Fighter
Base Class: Fighter

 A brass dragonborn towers over his adversary, a stalwart dwarven man. The former brandishes a tall halberd, glowing with agates that are buried in its intricate designs. He whispers to the comparatively small man, "Fear me." The agates begin to shine brighter than before, this time a darker amber color, as tendrils of smoke trail from the edges of the halberd's fine blade. The dwarf's confidence evaporates, the fire in his eyes extinguished by the smoke. He cowers for the first time in his life as the dragonborn takes a fiery swing towards his head.

In the midst of combat, all she could hear was the thundering. The thundering of her rapid strikes against the demon, bouncing off of its hide with such force her mind started to fog. With every strike of her scimitar, the deafening sound resonating from the blade grew louder and louder as the demon starts to attempt to cover what she could only think were its ears. All she could think was, "More..." as she sank her final attack into the fell creature's head, applauded by a resounding thunderclap.

The small man approaches steadily, quietly, with an ornate dagger held in his left hand. The boss didn't think much of it. After all, he was surrounded by his highest level confidants. Even when the dagger flew past his head, narrowly missing his neck and striking the wooden beam behind him, he was still laughing at the small man. He blinked once, and the small man wasn't there. Had he gone invisible? Did he teleport? Where did he go? The boss didn't have a clue until he heard a soft voice rumble from behind him. He felt a warm sensation spread from his chest as everything began to go black. The last thing he heard, "Hello."


A Relic Bearer is a knight who wields an important weapon from the past. The weapon in question can be a family heirloom bestowed upon the knight on their sixteenth birthday, or an artifact they discovered in their childhood through happenstance. Regardless of the case, it holds a special place in the knight's heart. It is because of this importance that it, over time, gains magical properties and powers, soaking in the knight's will, blood, and personality to form a powerful relic. These powers come in several forms, such as spells being cast from the weapon, the weapon itself coated in elemental or magical energy, uncanny precision, and much more.

Bonded Relic

3rd level Relic Bearer feature

Your chosen relic gains supernatural accuracy and power. When you gain this feature, choose a weapon within your possession; one that is preferably significant to the background of your character. That weapon is now your Relic, and it gains a bonus to its attack and damage rolls equal to half your proficiency bonus, rounded down.

This effect does not stack with preexisting bonuses, such as those of a +1 magic weapon. If the weapon has one of these preexisting bonuses, use the bonus that is the highest. E.g: You have a +2 magic long-sword at 5th level. Since your proficiency bonus is +3, the bonus to the weapon you gain from this feature is only +1. In this case, you'd keep the +2 bonus of the sword over your +1. If you were at 18th level, however, your bonus would be +3 instead of +1, so you'd apply the +3 bonus to the weapon instead of the +2.

Starting at 5th level, weapon attacks made with this weapon are considered magical for the purposes of overcoming resistance and immunity to non-magical attacks.

Faint Magic

3rd level Relic Bearer feature

Your relic bears trace amounts of magic imbued within it's material, not quite enough to be potent, however. Choose one cantrip from the Sorcerer spell list. You can only cast spells while you are wielding your weapon. In addition, you ignore the Somatic component of spells you cast from this subclass.

You are able to cast one more cantrip in this way at level 7, choosing from the same spell list. You may choose one more at 10th and 15th levels.

Enchanted Armament

7th level Relic Bearer feature

Your keepsake has begun to show new abilities, and has become more powerful for them. You must choose one charm from the following list to apply to your weapon. You can use these charms only when you are wielding your Relic. You choose another charm at level 10 and 15. When you choose another charm at 10th or 15th level, you may choose to replace one of your current charms with a different one. This new charm must have at least one similar prerequisite to the old charm.

In addition, your weapon now has a number of charges equal to your Constitution Modifier plus your Proficiency Bonus. These charges function similarly to the charges of a magic weapon, except you regain all expended charges upon completing a Long Rest. These charges can be used to cast spells or to use abilities granted also by these features or future ones.

Along with theses charges, you gain the ability to cast one 1st level spell from the Sorcerer's spell list using your Constitution modifier as your spell-casting ability. You must spend one charge for every level of the spell you wish to cast, to a maximum level of four. (E.g. Casting the 1st level spell as normal is 1 charge, and casting it at 4th level is 4)

Relic Charms:

Accuracy Charm

Whenever you miss with an attack roll, you may spend 2 charges. You then roll a d4 and add the number rolled to your attack. Starting at 10th level, you may add 1.5 times the number rolled to your attack, rounded down, and 2 times the amount at 18th level.

Blinding Charm

Prerequisite: 10th level

When you strike a creature with this weapon, you may choose to spend 2 charges to force them to take a Constitution Saving Throw against your casting DC (8 + your proficiency bonus + your Constitution modifier). If they fail, they are blinded until the beginning of your next turn.

Charging Charm

Prerequisite: 10th level

At the end of each of your turns, you may choose to spend your reaction to cause your relic to regain 1d4 charges. At 15th level, the minimum number of charges it can regain is 2, and at 18th level you can instead use a bonus action to regain these charges instead of a reaction.

