Fighter
Base Class: Fighter

Often the guards, apprentices, or servants of powerful wizard noble households, Carian Knights are endowed with the ability to connect with the weave of magic to enhance their already prodigious martial prowess. Their number once only counted in the 20s, but as the Age of the Ertree has ended and the power structure in the Lands Between has shifted, the mage houses that are left now to vie for power. In this vacuum, various orders of Carian Knights have reemerged to fiercely protect or slay those who thought them these Carian Sorceries. 

Whether it be summoning massive weapon constructs to end their enemies rightly or imbuing themselves with protective magics to shrug off powerful arcane effects, the Carian Knight is always equipped to end any battle with a swish and flick of their arcane focus. 

Carian Lore

When you reach 3rd level, you've learned to augment your martial prowess with Carian Sorceries. You can channel powerful blade projections through arcane focuses like Wands, Rods, and Staves (Quarterstaffs and Clubs count as these foci). During your attack action, you may cast Carian Shredder, summoning an energy sword through your focus and making an attack roll using your Carian Attack Modifier. These attacks count as magical and deal your Carian Sorcery Die plus your Intelligence modifier as force damage on hit. You can use Carian Shredder as many times as you have the Extra Attack feature. This damage increases with your Carian Sorceries, at fighter levels 7 and 15. 

In addition, you choose to gain proficiency in either the Arcana or the History skill and can supersede the attuning requirements of any Wand, Rod, or Staff you use as an arcane focus. 

Carian Sorceries

At 3rd level, you learn to channel magic through your arcane focus to enhance your skill in battle. When you gain this feature, you learn two Carian Sorcery options of your choice (see "Carian Sorcery Options" below).

You can cast a Carian Sorcery based on the options you have selected. You must be holding your arcane focus to use Carian Sorceries. You can use Carian Sorceries a number of times equal to your Intelligence Modifier plus 1 before a short or long rest. You regain all of your expended uses when you finish a long rest and only half (rounded down) when you finish a short rest. Carian Sorceries count as spells and magic effects and the options you choose can be changed during a long rest.

Intelligence is your spellcasting ability for Carian Sorceries since you've learned these spells through your study at Raya Lucaria. You use your Intelligence whenever a sorcery refers to your sorcery-casting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Carian Sorcery you cast and when making an attack roll with one.

Carian Sorcery save DC = 8 + your proficiency bonus + your Intelligence modifier

Carian Sorcery attack modifier = your proficiency bonus + your Intelligence modifier

Carian Sorcery Die = d6 at level 3, d8 at level 7, d10 at level 15

You gain an additional Carian Sorcery option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become a 7th and 15th level fighter. 

Scholar's Armament

At 7th level, you gain the ability to infuse your weapons with magic. Whenever you attack with a nonmagical weapon you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

In addition, While holding your arcane focus you can use an Action to enhance a melee weapon or shield in your other hand for 10 minutes.

Enhanced melee weapons gain additional force damage equal to your Intelligence Modifier and enhanced shields have their AC benefit increased by +1.

Carian Retaliation

At 10th level, you have learned to redirect magical force back at the caster. When you are the target of a spell attack or spell save you can use your reaction to cause that attack to subtract your Carian Sorcery Die OR add this die to your saving throw. If the attack misses you succeed in your saving throw you send 3 magical glintblades back at the caster.  Each glintblade automatically hits and does 1 Carian Sorcery Die of force damage and causes the caster to roll Concentration Checks at disadvantage until the end of the current turn. 

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.

Lucidity

Starting at 15th level, you learn that Carian Knight never wavers. As an action, you can weave abjuration magic around you and use a Carian Sorcery Slot to end a negative magical effect on yourself. Using this ability affectively lets you cast either Greater or Lesser Restoration on yourself without spell components if the effect that you have succumbed to is magical. 

In addition, your Carian Sorcery is available whenever the battle starts. If you roll initiative and have no uses of Carian Sorcery remaining, you regain one use of it.

Terra Magica

At level 18 you have unlocked a powerful glyph that rends the magical defenses of your enemies. Using a bonus action, you cast a sigil on the ground at your feet. This sigil has a 30-foot radius and any creature of your choice within it must succeed on a Wisdom saving throw or take extra force damage equal to your Intelligence modifier when affected by any of your Carian Sorceries, Spell Attacks, or damaging Magical Effects until the start of their next turn. If a creature starts their turn or reenters your sigil they must make the Wisdom saving throw again. This sigil lasts for 1 minute.

You regain this feature after completing a long rest.

Carian Sorcery Options

 The Carian Sorcery feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects.

