Base Class: Fighter
Arcane Warrior
Arcane Binding
At 3rd level, you learn a ritual that creates a magical bond between yourself and your weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and bind it to yourself.
Once you have bound a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bound weapons, and can summon both with your bonus action. If you attempt to bind yourself with a third weapon, you must break the bond with one of the other two.
Infused Bond
When you choose this archetype at 3rd level, you gain the following benefits:
Infusions. You learn three infusions of your choice. You learn one additional infusion of your choice at 7th, 10th, and 15th level. Each time you learn new infusions, you can replace one you know with a different one. You may use your infusions a number of times equal to 3 times your Charisma, Wisdom or Intelligence modifier (your choice).
Saving Throws. Some of your infusions require your target to make a saving throw to resist it’s effects. The saving throw DC is calculated as follows:
Infusion save DC = 8 + your proficiency bonus + your Charsma, Wisdom or Intelligence modifier (your choice).
Infusions
When you choose this archetype at 3rd level, you learn to infuse yourself and your strikes with arcane prowess. You may choose the following infusions:
Ambush
You may expend 1 infusion charge to add your proficiency bonus to your intitative roll.
Animated Weapon
As a bonus action you may expend 1 infusion charge and double the range of your bound weapon for it's next attack, as it gains life and flies towards the enemy.
Disarming Strike
When you hit a creature with a weapon attack you may expend 2 infusion charges and can attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at it's feet.
Enfeebling Hit
When you hit a creature with a weapon attack you may expend 2 infusion charges and the target must make a Constitution saving throw, or the damage dealt by it's weapon attacks is halved until the start of your next turn.
Gravity Well
After hitting a creature with an attack, you may expend 3 infusion charges and create a singularity in it's space. Any hostile creature within 20 feet of the target must make a Constitution saving throw. On a failed save, they are pulled in a straight line toward your target, ending in an unoccupied space as close to the center as possible (even if that space is in the air).
Ground Thrust
You can replace one of your attack as you push your weapon into the ground with great force. As a blast wave of arcane energy surges from you, you may expend 3 infusion charges and any hostile creature within 10 feet of you makes a Dexterity saving throw, or they take 2d6 force damage. This damage increases to 2d8 at 10th level, to 2d10 at 15th level andto 2d12 at 18th level.
Lethargic Assault
When you hit a creature with an attack you may expend 1 infusion charge and reduce that creature's speed by 10 feet until the end of your next turn.
Parry
When another creature damages you with a melee attack, you can use your reaction and expend 2 infusion charges to reduce the damage by twice your Charisma, Wisdom or Intelligence modifier (your choice, to a minimum of 2).
Stunning Chains
You may replace one of your attacks and try to bind a target with arcane chains. You must expend 2 infusion charges and make an attack roll against a creature within range, if you hit, the target has to make a Wisdom saving throw or be stunned until the start of your next turn.
Suppressing Aura
You can expend 1 infusion charge and use your aura to confuse people who look at you. Unless they succeed on an intelligence check against your deception check, they won't be able to recognize you. This effect lasts for 1 hour.
Thunderous Slam
When you hit a creature with an attack you may expend 2 infusion charges and deal force damage to them target and each creature of your choice that you can see within 5 feet of it. The force damage equals your Charisma, Wisdom or Intelligence modifier (your choice, to a minimum of 1 damage).
Empowering Essence
Starting at 7th level, as a bonus action, you are able to absorb the arcane essence of the Weave into your body, allowing you to be faster, stronger and more accurate. For 1 minute you gain the following benefits:
- As a reaction you summon an invisible barrier of magical force that protects you. You gain a bonus to AC equal to your Charisma, Wisdom or Intelligence modifier (your choice, to a minimum of +1) against the triggering attack. You may also use this ability to protect a creature within 60 feet of yourself, giving them the bonus to AC, against an attack they recieve.
- When you make an attack, you may expend one use of your Infusions to give yourself advantage on that attack roll. You must decide whether to use this ability before making the attack.
- During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.
You can use this ability once, and you regain all expended uses when you finish a short rest.
Enhanced Armaments
Starting at 10th level, your bound weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
When you activate your Empowering Essence ability, your bound weapon begins to hum with arcane power. You may choose one of the following effects that will last as long as your Empowering Essence is active:
Dark Moon Slash. When you use your action to attack with your bound weapon, you may create magical projectiles, instead of those attacks extending your reach. You may deal your attack damage to a creature within 60 feet of you as the projectiles leave your weapon and hit the target.
Bound Hits. When attacking with your bound weapon, it seems to almost take over your attack, guiding it to the target. You gain a bonus to your attack rolls equal to your Charisma, Wisdom or Intelligence modifier (your choice, to a minimum of +1).
Imbued Strikes. When attacking with your bound weapon you may deal an additional 1d8 + your Charisma, Wisdom or Intelligence modifier (your choice, to a minimum of +1) force damage, As your attacks are imbued with the power of your bond.
Empowered Armor
Starting at 15th level, while your Empowering Essence is active, If a creature hits you with an attack roll, you can use your reaction and expend one infusion charge to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.
Arcane Body
At 18th level, with all of your infusions and arcane absorption your body has become permenantly altered, it sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. You also gain a bonus to all your saving throws equal to your proficiency bonus.
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