Base Class: Fighter
Starting off by gaining a familiarity with the arcane flow around them, and eventually learning to use that flow of magic to manipulate the creatures they soon begin to understand more about nature than even some of the most devout druids. They begin to understand that there is more in the world than the just beasts, monsters, and elementals. Soon, their powers become entangled in the very fabric of the weave that connects all living things. They gain magic from this connection to the weave, and soon, they gain enhanced combat abilities to help them fight the monsters they hope to capture.
Spellcasting
Spellcasting
Attuned to the Weave
You gain the ability to cast certain spells, deriving your spell list from that of the druids and rangers. You gain spells at a slow speed as part of this natural magic is enhancing your combat abilities as well. These spells are of a limited use to you.
Improved Capture Abilities
You gain the following features as listed below:
- You ignore half- and three quarter-cover for all ranged attacks made with a capture ball.
- Being within 5 feet of another creature does not impose disadvantage when you make a ranged attack rolls while wielding a capture ball.
- When you make an attack with one hand, you may make an off-hand ranged attack with a capture ball, if you are already holding an empty one.
- When you make a ranged attack roll with a capture ball, you may subtract 5 from the attack roll to add 2 to the capture ball's Resist DC.
Additionally, whenever you make a ranged attack with a capture ball, the ball uses your Resist Save DC.
Resist Save DC = 8 + your Proficiency Bonus + your Charisma modifier.
Improved Capture Skills
You have learned to throw capture balls with prodigious skill. When you gain this feature, you can learn a number of Capture Skills equal to your Intelligence modifier (minimum of 1). If your Intelligence modifier is ever reduced for any reason, you must choose which skills you forget. If your modifier ever increases, you may learn new skills during your next long rest. You may either 'remember' skills you once knew, or, in the event that your Intelligence modifier has increased above your previous score, you may 'discover' new ones.
Additionally, when you level up you may choose new skills to learn and skills to forget.
Aberration Adaptation
Whenever you use a capture ball to target an Aberration, you can use a Bonus Action to alter the capture ball to work better against Aberration. The Resist Save DC increases by 2 for 1 minute, or while it holds an Aberration, whichever is longer.
Beast Adaptation
Whenever you use a capture ball to target a Beast, you can use a Bonus Action to alter the capture ball to work better against Beasts. The Resist Save DC increases by 2 for 1 minute, or while it holds a Beast, whichever is longer.
Capture Humanoids
As an action, you can alter a capture ball to allow it to work on a Humanoid. If you use this capture ball to target a Humanoid the Humanoid has 10 minutes of air. If they are not released in this time frame, the fall unconscious and die.
Celestial Adaptation
Whenever you use a capture ball to target a Celestial, you can use a Bonus Action to alter the capture ball to work better against Celestials. The Resist Save DC increases by 2 for 1 minute, or while it holds a Celestial, whichever is longer.
Construct Adaptation
Whenever you use a capture ball to target a Construct, you can use a Bonus Action to alter the capture ball to work better against Constructs. The Resist Save DC increases by 2 for 1 minute, or while it holds an Constructs, whichever is longer.
Dragon Adaptation
Whenever you use a capture ball to target a Dragon, you can use a Bonus Action to alter the capture ball to work better against Dragons. The Resist Save DC increases by 2 for 1 minute, or while it holds an Dragons, whichever is longer.
Elemental Adaptation
Whenever you use a capture ball to target an Elemental, you can use a Bonus Action to alter the capture ball to work better against Elementals. The Resist Save DC increases by 2 for 1 minute, or while it holds an Elemental, whichever is longer.
Far Toss
Your range for using a capture ball increases to 30/60.
Fey Adaptation
Whenever you use a capture ball to target a Fey, you can use a Bonus Action to alter the capture ball to work better against Fey. The Resist Save DC increases by 2 for 1 minute, or while it holds a Fey, whichever is longer.
Fiend Adaptation
Whenever you use a capture ball to target a Fiend, you can use a Bonus Action to alter the capture ball to work better against Fiends. The Resist Save DC increases by 2 for 1 minute, or while it holds an Fiend, whichever is longer.
