Fighter
Base Class: Fighter

For those with powerful connections to magical beings through their lineage. Magic with unparalleled strength boils deep within your veins. You are the wild card in a battle and magic emanates from you with devastating effects.

Wild Card

At 3rd level, you gain the ability to unleash your unyielded power in small bursts. At the end of your action, you can roll on the Sorcerer Wild Magic table.

At 18th level, you gain the ability to channel your unyielded power in small bursts. At the end of your action, you can roll twice on the Sorcerer Wild Magic table and choose the result you desire.

Magic Weapons

At 7th level, any weapon attack you make deals magical damage for the purpose of getting over resistances and immunities. In addition to this, whenever you hit with a weapon attack you can make a roll on the Fighter Wild Magic table.

 Fighter Wild Magic Table:

Roll

Effect

1

Take 1d6 Thunder damage as your muscles begin to clench

2

Deal 1d6 extra fire damage as this weapon is encased in fire.

3

A cloud of smoke billows from your skin. You can teleport 30 feet at the end of this turn.

4

Gain disadvantage on your next attack roll as your body gives out for a moment.

5

Your body begins to freshen itself as you heal for 2d4 HP.

6

You feel your body begin to move faster. You can make one extra weapon attack as a special action this turn.

7

Take 2d4 Psychic damage as your own doubt manifests.

8

Deal an extra damage dice for this weapon’s attack damage as your weapon seems to be coated in a thin layer of magic.

9

Take 1d12 Necrotic damage as your magic burns inside your core.

10

The next two weapon attacks have advantage and deal double modifier damage.

Aura of Magic

At 10th level, while you are in combat, your magic actively seeps out from your body in a 30 feet radius around you. Any hostile creature within your aura is subject to a list of punishing effects. As a bonus action, you may roll on the Aura of Magic table to see which effect activates.

Aura of Magic Table:

Roll

Effect

1

All hostile creatures within the aura must make a DC 8 + CHA mod + proficiency bonus WIS Saving Throw or become frightened of you for 1 minute.

2

All hostile creatures within the aura must make a DC 8 + CHA mod + proficiency bonus CON Saving Throw or take 2d12 necrotic damage.

3

All hostile creatures within the aura must make a DC 8 + CHA mod + proficiency bonus CHA Saving Throw or become charmed.

4

All hostile creatures within the aura must make a DC 8 + CHA mod + proficiency bonus STR Saving Throw or fall prone.

5

All hostile creatures within the aura must make a DC 8 + CHA mod + proficiency bonus INT Saving Throw or take 2d8 psychic damage.

6

All hostile creatures within the aura must make a  DC 8 + CHA mod + proficiency bonus DEX Saving Throw or take 4d6 poison damage.

 

Adapted Body

At 15th level, your control over your immense amount of magic has increased. You have learned how to better manipulate the magical outcomes from releasing your magic. An amount of times per long rest, equal to your proficiency bonus, you can choose the outcome of the Wild Magic on the Fighter Wild Magic Table or the Aura of Magic Table.

At 18th level, this increases to double your proficiency bonus.

Released Seal

At 18th level, you have learned how to release all of your magic in one burst. As an action, you can roll 2d20 to decide the CR of creature you will can turn into. Then, roll a d20 to decide the type of creature you turn into, going in alphabetical order down the list. This form lasts until you de-transform as a bonus action or that form is reduced to 0 Hit Points, in which case you return to the state you were at before transforming. You can do this once per long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
8/27/2024 7:36:46 PM
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5e
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8/27/2024 7:39:25 PM
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