You may use this charm feature a number of times equal to your Constitution Modifier, to a minimum of once. You regain all uses upon completing a Long Rest.

Elemental Affinity (Acid)

Prerequisite: No other Elemental Affinity type charms

When you hit a creature, you can choose to turn the damage dealt into Acid Damage. In addition, once per turn, you can spend a charge to cause all creatures, excluding yourself, within 10 feet of that creature to make a Dexterity Saving Throw(DC 8 + your Proficiency Bonus + your Constitution Modifier). The creature you hit initially, as well as all creatures that fail the Saving Throw, take 2d4 acid damage. This damage scales to 1d10 at 10th level and 2d6 at 18th level.

Elemental Affinity (Force)

Prerequisite: No other Elemental Affinity type charm, 15th level

When you hit a creature, you can choose to turn the damage you dealt into Force Damage. In addition, you may spend 1 charge to force them to make a Strength Saving Throw (DC = 8 + your Proficiency Bonus + your Constitution Modifier). On a failed save, you may push them up to 15 feet away from you. At 18th level, you don't need to spend a charge.

Elemental Affinity (Poison)

Prerequisite: No other Elemental Affinity type charms

When you hit a creature with this weapon, you can choose to spend 1 charge to deal an extra 1d10 poison damage to the target. They must then immediately make a Constitution Saving Throw against your Spell Save DC (8 + your proficiency bonus + your Constitution Modifier) or become poisoned for 1d4 rounds. At 10th level, the number of rounds this condition is afflicted is raised to 2d4 rounds, and at 18th level you ignore immunity to the poisoned condition.

Elemental Affinity Charm (Cold)

Prerequisite: No other Elemental Affinity type charms

Every time you strike a creature with this weapon, you can choose to spend 1 charge to force that creature to make a Constitution Saving Throw against your casting DC (8 + your proficiency bonus + your Constitution modifier). If they fail, their movement is halved until they next take damage from an attack; the next attack deals 2d6 more cold damage. Once a creature fails this Saving Throw, you cannot use this ability again until the start of your next turn. The damage from this feature increases to 2d8 at 10th level and 2d10 at 18th level.

Elemental Affinity Charm (Fire)

Prerequisite: No other Elemental Affinity type charms

When you hit a creature, you can choose to turn the damage you dealt into Fire Damage. In addition, when you do this, you can spend a charge to light the creature on fire. For the next 1d4 rounds, or until they or another creature within 5 ft. use an action to put out the flames, that creature takes 1d6 fire damage at the end of each of their turns. This damage increases to 1d10 at 10th level and 2d6 at 18th level.

Elemental Affinity Charm (Lightning)

Prerequisite: No other Elemental Affinity type charms

When you hit a creature with your relic, you can choose to turn the damage you dealt into Lightning Damage. In addition, once per turn, you may spend a charge to force that creature to make a Constitution Saving Throw (DC = 8 + your Proficiency Bonus + your Constitution Modifier. If they fail that saving throw, they are Stunned. If they succeed, they instead take 1d4 lightning damage. This damage increases to 1d6 at 10th level and 1d8 at 18th level.

Elemental Affinity Charm (Necrotic)

Prerequisite: No other Elemental Affinity type charms

When you strike a creature with this weapon, you may spend 1 charge and roll a d20. On an odd number, you regain 1d4 hit points. On an even number, you deal an extra 1d4 necrotic damage. The die used in this feature increases to 1d6 at 10th level and 1d8 at 18th level.

Elemental Affinity Charm (Thunder)

Prerequisite: No other Elemental Affinity type charms, 10th level

When you take the Attack action, you may spend 2 charges to change the damage type done by your Relic into Thunder Damage for that turn. In addition, the following effects apply as long as you don't move, take a bonus action, or take a free action between any of your attacks on that turn. If you do, your weapon attacks go back to the normal damage type and you lose the effects below.

  • For every successful attack you make, you add another 1d4 thunder damage to your attacks for that turn, to a maximum of 2 extra dice per hit. For example, if you hit three times during a turn, the first attack deals the normal damage, the second attacks deals the normal damage + 1d4, and the third attack deals the normal damage + 2d4.
  • After the 4th successful attack that turn, instead of dealing extra thunder damage, that creature must make a Constitution Saving Throw (DC = 8 + your proficiency bonus + your Constitution modifier) for every successful hit. If they fail a Saving Throw, they become Stunned until the start of your next turn. Constructs have disadvantage on these Saving Throws.
  • While these effects are active, thunder damage you deal does twice as much damage to inanimate objects and constructs.

Elemental Charm

Prerequisite: 10th level

When you deal acid, cold, fire, lightning, or poison damage, you can re-roll an amount of damage dice equal to or less than your Constitution Modifier. You must use the new rolls. At 18th level, you ignore creatures' resistances to one of the previous damage types, chosen after you complete a short rest.