Giant Adaptation
Whenever you use a capture ball to target a Giant, you can use a Bonus Action to alter the capture ball to work better against Giants. The Resist Save DC increases by 2 for 1 minute, or while it holds an Giant, whichever is longer.
Hard Toss
You now do not have disadvantage on ranged capture ball attacks made between the effective distances of the capture ball.
Monstrosity Adaptation
Whenever you use a capture ball to target a Monstrosity, you can use a Bonus Action to alter the capture ball to work better against Monstrosities. The Resist Save DC increases by 2 for 1 minute, or while it holds a Monstrosity, whichever is longer.
More Control
The first creature you summon from a capture ball does not count as a creature you control for the purposes of determining if creatures you control need to make saving throws against your Resist Save DC at the end of their turns.
More Dominate Character
Your have learned to dominate creatures more effectively, using experience and knowledge to more effectively do so. Your Resist Save DC is now equal to:
Resist Save DC = 8 + your Proficiency Modifier + your Charisma Modifier + your Wisdom modifier.
Ooze Adaptation
Whenever you use a capture ball to target an Ooze, you can use a Bonus Action to alter the capture ball to work better against Oozes. The Resist Save DC increases by 2 for 1 minute, or while it holds an Ooze, whichever is longer.
Plant Adaptation
Whenever you use a capture ball to target a Plant, you can use a Bonus Action to alter the capture ball to work better against Plants. The Resist Save DC increases by 2 for 1 minute, or while it holds a Plant, whichever is longer.
Returning Capture Balls
Whenever you miss an attack using a capture ball, it returns to you as long as you still have a free hand, otherwise it stays where it lands.
Undead Adaptation
Whenever you use a capture ball to target an Undead, you can use a Bonus Action to alter the capture ball to work better against Undead. The Resist Save DC increases by 2 for 1 minute, or while it holds an Undead, whichever is longer.
Controlling Captures
When you successfully capture a creature it must make a Resist Save against your Resist Save DC. If it fails it is now under your control. As an action you can release the creature from it's capture ball. When you do so it gains it's own combat turn based on its own initiative roll. You control it's turns. Whenever it falls unconscious, if it returns to consciousness it must make a Resist Save again, this time with advantage in order to still be under your control.
You can only ever control a number of creatures equal to your Charisma Modifier at any given time. If you have two summoned creatures you control removed from a capture ball at any time, both creatures make a Resist Save against your Resist Save DC at the end of their turns to resist your control. If you have more than two summoned creatures you control at any given time, these checks are made with advantage.
Connected with the Weave
Whenever you summon a creature from within a capture ball, you may expend a spell slot to enhance the abilities of that creature, sharing your connection to the weave with it. When you expend the spell slot as you summon the creature it's attacks do additional damage in the form of a d4. You choose the type of damage from the list below.
- Fire
- Force
- Cold
- Lightning
The amount of damage is equal to the spell slot level that you expend. For example, if you expend a 1st level spell slot the creatures attacks do an additional 1d4 of the chosen type. However, if you expend a 3rd level spell slot the creatures attacks do an additional 3d4 of the chosen type.
This additional damage lasts for 1 minute.
Connected through the Weave
As you summon creatures from capture balls, the weave now passes between you both, allowing you to share in certain benefits.
As an action, you may swap Hit Points between yourself and the creature, in either direction. The number of Hit Points is equal to your level. You may either take this damage to heal your creature, or in a pinch, the creature takes the damage to heal that much.
Additionally, whenever you take the Action Surge action or the Second Wind action on your turn, the creature you are controlling also benefits from this effect on their next turn. Furthermore, you may expend any of your uses of Indomitable to allow the controlled creature to reroll a save.
Finally, any abilities the creature benefits from, you also gain, so long as it is out of its ball - this is of course, within the DM's discretion. For example, you would share the Keen Senses of an Owl while it is adventuring with you.
One with the Weave
If a creature you control through a capture ball is killed in battle it returns to it's ball, and is stabilized at 0 HP instead. However, you may expend a spell slot of 3rd level or higher to allow it to remain and fight. If you do so, it gains Temporary HP equal to ten times your level. This HP lasts until it is depleted. Once this HP is exhausted however, it's death is permanent and while it has this HP it cannot be healed through any means.
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