Fighter
Base Class: Fighter

The small goblin in the funny costume smiles as he pokes the soldier in full plate armor, and suddenly the goblin is made of pure metal

A human kneels down, touches his palm to the solid stone underneath, and his body takes up the substance, transforming him to a being of pure rock.

Whatever the utility is, absorbers learn to use their energy to become part of a substance. Gaining enhances natural weapons, strength, speed and other physical aspects of them. For one of these fighters, extra strength is never far away.

Fused

From 3rd level, You realize the weave is connected by its building blocks and decided to modify yourself to become one with with the weave and inversely the weave is one with you.

Choose a non-consumable common or uncommon magical item as the base form of your energy, it loses it’s physical form as it melds with you, any magical effects it had are now passed to you allowing you to use them at will.

As an example choosing a +1 Shield as your energy would mean you gain it’s magical effect of a +1 bonus to AC but not the +2 bonus to AC from it’s physical properties as a shield.

The Matter At Hand

Also at level 3, as an action, bonus action, or reaction to taking a damage type, you can absorb an object or energy that is not being wielded by someone else, altering your skin to resemble the source material as a protective coating. This increases your fortitude and the impact of your blows. These benefits last until combat ends or for 1 hour, whichever comes first.

Examples of this include

Material Abilities
Wood
  • Gain the ability to spider climb.
  • Fire wooden spikes (Range: 150/600 feet, Damage: equivalent to unarmed strikes).
  • Resistance to bludgeoning damage.
Stone
  • Unarmed strikes deal double damage to structures made of stone.
  • Advantage on Athletics checks.
  • Resistance to slashing, piercing, and fire damage.
Iron
  • Transform hands into smith's tools, tinker's tools, and thieves' tools.
  • Advantage on Athletics checks.
  • Add Constitution modifier to Athletics checks.
  • Resistance to non-magical physical damage.
Steel
  • Expertise in Athletics skill (plus Iron benefits).
  • +1 to AC.
  • Resistance to non-magical physical, cold, fire, poison, and thunder damage.
Silver
  • Unarmed strikes deal an extra damage die in force damage (plus Iron benefits).
Glass
  • Fire glass shards (Range: heavy crossbow, Damage: equivalent to unarmed strikes).
  • Advantage on attack rolls with unarmed strikes.
  • Invisible when standing still.
  • Vulnerability to bludgeoning damage.
Coal
Cloth and Leather
  • Produce whip-like tendrils (Grappling range: 50 feet, Striking range: 10 feet, Damage: equivalent to unarmed strikes).
  • Flying speed equal to walking speed (arms become leathery wings).
  • Resistance to bludgeoning damage.
Ice
  • Unarmed strikes reduce target's movement speed by 5 feet per hit (until start of their next turn).
  • Immunity to cold damage.
  • Resistance to fire damage.
Quartz
  • Unarmed strikes are small bolts of lightning.
  • Increase movement speed by 10 feet.
  • Resistance to slashing, piercing, and lightning damage.
Lightning
  • Movement speed is 80 feet, and you can hover.
  • Unarmed strikes deal lightning damage.
  • Cast lightning bolt once per long rest (up to level 6 for additional uses).
Fire
  • Under the effect of the investiture of flame spell (flying speed equal to walking speed, and can hover).
  • Unarmed strikes deal fire damage.
Water
  • Unarmed strikes have a range of 10 feet.
  • Immunity to magical slashing, bludgeoning, and piercing damage.
  • Vulnerability to fire, lightning, cold, thunder, force, and poison damage.
  • Swimming speed equal to twice walking speed.

 

All of these forms have been made as magic items by Kickwick03 on this site

Reforge

Starting at 7th level, you can cast the spell Identify and can cast without material components.

When you cast Identify on a non-consumable magic item you can Reforge the powers you gained from Fused by copying this magic items power. You can only copy one items power at a time and you don’t have access to your original Fused power until you lose your new powers, which you can do voluntarily with a bonus action.

The rarity of the item you can copy and the length of time you can maintain that power is determined by your level as seen in this table:

Level Rarity Duration
7th Common Indefinite
7th Uncommon 1 week
7th Rare 24 hours
10th Very Rare 1 hour
15th Legendary 1 minute
18th Artifact 1 round

 

Reforge is temporary and doesn't replace your Fused power.

Evolution

At 10th level, your Fused ability evolves gaining the powers of a rare magical item in addition to your original artifact.

Upgrade

At 15th level, As an action you gain the ability to merge with an item, object, or construct.

You pilot these items taking complete control over them however you sustain any damage that is taken by them unless your DM says otherwise. 

Category Abilities
Items
  • You can merge an item and raise its rarity by one stage while merged (+1 becomes +2, etc.).
  • The DM determines the effect of this increase in rarity.
Objects
  • You can merge with a technological or magical object no bigger than Gargantuan in size.
  • The object gains your walking speed and enhances an aspect of the object as determined by the DM.
Constructs
  • You can merge with a Construct no bigger than Gargantuan in size.
  • The construct must make a DC 18 Constitution save or you take control of the construct on its turn.
  • The possessed construct repeats the save at the end of its turn and on success, you are ejected from it to the nearest unoccupied space.

Mercurial Form

Beginning at 18th level, the powers you have borrowed flow freely within you. You can cast Identify directly on yourself and summon an items power of Legendary rarity or lower that you have identified in the past. This follows the same time rules as Reforge.

Previous Versions

Name Date Modified Views Adds Version Actions
7/4/2024 5:59:02 PM
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7/5/2024 2:41:23 AM
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