Fighter
Base Class: Fighter

Through twisted experiments with Astral Energy, your body is imbued with the same power as the Adranachs. Your body flows with the signature purple glow of the Adranachs and you can harness Astral energy and form it into weapons, armor, and wings. You also have many of the same powers as the Adranachs including Arcane Leak and Power Build. 

Awakened Mutation

Starting at level 3, the powers within your Astral flesh begin to awaken. You forever lose proficiency with shields and heavy armor, as your ever-changing body cannot hold on to them. Your flesh hardens, and your reflexes grow, empowered by other-worldly ichor. While you are not wearing any armor, your Armor Class equals 11 + your Dexterity modifier + your Constitution modifier.

Adranach Weaponry

Also at level 3, as a bonus action, you can mutate your body, transforming it into weapons war. You are proficient with any attacks made with these weapons, and you add your Strength modifier to the attack and damage rolls when you attack with them. When you use these weapons, you drop any items you are holding with those limbs. Some of your Adranach features require the target to make a saving throw to resist certain affects. The saving throw DC is calculated as follows:

Adranach save DC = 8 + your proficiency bonus + your Constitution modifier

You can hold one weapon form at a time and can change between them as a bonus action:

Adranach Claws. They deal 1d8 slashing damage on a hit. When you take the Attack action with them on your turn, you can use a bonus action to turn another limb into Adranach Claws and strike with it, making a single additional attack.

Mithral Maul. On a hit, it deals 2d6 bludgeoning damage and you can choose to push the target away 5 feet.

Arcane Lash. It deals 1d6 slashing damage on a hit and has a reach of 10 feet. When you take the Attack action with your Arcane Lash you can use your Bonus Action to attempt to trip the creature. The target must succeed on a Strength saving throw against your Adranach save DC or be knocked prone.

Immutable Aegis. When targeted by an attack you can see, you can use your reaction to transform an arm into a shield, gaining +2 AC until the start of your next turn.

In addition, your astral flesh is capable of consuming some magical items to gain their properties. As part of a short or long rest, you can devour the following types of magic items, absorbing their properties:

  • A shortsword: Its properties are added to your Adranach Claws.
  • A maul: Its properties are added to your Mithral Maul.
  • A whip: Its properties are added to your Arcane Lash.
  • A shield: Its properties are added to your Immutable Aegis.

If you absorb another magical item of the same type, the previous magic item of that type is destroyed.

Arcane Nature

Once you reach 7th level, your body is further altered by the astral energy inside of you.

Arcane Leak. When you are below half of your hit point maximum, your Adranach Weaponry attacks deal an additional 1d6 radiant damage.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight
it can push, drag, or lift.

Ascended Being

At 10th level you can further augment your body with astral energy, summoning a pair mithral and energy wings capable of granting you flight. As a bonus action, you can grow a pair of adranach wings, giving yourself a flying speed of 30 feet that lasts for 1 minute. You can use this bonus action a number of times equal to your Constitution Modifier, and you regain all expended uses when you finish a long rest.

Arcane Atmosphere

Your Arcane Leak ability now creates a 10ft radius around you of fragile Astral energy. Any spell cast within the radius must succeed a DC 14 spellcasting ability check. On a failure, the spell backfires and the caster takes 1d6 Force damage. On a success, the spell casts as intended. 

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.

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