Fighter
Base Class: Fighter

Becoming an Eldritch Knight is tricky business. One might have difficulty understanding magic, or one might just be an idiot. When it fails, there is a chance that magical energy overflows in you, creating wild magic surges.

Wild Magic Surge

Wild Magic Surge: When you choose this archetype at level 3, your attempts at learning magic have caused you to be overflowing with unstable arcane energy. When you roll a natural 1 on a weapon attack, you must roll on the fighter wild magic surge table. The save DC for effects that require a saving throw is 8 + your proficiency bonus + your constitution modifier.

Wild Attacker

Starting at 7th level, you become able to allow the magic to be released, in exchange for a quick burst of speed. When you take the attack or multiattack action, you may intentionally roll on the wild magic surge in exchange for being able to attack one additional time.

Surge Manipulation

Starting at level 10, when you trigger a wild magic surge, you may roll twice and choose either result. Once you use this feature, you cannot do so again until you finish a short rest.

Wild Attacker Improvement

Starting at 15th level, your Wild Attacker feature now lets you attack two extra times in exchange for a wild magic surge.

Surge Control

Starting at 18th level, you are finally able to control your wild magic. When you would roll on the wild magic surge table, you may instead choose to have a specific effect activate.

Wild Magic Table

1d20

Effect

1

Your skin turns purple for 24 hours.

2

The next melee weapon attack you hit with deals 1d8 fire damage as green flames envelop the weapon.

3

Any armor you are wearing turns into a random other type of armor determined by the DM. The armor keeps any magical properties.

4

All allies within 10 feet of you gain +1 AC for 1 minute.

5

One of your ability scores determined at random changes to a random number determined by a d20 roll. This effect lasts for 1 minute.

6

Your weapons you are holding become magical for 1 minute.

7

Your hit point maximum gets cut in half, your AC increases by 3, and your speed doubles. Opportunity attacks have disadvantage against you. These effects last for 1 minute.

8

You gain a climbing speed equal to your walking speed for 1 minute.

9

Your weapons gain a -1 to attack and damage rolls for 1 minute.

10

Whenever you hit with a weapon attack, you heal 1d4+ your constitution modifier HP.

11

Your armor disappears for 1 minute.

12

20d4 glowing red mushrooms appear covering the ground within 120 feet of you. The light they shed is equivalent to a torch. These mushrooms have no effect when you eat or touch them.

13

Your strength and dexterity scores increase by 1d4 for 1 minute.

14

The next ranged attack you make is given the effect of the Hail of Thorns spell.

15

You gain a flying speed equal to your walking speed for 1 minute.

16

The next time you miss with a weapon attack, you take 2d8 force damage.

17

Every creature within 10 feet of you must make a dexterity saving throw or take 2d8 lightning damage.

18

Your next weapon attack that hits deals 1d8 thunder damage to the target.

19

You recover any spent uses of action surge and second wind.

20

At the start of each of your turns for 1 minute, roll on this table, ignoring this result on subsequent rolls.

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