Fighter
Base Class: Fighter

A puppeteer of blades, the armament manipulator is a terrifying force of martial prowess and latent telekinetic talent. These warriors combine their incredible abilities to move and control their weapons by thought alone, with the discipline and mastery of their fighting style that takes years to master. Combine that with magical studies in abjuration and transmutation magic, these fighters also function as supportive battle mages who specialize in battlefield control.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The Armament Manipulator Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and transmutation spells on the wizard spell list.

The Spells Known column of the Armament Manipulator Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or transmutation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Armament Manipulator Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

3

2

4th

2

4

3

5th

2

4

3

6th

2

4

3

7th

2

5

4

2

8th

2

6

4

2

9th

2

6

4

2

10th

3

7

4

3

11th

3

8

4

3

12th

3

8

4

3

13th

3

9

4

3

2

14th

3

10

4

3

2

15th

3

10

4

3

2

16th

3

11

4

3

3

17th

3

11

4

3

3

18th

3

11

4

3

3

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Telekinetic Grasp (Bound Weapon)

Ar 3rd level, you learn a ritual that binds your weapon of choice, or a shield, to your latent telekinetic grip on reality. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the binding. You may only bind one weapon at a time through this ritual, and must repeat it for any additional weapons. If you bind a shield to your will, keep in mind that you can still only benefit from one shield at a time.

At 9th level, your effective melee range is extended another 5 ft. with your bound weapons, to a total of +10 ft, and you may have up to 2 weapons bound to your will. At 15th level, your effective melee range is increased by another 5 ft. with your bound weapons, to a total of +15 ft, and you may have a third weapon bound to your will. 

Once bound to your mental control, you no longer have a need to hold your bound weapons, and can control them with your mind. Any weapon held in your telekinetic grasp may use your intelligence modifier instead of your strength modifier, ignores the heavy and versatile traits, and if thrown will return to you at the end of your turn. You can draw/stow your bound weapons freely, and cannot be disarmed of them, although they may be subjected to being restrained and/or immobilized. Whenever you make an attack and have multiple weapons bound, you may choose which of them you would like to use for the attack, so long as they are still within your effective melee range. NOTE: You do not get any additional attacks from this ability, and can still only attack as many times as you would normally be able to.

As a magical effect, they can be dispelled temporarily, such as by a dispel magic or a Beholder's anti-magic cone, removing your control of them until they regain their magical properties. They do not, however, count as magical weapons for the purposes of overcoming resistances and immunities.

With your hands free, you may wield more weapons if you so choose, but the concentration required to focus on so much at once will prevent you from being able to concentrate on spells, and you will lose your proficiency bonus for any attacks made with your bound weapons. This penalty does not apply if using your hands to wield a shield, magical focus or when simply holding an object or item.

Interposing Weapon

Beginning at 7th level, you may use an action to interpose your bound weapon(s) between either yourself or an ally within your effective melee range and a target creature you choose. This provides half cover for the protected creature against the target, and you may make one free attack against the target creature if it tries to move through the weapon to attack the protected ally. The benefit of this ability is lost after using using your bound weapon to attack, however, as your weapon returns to your side after attacking. If you have a shield bound by your telekinetic grasp, you may also provide it's benefits to a targeted ally, but not yourself, regardless if they are already gaining the benefits of a shield, at the cost of losing it's bonus for yourself. 

Telekinetic Strike

At 10th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Psychic Surge

At 15th level, you gain the ability to cast Telekinesis once per long rest without expending any spell slots, and you may add your intelligence modifier to any CON saves made to maintain concentration it. You may also expend a use of your action surge ability to cast this spell in the same fashion.

Divided Attention

Starting at 18th level, whenever you target a willing creature with a abjuration or transmutation spell, you may target one additional willing creature with it. 

Additionally, now whenever you use your Interposing Weapon, you may interpose each of your bound weapons in different places, protecting multiple creatures at once, or creating protection from multiple targets. Using two or more weapons to protect a single target will provide them with three quarter's cover instead of half cover. Losing this benefit from attacking only affects the weapon you used to attack with, not all of them.

Previous Versions

Name Date Modified Views Adds Version Actions
3/19/2019 1:32:47 AM
16
3
1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes