Fighter
Base Class: Fighter

Weapon specialists choose 1 type of weapon to focus their skills on. While using that weapon, they are able to channel their energy into feats other warriors may consider impossible. So great are their abilities that some consider it unnatural, even magical. Particularly skilled weapon specialists can move so swift they vanish from sight, and strike with blinding speed, with an unbelievable force behind them. Because of the difficulty of the feats they attempt, Weapon Specialists can quickly tire, and must conserve their stamina.

Additionally, while a weapon specialist with their preferred weapon in hand is a force to be reckoned with, a weapon specialist who is with a different weapon or unarmed will be unable to channel that same strength, and will be easily dispatched. Keeping their weapon close at hand is key to survival as a weapon specialist.

Weapon of Choice

Beginning when you choose this archetype at 3rd level, you may choose a specific type of weapon (e.g. Longsword, Greataxe, etc). This weapon must be one you are proficient in, and may be an unorthodox choice you have gained proficiency in from another source (e.g an improvised weapon from the Tavern Brawler feat). Most of your subclass features will require you to be wielding the weapon you have chosen. Once you reach level 10 in this class, you may change the weapon of choice if you wish. You may not choose unarmed strike as your weapon of choice, it must be a physical object.

Martial Spellcasting

While wielding your weapon of choice, you are able to produce spell-like effects during battle. These abilities channel one's inner strength, very similar to monks. Novice weapon specialists practice a more basic form of this that can be disrupted by effects like anti-magic, but more skilled weapon specialists will be able to contain their energy more efficiently, making them all the more potent.

Cantrips

You learn two cantrips of your choice from the Weapon Specialist spell list. You learn an additional weapon specialist cantrip of your choice at 10th level.

Spell Slots

The weapon specialist Spellcasting table shows how many spell slots you have to cast your weapon specialist 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.

Spells Known of 1st Level and Higher

The Spells Known column of the weapon specialist Spellcasting table shows when you learn more weapon specialist of 1st level or higher. Each of these spells must be of a level for which you have spell slots.

Whenever you gain a level in this class, you can replace one of the weapon specialist spells you know with another spell of your choice from the weapon specialist spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Constitution is your spellcasting ability for your weapon specialist spells, since you learn your spells through dedicated practice and exercise, and it is relying on your stamina. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a weapon specialist spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Constitution modifier

The Weapon Specialist spell list includes spells that bolster the physical prowess of the caster. These are the spells available to you:

Cantrips:

Blade Ward, Booming Blade, Green-Flame Blade, Shillelagh, Sword Burst, True Strike

1st Level:

Absorb Elements, Compelled Duel, Expeditious Retreat, Jump, Longstrider, Wrathful Smite, Zephyr Strike

2nd Level:

Enhance Ability, Gust of Wind, Magic Weapon, Misty Step, Spider Climb, Warding Wind

3rd Level:

Conjure Barrage, Elemental Weapon, Flame Arrows, Haste, Lightning Arrow, Thunder Step

4th Level:

Death Ward, Fire Shield, Freedom of Movement, Guardian of Nature, Staggering Smite, Stoneskin

5th Level:

Conjure Volley, Destructive Wave, Far Step, Steel Wind Strike, Swift Quiver

And these are your spell slots per Level:

Level

Cantrips Known

Spells Known

1st

2nd

3rd

4th

5th

1st

-

-

-

-

-

-

-

2nd

-

-

-

-

-

-

-

3rd

2

3

3

-

-

-

-

4th

2

4

3

-

-

-

-

5th

2

4

4

2

-

-

-

6th

2

4

4

2

-

-

-

7th

2

5

4

3

-

-

-

8th

2

6

4

3

-

-

-

9th

2

6

4

3

2

-

-

10th

3

7

4

3

2

-

-

11th

3

8

4

3

3

-

-

12th

3

8

4

3

3

-

-

13th

3

9

4

3

3

1

-

14th

3

10

4

3

3

1

-

15th

3

10

4

3

3

2

-

16th

3

11

4

3

3

2

-

17th

3

11

4

3

3

3

1

18th

3

11

4

3

3

3

1

19th

3

12

4

3

3

3

2

20th

3

13

4

3

3

3

2

 

Diverse Warrior

Starting at 7th level, you may select another fighting style from the list available to fighters. However, your second fighting style may only be used while wielding your weapon of choice. As a warrior specializing so heavily in one weapon, you are able to learn multiple ways of using it effectively. Anytime you finish a short rest you may change your extra fighting style.

Adrenaline Rush

At 10th level, whenever you cast a spell of 1st level or higher using your Martial Spellcaster feature, you gain additional movement. The movement is fly speed equal 5 times the spells level. You may use this movement before, during, or after casting the spell.

Combat Momentum

Upon reaching 15th level, you are able to channel the energy and focus in combat to stay in the fight longer.

If a creature you can see dies within 10 feet of you, you may use your reaction to regain spell slots according to it's Challenge Rating. You may regain up to half the challenge rating of the creature in spell slot levels, rounded down. For example, if you kill a CR7 creature, half of seven rounded down is 3. So you could regain 1 1st level spell slot and 1 2nd level spell slot, or 3 first level spell slots. You may not go above your maximum amount of spell slots in any level using this feature. You may use this feature a number of times equal to your constitution modifier, you regain all uses when you finish a long rest.

Combat Avatar

At 18th level, you have become the paragon of what it means to be a warrior. Your skills with your weapon of choice have grown so great, that your attacks become much more effective. Whenever you make an attack roll using your weapon of choice, you may add double your proficiency modifier rather than just the bonus from being proficient in the weapon. This represents that you are more than proficient: you are adept, a true master of this weapon. It is an extension of your body.

Previous Versions

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