Carian Grandeur

Raise your arcane focus aloft as you conjure a magical greatsword and bring it down on a foe for massive damage. As an action, make an attack at advantage using your Carian Sorcery attack modifier, on hit deal 2d6 force damage, and the target must succeed on a Constitution saving throw or be Stunned until the end of its next turn. Creatures within 5 feet of the enemy hit must succeed on a Dexterity saving throw or take half the amount of force damage and be pushed back 10 feet. On a success, they take no damage and are not pushed 10 feet back. Increase the number of damage dice rolled for this attack by how many times you have the Extra Attack feature (max 4.). Example: you have the Extra Attack feature (x2), this attack hits for 4d8. 

Upon reaching 7th level in this class the force damage increases to 2d8, and at level 15th level in this class it increases to 2d10, and if you miss this attack you may make a follow-up attack with the same effects. 

Carian Greatsword

During your attack action, you can conjure a massive magical greatsword by spending a Carian Sorcery Slot and performing a sweeping slash in a 15-foot cone. Make attack rolls for each creature within the cone using your Carian Sorcery attack modifier, enemies who get hit are dealt 2d6 + your Intelligence modifier in force damage. You can choose to make 1 follow-up attack with this Greatsword if you have the Extra Attack feature. 

Upon reaching 7th level of this class the force damage is increased to 2d8 and when reaching 15th level the force damage increases again to 2d10 along with the range increasing to a 20-foot cone.

Carian Piercer

As an action, you conjure a giant magical Estoc and lunge forward, piercing everything in its path. Creatures in a 5 foot wide and 20-foot long line must make a Dexterity saving throw or take 2d6 force damage and, if they are Large or smaller, be knocked prone. On a successful save the creatures take half damage and are not knocked prone. You may make a follow-up attack with this weapon if you have the Extra Attack feature.

Upon reaching 7th level in this class, the damage increased to 2d8, and at 15th level in this class, the damage is increased to 2d10, and the range of Carian Piercer is increased to 30 feet long.  

Gavel of Haima

As an action, you can conjure a magical great hammer and strike down in a 15-foot sphere in front of you. Enemies within the sphere must make a Dexterity Saving throw or take 2d6 force damage and have their AC lowered by 1 until the start of your next turn.  On a successful save, creatures take half damage and do not lose AC. You can make a follow-up attack with this weapon if you have the Extra attack feature. 

Upon reaching 7th level in this class the force damage is increased 2d8 and at level 15th level in this class, it increases again to 2d10 the AC lowered is by your Intelligence Modifier instead of the flat 1.

Glintblade Phalanx

As a bonus action, you conjure a defensive arch of numerous magical glintblades overhead. Until our next turn, these blades will lunge and skewer the next hostile creature that makes an attack within 15 feet of you. The creature must succeed on a Dexterity saving throw or lose its multi-attack until its next turn and take 3d6 force damage. On a successful Dexterity saving throw the creature takes half damage and doesn't lose its multi-attack.

Upon reaching 7th level in this class the force damage increases to 3d8 and at 15th level in this class, the force damage is increased to 3d10.

Loretta's Greatbow

As an action, you manifest a magical great bow. Make an attack roll using your Carian Sorcery attack modifier at an enemy within the range of 150 feet (up to 600 feet but at disadvantage). You launch an energy bolt that deals 1d6 + your intelligence modifier of force damage and if the target is Large or smaller, it must make a Strength saving throw against your Carian Sorcery DC. On a failed save, you push the target up to 15 feet away from you. You can fire as many greatbow bolts as you have the Extra Attack feature (max of 4).  

 Upon reaching 7th level in this class the force damage increases to 1d8 and at 15th level in this class, it increases to 1d10. 

Magical Downpour

As an action, summon a mass of magic above you that bursts forth and needles enemies in a 15-foot radius around you. Creatures hit by this magical downpour must succeed on a Dexterity saving throw against your Carian Sorcery DC or take 1d6 in force damage and lose their reaction until their next turn. On a successful save the creature takes half-damage and does not lose their reaction.

Upon reaching 7th level in this class the force damage increases to a d8 and at 15th level in this class, the force damage is increased to a d10 and the downpour stays in the area it is cast until the beginning of your next turn. Creatures that enter its area of effect have to make the same Dexterity saving throw.

Magical Glintblade

As a bonus action, summon a sigil that remains in the air where you cast it until the start of your next turn. If a hostile creature starts their turn or enters within 30 feet of the sigil they must succeed on a Dexterity saving throw or 1d6 force damage and lose half their move speed until the start of your next turn.

 Upon reaching 7th level in this class the damage is increased to 1d8, and at 15th level in this class, it is increased to 1d10

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