of synergy with bonded weapons and aspects. arts can still be used.
maybe bonded weapons are stuck in their initially chosen aspect, but now aren't?
maybe it costs no action to switch to other bonded weapons?
you also get a new bonded weapon? so you now have 3 to switch between.
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