Fear Charm

Prerequisite: 15th level

You may spend 4 charges as an action to emit a powerful necrotic aura from your weapon. All creatures within 10 feet of you must make a Wisdom Saving Throw against your Spell Save DC (8 + your proficiency bonus + your Constitution Modifier) or become frightened of you for 1 minute.

Invisibility Charm

Prerequisite: 15th level

You can spend 4 charges as a bonus action to cast Greater Invisibility once in between Long Rests. At 18th level, the duration increases to 1 hour.

Monument Charm

Prerequisite: 15th level

With this charm, you can cast the 4th level spell Fabricate once between Long Rests, spending 5 charges when casting it in this way. At 18th level, when determining the size of the object you make with this spell, it can instead be a 15 foot cube (27 connected 5 foot cubes) or a 10 foot cube (8 connected 5 foot cubes) if it is a metal, stone, or mineral.

Recall Charm

When you throw your relic, regularly or as an attack, you may spend 1 charge and a bonus action to teleport to the location of the relic. If you hit a creature with the attack, you may teleport to a location within 5 feet of that creature. At 10th level, you may also make a weapon attack with your relic as a part of the same bonus action. If the creature you are attacking had been hit previously, on you turn, by your relic, you gain advantage.

Resistance Charm

Prerequisite: 15th level

You gain resistance to one damage type of your choice, excluding force, psychic, slashing, piercing, and bludgeoning damage.

Sharpness Charm

When you hit with your relic, you re-roll rolls of 1 or 2 on your damage dice. You must use the new roll, even if it is a 1 or 2. At 18th level, when you critically hit a creature with your relic, you deal the maximum damage of your relic's damage dice - you don't deal the maximum damage of any additional effects such as the Elemental Affinity attacks.

Spell Charm

Prerequisite: 10th level

You learn an additional 1st level and 2nd level spells from the Sorcerer's spell list. To cast these spells you must spend one charge per spell level, casting them at a maximum level of 4th level. At 18th level, all spells cost 1 less charge to cast, to a minimum of 0 charges.

Wind Charm

Whenever you create an affect that will push another creature any distance away, such as by the Thunderwave spell, you can spend an additional charge to cause all creatures within the area to have disadvantage on the Saving Throw or Check to resist being pushed. At 18th level, you may spend yet another charge to double the distance the creatures are pushed.

Potent Arcana

10th level Relic Bearer feature

The natural arcana collected inside your relic allows you to cast even more powerful spells. Choose one 1st level and one 2nd level spell from the Sorcerer spell list that you don't already know. To cast these spells, you must expend one charge from your relic for every level of the spell. A 1st level spell would cost one charge, but casting the same spell at 3rd level would cost 3 charges. You can't cast a spell at a level higher than 4th level. You now ignore material components for your spells unless it has a gold piece cost of 25 or more.

Multi-Purpose Artifact

15th level Relic Bearer feature

You've learned how to mold the magic gathered inside your Relic to mimic the abilities of other magic items. Choose one Non-Consumable Uncommon Magic item from any official Dungeons and Dragons source-book. In addition, you can't choose a magic item with the Armor typing, with the exception of the Sentinel Shield. Your weapon gains the properties of that magic item, and how the properties work in relation to your weapon is determined between you and your Game Master. If the item you choose requires attunement, you must attune to your Relic to benefit from these additional properties, and you must meet all prerequisites for attunement. The following are some examples, written with the weapon first, then the item they chose:

  • Greatsword; Bag of Holding: This Fire Affinity Greatsword acquired the properties of a Bag of Holding, but the greatsword isn't a bag. So, the player and the GM decide that the center of the blade can be opened up, as if it were a bag, to place items in and out of the greatsword. However, since the size of the hole isn't that big, the player can not put people inside their greatsword.
  • Halberd; Wand of the War Mage: Clara is a 15th level Relic Bearer, so she is technically a spellcaster, as she can cast spells with the features of this subclass. That means that she can attune to her new War Mage Halberd to gain a +1 bonus to her spell attack rolls.
  • Dagger; Pearl of Power: Jane wanted to use the feature of the Pearl of Power, but she doesn't have spell slots like other casters. She uses the charges of her Relic. Talking about it with her GM, they decided that when she uses the Pearl of Power ability, her weapon regains 3 charges to simulate the 3 levels of spells the Pearl can potentially restore.
  • Quarterstaff; Staff of the Python: John is a 15th level Relic Bearer and 2nd level Druid, so he meets the prerequisites of attunement for the Staff of the Python. However, since using the ability of the Staff of the Python requires you to throw the staff down and turn it into a snake, he must do the same any time he wants to use this feature of his new staff.

Mastercrafted Arcana

18th level Relic Bearer feature

The total number of charges you have is now equal to twice your Constitution Modifier plus your proficiency bonus and the maximum spell level you may up-cast to is now 5th level. In addition, you learn one 3rd level spell from the Sorcerer's spell list. To cast this spell you must spend one charge per level of the spell. You may ignore any material components that have a gold piece cost of 50 gold or less.

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