Base Class: Fighter
Astral Templar are some of the few people to have unlocked a connection to a previously unknown plane of pure arcane might. By attuning their armory through this link, Templar grant their equipment uncertain but potent abilities, making them dangerous and unpredictable opponents to even the most battle hardened veterans.
Arcane Armory
At 3rd level, you gain access to an alternative dimension of arcane energy, which you can tap into to enhance your arsenal. Whenever you finish a long rest, you can touch a number of weapons equal to your proficiency bonus, and send them into this plane of pure magic.
As a bonus action, you can summon one of your weapons from this plane and roll on the Arcane Enhancements table, using a d6. The die you roll with increases as you gain certain levels in this class. The die becomes a d8 at 7th level, a d10 at 10th level, and a d12 at 15th level.
If an Arcane Enhancement calls for a saving throw, the DC is 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
|
Arcane enhancement die |
Effect |
|---|---|
|
1 |
The weapon gains a +1 to attack and damage rolls. This is additive with any bonus the weapon already possesses. |
|
2 |
Once per turn, you may replace one of your attacks with this weapon with a casting of the Booming Blade cantrip, scaled to your current level, and made into your choice of a ranged or melee weapon attack. |
|
3 |
If your weapon is a melee weapon, it gains the ranged property with a regular range of 60ft and long range of 120ft. This ranged attack fires a wave of pure magic at the target; it does not consume ammo, does force damage, and is nullified by the shield spell. |
|
4 |
You gain a +1 to AC while holding this weapon, as you are sheathed in protective runes. If you are 11th level, this bonus increases to +2. |
|
5 |
While holding the weapon you have disorienting speed. Your speed increases by 10ft, and you gain advantage on dexterity saves and checks. If you are 11th level, your speed instead increases by 15ft, and if you are 17th level, your speed increases by 20ft. |
|
6 |
Your weapon attacks with this weapon score a critical hit on a roll of 19 or 20. Additionally, when you score a critical hit with this weapon, it deals force damage instead of it's regular damage type. |
|
7 |
When you hit a creature with a weapon attack, you can choose to imbue that strike with arcane might, dealing a number of d8s equal to half your fighter level(rounded up) in extra force damage. Once you have done this, this enhancement ends. |
|
8 |
While holding this weapon, you have advantage on saves against magical effects, and spell attack rolls have disadvantage against you, as your weapon acts an opposing magical charge. |
|
9 |
When you hit a creature no more than one size larger than you(min. large) with this weapon, you may choose to force them to make a strength saving throw, taking force damage equal to your fighter level on a failed save, as well as blasting them 15 feet away from you, or knocking them prone(your choice). On a successful save, they take force damage equal to half your fighter level, and face no other effects. |
|
10 |
You gain the effects of the spell heroism, using your proficiency bonus as your spellcasting modifier. |
|
11 |
When you action surge, you may take an additional two actions, instead of one, as you are flooded with arcane energy. |
|
12 |
You gain the effects of a 1st level Detect Magic spell, which last for the duration of this enhancement. You may also choose to gain any two Arcane Enhancements besides this one. You enter a state of magical enlightenment, even if only temporarily. |
As a bonus action, you may return the weapon to your armory. When you do this, you may also pull out another weapon from your armory as the same action. You may only have one weapon from your armory out at once, and can only roll each weapon on the table once per short or long rest.
Spellcasting Assistant
At 3rd level, you have a certain understanding of arcane phenomenon, and can assist in spellcasting provided somebody else acts as a guide. When somebody within 30 feet of you casts a spell of half your fighter level(rounded down) or lower, you may use your reaction grant them the magical energy required to cast the spell, allowing them to cast it without expending a spell slot.
Once you do this, you may not do it again until you take a short or long rest.
Esoteric Expert
Starting at 7th level, you can apply your arcane know-how to inquire about possible future additions to your arsenal. If you spend 1 minute inspecting an item within 10 feet of you, you can discern if it is magical, as well as whether it is cursed, though you do not learn the specifics of the item or curse.
Additionally, you gain proficiency in Arcana, if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses Arcana.
Magical Absorption
At 10th level, you learn to repel the effects of spells using your weapon and crude magics. If a spell or magical effect forces you to make a saving throw, or a creature makes a spell attack against you, you can attempt to absorb the magic instead. Make an Arcana check, using the save DC or spell attack roll as the DC. You may use indomitable to reroll this check. If you succeed, then the spell has no effect on you. Regardless of if you succeed or not, you gain temporary hitpoints equal to your proficiency bonus times the level of spell(minimum 1). If there is no spell level, use half their level or CR(rounded up).
Once you do this, you are unable to do it again, unless you complete a short or long rest.
Astral Mastery
Starting at 15th level, you gain a further mastery over your magical plane. When you pull a weapon from your armory, you may reroll the magical effect. If you roll the same number, you automatically gain the effects of 12.
Planar Expansion
At 18th level, you have mastered manipulation over your own plane, allowing you to take more than weapons to it. As an action, you can force up to 10 creatures to make a Charisma saving throw against your Arcane Enhancement DC. A willing creature can choose to fail the save. On a fail, a creature is transported, along with you, to your personal pocket within the plane of magic. The plane looks as your character would choose it to, and is a 60 foot radius dome. You choose where the creature(s) appears on the plane, as well as where you do.
While within this plane, once on each of your turns, you may freely call one of your weapons to your hand, no action required. You may choose for the weapon to keep it's previously rolled effect, if any, or to reroll it's effects. Additionally, you may use Arcane Absorption as well as Spellcasting Assistant at will, without expending it's use.
This plane last for up to 1 minute, or until you lose concentration(as if you were concentrating on a spell). For the purposes of dispel magic, this is the effect of a 7th level spell.
Once you use this feature, you cannot do so again, until you finish a long rest.







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