Fighter
Base Class: Fighter

A guardian of the eternal gate, you have spent your life in the servitude of others. Spending your time in the training of the late clerics of life they’ve taught you great strength both as a healer as well as a defender.

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 Cleric spell list.

Cantrips

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

Spell Slots

The Cleric Spellcasting table shows how many spell slots you have to cast your Cleric 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 Cleric spells of your choice, two of which you must choose from the abjuration and evocation spells on the Cleric spell list.

The Spells Known column of the Cleric Spellcasting table shows when you learn more Cleric spells of 1st level or higher. Each of these spells must be an abjuration or evocation 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 Cleric spells you know with another spell of your choice from the Cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation 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 Cleric 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 Cleric spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Guardian Talisman

Guardian Talismans: are a specialized magical item you have refined into workable acts over the years. You have access to a whole slew of Talisman, some stronger then others, you have a range of common and uncommon ones to draw from. These items are able to be replenished during a long rest. The amount of Talisman you have change in level, starting with 2 at level 3, 3 at level 7, 4 at level 10, and 5 at level 15. Talismans are also Varying by level allowing a Common set of Talisman at level 3 or higher, Uncommon Talisman at level 8 or higher, Rare Talisman at level 13 or higher, and Legendary Talisman at level 17 and higher

Multi-Classing: This class has a few extra features with the Cleric Multi-Class, it has no other Class specific options, Multi-Classing with a different class treats the Gate Guardian as a standard Multi-Class.

Note: Talisman can be dispelled similar to a spell under the conditions that they're treated as a spell in their level class (Common treated as 1st, Uncommon treated as 3rd, Rare as 5th, and Legendary as 7th) - they can also be affected under counter-spell if they're an active condition (such as Health, or Restraint Talisman')

- Basic Talisman (3rd level or higher)

  • Restraint Talisman: Placing this Talisman on an individual allows you to create mystical manacles, exactly the same in stat to normal Manacles, a grapple check must be made to apply them to a conscious creature, but not an unconscious creature. Action
  • Health Talisman: Placing this Talisman on a companion allows you to use 1 touch based healing spell on them. This Talisman must be placed or thrown on an individual and will consume a spell slot of the same value to the spell used. This Talisman can be placed and activated afterwards. Bonus Action/Reaction (if placed)
  • Echo Talisman: Using this Talisman allows you to summon an Echo of matching level until the end of your next turn, this includes the features of the Echo.  Bonus Action

- Uncommon Talisman (8th level or higher)

  • Swift-Strike Talisman: Using this Talisman allows you to take an extra attack on your attack actions for the next turn, at the end of that turn, this effect ends. This uses a full Talisman when you get the, "Master of the Talisman", feature of the class regardless of the ability to use Talisman 2 times. Bonus Action
  •  Stone-Body Talisman: Whilst using this Talisman, you select up to 3 targets within view, for 10 minutes these targets gain additional AC equal to your proficiency modifier halved (rounded down) Action
  • Swift-Step Talisman: Placing this Talisman allows you to misty step to it's placed location up to 90 feet, this Talisman can be placed on both people and objects. Bonus Action

- Rare Talisman (13th Level or higher)

  • Concentration Talisman: Placing this Talisman allows you to use the Talisman to hold concentration for you, similar to Swift Strike Talisman this consumes the whole Talisman, regardless of the, "Master of Talisman", ability. Bonus Action
  • Enhancement Talisman: Placing this Talisman on a weapon/armor allows you to use the Talisman for 1 minute to enhance the weapon/armor for 1 minute with +1, if the weapon/armor is already +3 then this Talisman is used and wasted. Action
  • Up-Cast Talisman: Using this Talisman allows you to cast one spell up-cast to 6th level If possible for the spell. Bonus Action

- Legendary Talisman (17th level or higher)

  • Anti-Magic Talisman: Placing this Talisman casts Anti-Magic Field, Unlike normal Anti-Magic field this can be dispelled as though it were an 8th level spell. Action
  • Quicken Talisman: Using this Talisman allows you to Quicken a spell similar to Meta-Magic Quicken Spell. This cannot be combined with the Up-Cast Talisman. Special
  • Pain-Sharer Talisman: Using this Talisman on an enemy cause them to share damage with you for 1 minute, Any damage dealt to you is halved and given to your foe, this does NOT negate resistances, and vulnerabilities. Action

Scribed Discipline

You've learned the patience and discipline needed to decipher runes, as such you have learned to Imbue yourself with a Talisman, as a bonus action you magically gain the following benefits for 1 minute

• You have advantage on Dexterity checks and saving throws

• Once each on each of your turns, one of your melee weapon attacks can deal an extra 1d6 to a target on a hit. This increases to a D8 at level 10, and D10 at level 18.

• You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Bonus Proficiencies

You gain proficiency with Calligraphers supplies, you also learn to speak, read, and write in Primordial.

Defender Talisman

You learn to invoke your Talisman to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest

 

Guardian Growth

The magic of your Talisman permanently alters you. When you gain this feature, your damage you deal with the Scribed Discipline feat is raised to 1D8, additionally this damage can now be applied to unarmed strikes

Master of the Talisman

You can invoke each Talisman you know from your Talisman Scribe feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.

Gate Guardian

You learn how to amplify your Talisman changes. As a result, the extra damage you deal with the Scribed Discipline feature increases to 1d12. Moreover, you can use a Talisman of binding to bind a weapon to you, you gain proficiency with this weapon and can call it to you from 90 feet away similar to the swift-step talisman.

Previous Versions

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