Base Class: Fighter
Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.
This outlet is combat and your weapon, which allows you to effect the tides of battle with partially controlled wild magic.
Wild Magic Channeling
When casting magic, you roll a percentile and on a percentage of your choice (based on character and what you want) or a default of 45%, after you cast a sorcerer spell of 1st level or higher and than roll on the Wild Magic Surge table to create a random magical effect.
You can attune a melee weapon that you are proficient with be able to store upto 3 sorcerer spells in it.
Combat Superiority
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Chaos Manipulation
Expend a superiority dice, and you can change your wild magic effect roll, and subtract or add to the roll up to the superiority dice roll. You can also trigger wild magic at will once per long rest.
Chaos Invocation
At level 10, you gain the ability to cast wild energies on someone. As a bonus action, choose one creature you can see within 30 feet of you and on hitting them with a proficient melee weapon. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends.
when rolling initiative, roll a d4 which determines how many times you can use this in combat before having to roll for wild magic when using this feature.
While fighting the targeted creature you can replace a check or saving throw with a superiority dice and when they use magic they have a percentile chance for wild magic equal to half of a d100+1 roll.
You can use the chaos manipulation feature on them once per long rest.
Relentless Attack
Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die. You also regain the ability to use Chaos Invocation
Armour of Chaos
The creature cursed by Chaos Invocation hits you with an attack roll, roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll. You can now use Chaos Invocation on any creature hit with a melee weapon you are proficient within the turn on Invocation, once per short rest.
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