Fighter
Base Class: Fighter

Many are born without the use of magic, and who will never study or bargain for it. Yet still—be it through curse, blessing, training, or sheer exposure—magic attracts those who lack natural aptitude for it. Its presence is a constant to such people and, even if they’re unaware, it draws them closer. One such manifestation of this is the Artifact Eater, one whose lifeblood and prowess is mighty, suffused and improved by magic—not by casting it, not by receiving it, but by consuming it. Artifact Eaters bear the risk of harm for the powerful fuel it provides.

Attack and Adapt

3rd level Artifact Eater feature

When you embrace your innate nature you become more sensitive to the magic in the world around you. You gain the following benefits.

Uncharging Strike. When you hit with a weapon attack against a creature with an ability with the recharge notation, its recharge range is reduced by 1 until the end of your next turn.

Rupture Flow. When you hit a creature with a weapon attack, any hit points they regain until the end of your next turn is halved.


Heartsliver. When you hit with a weapon attack against a creature that has temporary hit points, you deplete them and you regain a number of hit points equal to the number of temporary hit points depleted. Any damage you deal with the attack affects the creature as normal, as if it never had temporary hit points.

Devourer's Talents

3rd level Artifact Eater feature

You gain proficiency in the Arcana skill. If you are already proficient in Arcana, your proficiency bonus is doubled to checks that you make with it. If a spell is cast that targets you, an item you are wearing or carrying, or includes you in its area of effect, you can identify it immediately after it is cast, before the spell takes effect. If the spellcaster is within sight, you can use your reaction (if available) to make an attack against them.

Magic Accumulation

7th level Artifact Eater feature

Whenever a creature within 30 feet of you casts a spell or uses an ability with the recharge notation, you absorb some of their residual magic and power, creating a single charge, which expires at the end of your next turn. You can hold a number of charges equal to the number of attacks you can make when you take the Attack action, and can expend them after learning the result of your damage roll or saving throw. You choose how many held charges are expended at a time. You may expend this charge in one of the following two ways:

• Your next weapon damage roll deals an extra 3 damage of its usual type.

• You gain a +1 bonus to the next saving throw you make.

Additionally, when a creature within reach attempts to use a single-use magic item, such as a potion or a scroll, they provoke an opportunity attack. If your attack hits, the item they attempted to use is destroyed without granting its benefit, and you gain a charge. This charge does not count against your maximum number of charges held.

Imbued Body and Mind

10th-level Artifact Eater feature

You stand stronger against effects that would harm your health and mind. When you are subjected to an effect that allows you to make a Constitution or Wisdom saving throw to take  only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Chimeric Engine

15th-level Artifact Eater feature

The possibilities of combat explode in numbers. Weapons and armor that you attune to don’t count against your attunement limitation. You can summon any attuned weapon to your hand as a free action, causing it to teleport to your hand instantly. If you are already holding a weapon, the two weapons exchange places instead. Additionally, you can instantly don attuned armor. If you are already wearing a suit of armor, the two suits of armor exchange places instead. When you score a critical hit with a weapon you are attuned to, you may summon another attuned weapon from up to 1 mile away from you. The summoned weapon appears in the air and you can use it to make an attack against the target on whom you scored a critical hit. If this attack hits, it deals force damage equal to half its damage roll. Any effects it would normally apply on a hit apply as normal.

Annihilation

18th-level Artifact Eater feature

You can remove magic from the world, unbinding it from objects through aggression and will. You can force a creature within 120 feet of you to make a Constitution saving throw. If the save fails, you can choose one magic item held or worn by the creature and strip it of its magic, destroying it entirely. If the creature was attuned to the item, it takes 6d10 force damage.
You can use this feature three times, regaining all expended uses when you finish a long or short rest.

Artifact Eater Image

Comments

Posts Quoted:
Reply
Clear All Quotes