Base Class: Fighter
Often trained to be wizard hunters.
Weapon Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Eldritch Ire
Starting at 3rd level, you become adept at breaking down a enemies weaknesses and openings. When you take the Attack action you can choose to use this ability. You can add a d4 to your attack rolls until the start of your next turn. You can do this a number of times equal to your Proficiency Bonus and you regain all uses on a long rest.
Disruptive Strike
Additionally at 3rd level, if you make a melee attack against a creature that is benefitting from the shield spell or they cast it preventing your attack from hitting, you can use your reaction to dispel it. You can only dispel the shield if your attack hits or would have hit without the spell's Armor Class bonus. You can only use this once per short rest.
Redirection
Starting at 7th level, when an attacker that you can see hits you with an attack, you can use your reaction to absorb the damage. Before any type of damage reduction other than a successful saving throw, such as damage resistance, when you use this ability you can store half the damage you take as extra damage. On a weapon attack or unarmed strike that you hit with, you can choose to deal extra weapon damage equal to the stored damage, this consumes the charge (if you are hit for 20 damage, you store 10 damage). You can only have one charge stored at a time and a charge lasts for 1 hour.
When you use this reaction and the damage is stored, you then reduce the damage you take by an amount equal to your level in this class, to a maximum of half the total damage.
You can do this a number of times equal to your Proficiency Bonus, these uses reset on a long rest.
Shatter Spell
At 10th level, you gain the ability to counterattack when an enemy tries to sabotage you. If an enemy that you can see forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, you can add one damage die from the damage you dealt to the saving throw.
Improved Redirection
At 15th level, you can absorb a variety of types of damage. Redirection can be used against effects the require saving throws, such as a Dragons breath attack.
Additionally, when you roll for initiative and have no uses of Eldritch Ire, you regain 1 use.
Retribution
Starting at 18th level, you you learn to let bend the magic surrounding you to absorb damage that targets you and redirect it as aggression. As a reaction, you can halve the damage from a single instance immediately. Absorbing the excess damage into yourself and your weapon, you can empower you weapon attacks with it for 1 minute.
Each weapon attack, you add 1d8 to your damage rolls. You also gain a bonus to damage rolls equal to the total damage (before any reductions) divided by your level in this class (rounded down) to a maximum of +7 while this ability is active.
Once you use this ability you must take a long rest before you can use it again.
Previous Versions
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5/7/2021 5:59:28 PM
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1/5/2024 7:38:14 PM
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