Fighter
Base Class: Fighter

 

Wyrdblade Features

Level 3: Wyrdmark Infusion
At 3rd level, you learn to inscribe Wyrdmarks onto your weapons and armor, infusing them with magical power.

• Wyrdmark Weapon: As a bonus action, you can inscribe a Wyrdmark onto a weapon you are holding. For 1 minute, the weapon is considered magical and gains one of the following properties of your choice:
• Elemental Strike: The weapon deals an additional 1d6 elemental damage (fire, cold, lightning, or acid) with each attack.
• Wyrdstrike: The weapon deals an additional 1d6 force damage with each attack.
• Precision Glyph: The weapon’s critical hit range is increased by 1 (e.g., a critical hit occurs on a roll of 19–20).

You can use this feature a number of times equal to your proficiency bonus, regaining all uses after a long rest.

• Wyrdmark Armor: As a bonus action, you can inscribe a protective Wyrdmark onto your armor or shield, enhancing your defenses for 1 minute. Choose one of the following effects:
• Wyrdguard: Gain a +1 bonus to AC for the duration.
• Glyph of Resistance: Gain resistance to one damage type (choose from fire, cold, lightning, or force) for the duration.

Level 7: Wyrdwarded Warrior
At 7th level, you’ve mastered more intricate Wyrdmarks to protect and enhance yourself in battle.

• Wyrdmark of Protection: When you are hit by an attack, you can use your reaction to inscribe a protective Wyrdmark, granting you resistance to the damage of the triggering attack.
• Glyph of Binding: When you hit a creature with a weapon attack, you can inscribe a Wyrdmark that binds them temporarily. The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier) or be restrained until the end of your next turn. You can use this ability once per short or long rest.

Level 10: Wyrdblade Mastery
At 10th level, your connection to Wyrdmarks deepens, allowing you to manipulate the battlefield and enemies with greater finesse.

• Wyrdmark of Warping Strike: When you hit a creature with a melee attack, you can inscribe a glyph that briefly warps reality. The target must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier) or be teleported to an unoccupied space of your choice within 30 feet. You can use this feature once per short or long rest.
• Wyrdmark of Empowerment: When you use your Action Surge feature, you can enhance it by inscribing a Wyrdmark on yourself. For 1 minute, you gain a +1 bonus to attack rolls, saving throws, and AC. Once you use this ability, you must finish a short or long rest before you can use it again.

Level 15: Glyph of the Eternal Warrior
At 15th level, your Wyrdmarks allow you to defy the boundaries of life and death in combat.

• Wyrdmark of Resurrection: When you drop to 0 hit points but aren’t killed outright, you can use your reaction to inscribe a Wyrdmark on yourself that immediately restores you to 1 hit point. You gain temporary hit points equal to twice your Fighter level, and for 1 minute, you have resistance to all damage. You can use this ability once per long rest.
• Glyph of Acceleration: As a bonus action, you can inscribe a glyph that grants you the effects of the Haste spell for 1 minute. You can use this feature once per long rest.

Level 18: Master of the Wyrdmarks
At 18th level, your mastery over Wyrdmarks has reached its peak, allowing you to manipulate time and reality itself on the battlefield.

• Wyrdmark of Temporal Domination: As an action, you can inscribe a Wyrdmark that allows you to control the flow of time in a 30-foot radius. For 1 minute, creatures of your choice within the radius have disadvantage on attack rolls against you, and their movement is halved. Additionally, you can take two reactions each round while this effect is active. You can use this ability once per long rest.
• Wyrdmark of Fate’s Edge: Once per long rest, when you score a critical hit, you can inscribe a special Wyrdmark on your weapon, allowing you to channel the energies of fate. The critical hit deals an additional 4d6 force damage, and you can choose to reroll one failed saving throw or attack roll in the next 10 minutes.

Wyrdblade Subclass Progression Summary

Fighter Level Feature
3rd Wyrdmark Infusion (Wyrdmark Weapon, Wyrdmark Armor)
7th Wyrdwarded Warrior (Wyrdmark of Protection, Glyph of Binding)
10th Wyrdblade Mastery (Warping Strike, Wyrdmark of Empowerment)
15th Glyph of the Eternal Warrior (Wyrdmark of Resurrection, Glyph of Acceleration)
18th Master of the Wyrdmarks (Temporal Domination, Fate’s Edge)

Playing a Wyrdblade Fighter

As a Wyrdblade, your character has learned to combine martial expertise with the arcane power of Wyrdmarks. Your ability to infuse weapons and armor with these magical symbols makes you a versatile and powerful combatant, capable of bending reality in subtle but significant ways. You are not only a skilled fighter, but also a warrior who commands supernatural abilities, warping time and space to your advantage.

With the ability to both protect yourself and your allies using Wyrdmarks, as well as hinder your enemies through magical effects, you are a powerful force on the battlefield. Whether you choose to focus on enhancing your own abilities, controlling the battlefield, or tapping into the mysteries of life and death, the Wyrdblade offers you immense flexibility.

Wyrdmark Infusion

Level 3: Wyrdmark Infusion
At 3rd level, you learn to inscribe Wyrdmarks onto your weapons and armor, infusing them with magical power.

• Wyrdmark Weapon: As a bonus action, you can inscribe a Wyrdmark onto a weapon you are holding. For 1 minute, the weapon is considered magical and gains one of the following properties of your choice:
• Elemental Strike: The weapon deals an additional 1d6 elemental damage (fire, cold, lightning, or acid) with each attack.
• Wyrdstrike: The weapon deals an additional 1d6 force damage with each attack.
• Precision Glyph: The weapon’s critical hit range is increased by 1 (e.g., a critical hit occurs on a roll of 19–20).

You can use this feature a number of times equal to your proficiency bonus, regaining all uses after a long rest.

• Wyrdmark Armor: As a bonus action, you can inscribe a protective Wyrdmark onto your armor or shield, enhancing your defenses for 1 minute. Choose one of the following effects:
• Wyrdguard: Gain a +1 bonus to AC for the duration.
• Glyph of Resistance: Gain resistance to one damage type (choose from fire, cold, lightning, or force) for the duration.

Elemental Strike

The weapon deals an additional 1d6 elemental damage (fire, cold, lightning, or acid) with each attack.

Wyrdwarded Warrior

Wyrdmark of Protection: When you are hit by an attack, you can use your reaction to inscribe a protective Wyrdmark, granting you resistance to the damage of the triggering attack.

Wyrdmark of Protection

When you or a creature you can see is hit by an attack, you can use your reaction to inscribe a protective Wyrdmark, granting them resistance to the damage of the triggering attack. You can use this as many times as your proficiency bonus. Resets during a long rest.

Glyph of the Eternal Warrior

Glyph of Acceleration: As a bonus action, you can inscribe a glyph that grants you the effects of the Haste spell for 1 minute. You can use this feature once per long rest.

Master of the Wyrdmarks

Wyrdmark of Temporal Domination: As an action, you can inscribe a Wyrdmark that allows you to control the flow of time in a 30-foot radius. For 1 minute, creatures of your choice within the radius have disadvantage on attack rolls against you, and their movement is halved. Additionally, you can take two reactions each round while this effect is active. You can use this ability once per long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes