Fighter
Base Class: Fighter

N/A

Copycat Casting

In your experience with magic users you have observed basic magic manipulation and have learned to repeat such spells. At 3rd level, you learn to emulate magical effects that you’ve seen other mages accomplish in your battles. You learn 3 1st spells and 2 cantrips from any relevant spellcasting list, though you can only learn spells from up to 3 lists when you create your character. Your spellcasting ability is constitution. You cast these spells at the highest level available listed in the table. Additionally, you gain spells as listed in the table above.

 

You memorize certain spells that you have seen activated in your presence. Anytime you see a caster cast a new spell, you can choose to forget one of your available spells in favor of this new spell. Additionally, the spell must be of a level already available to you. 

Wild Magic Surges

You gain this ability when you choose this archetype at 3rd level. Whenever you make an attack with your primary weapon, if the attack roll is a natural one your DM can tell you to roll on the wild magic table. This ability only applies to your primary weapon. Additionally, whenever you make a critical hit, you may choose to roll on the wild magic table.

Primary Weapon

At 3rd level you bond to a weapon of your choice. This weapon counts as your spellcasting focus for your memorized spells. You may change your primary weapon during a short or long rest, provided you take 1 hour to attune your spellcasting to the new weapon. 

 

Additionally, you learn how to sheathe your weapon in an extra-dimensional space, and learn to summon it back at will. As an action or as part of an attack, you may summon your primary weapon from this extra-dimensional space, or dismiss it as a free action. If your primary weapon is ever more than 5 feet away from you for more than one minute, it automatically dismisses itself, and you are able to summon it at will once more. If you attune to a different primary weapon, this ability transfers to the new weapon during the attunement ritual. 

Attacks of Evocation

When you reach 10th level in this subclass, your understanding of the magical weave increases. Once per round when you make an attack, you can choose to change the type of damage done by your primary weapon. This choice happens after the attack hits. In addition, your primary weapon’s damage now counts as magical for the sake of overcoming immunities and resistances. 

Surge Foresight

You learn to predict what a wild magic surge will be before a technique or other ability takes effect. 

Exhaustive Magic

At 15th level, you learn to surpass your magical capacity. You can take a level of exhaustion in order to cast a spell that you know or use a technique without expending a spell slot or surge die. You may use this feature 3 times per long rest. This type of exhaustion goes away after only one long rest, no matter how many levels you gain. Normal rules still apply to other types of exhaustion. 

Improved Primary Weapon

At 18th level your bond with your primary weapon strengthens. Your weapon attack with your primary weapon scores a critical hit on a natural 19 or 20. 

Surge Techniques

At 7th level, you learn to better control and utilize magical surges. You may choose any 2 of the techniques listed at the bottom of the subclass to add to your abilities. In addition, you have a pool of surge dice (d8) equal to your proficiency bonus that you can expend to use any of these techniques. You regain all surge dice at the end of a short or long rest. You gain techniques equal to the amount known in the surge fighter table. Whenever you gain a level in the fighter class, you may switch out one technique for another.  

Activated Surges

Whenever a caster within 30 feet of you casts a spell of 1st level or higher, you may use your reaction to make an attack roll using your spellcasting modifier. If your roll is equal to or above their armor class, you may choose to make them roll on the wild magic table. In addition, you can choose whether or not this surge cancels the casted spell. 

Cancelled Surges

As a free action, whenever you would cause a wild magic surge, you may choose to cancel the surge after the roll is made. You may only use this a number of times equal to half your proficiency bonus, and you must expend a surge die. 

Controlled Surge

Whenever you roll on the wild magic table, you may choose to roll twice and pick the effect.

Extra Cantrips

When you choose this technique, your memorization for basic magic practices improves. You learn one extra cantrip. This cantrip does not count against your known cantrips. This technique does not require the use of surge dice. 

Healing Surge

You can expend a spell slot to heal one of your allies equal to two rolls of your surge dice. However, the ally must roll on the wild magic table. The effect happens before the healing takes effect. 

Knowledge of the Weave

This technique allows you to use your knowledge of the magical weave to learn one spell at a time that you have not seen cast before. You may only have one of these in your spell list at a time, and it does count towards your spells known. This does not use a surge dice, however, you must take an hour as part of a short or long rest in order to learn the spell. 

Moving Surges

You learn to predict the effects of your wild magic surges. Whenever you feel a wild magic surge happening, you can choose to move the effect to another creature you can see within 30 feet of you before the effect happens. 

Reverse Surge

Whenever a spell is cast within 30 feet of you that only targets one creature, you may use a reaction to cause the spell to reverse onto the caster. To do this, roll a d20 and add your spellcasting modifier. To succeed you must roll higher than 10+ the spell level. Regardless of whether it succeeds or not, a surge dice is still expended. If the spell is reversed, the target of the spell must roll on the wild magic table. 

Sight of the Weave

When you learn this technique, you learn to use your knowledge of the magical weave to adjust your perception of the material plane. You gain the ability to see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. You can see in this way up to a range of 30 feet at all times. This does not require the use of a surge die. 

Surge of Probability

You learn to control probability around you. You can provide advantage or disadvantage on a roll made by a creature you can see within 30 feet of you. 

Surgical Protection

You can choose to activate a wild surge on yourself in order to protect your allies. Whenever an ally within 30 feet of you is hit with an attack, you may choose to activate a wild magic surge as your reaction, and add a d4 (rolled by you) to their AC for the next round. 

Temporary Copy

Whenever you see a spell being cast, you may copy and cast it for the next 10 minutes without forgetting one of your other spells. This still uses a spell slot when cast.

Wild Knowledge

You can choose two additional tool sets and/or proficiencies to gain proficiency in. This technique does not require the use of surge dice.

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