Fighter
Base Class: Fighter

Arcane slayers tap into their innate magic powers not to cast spells, but to empower themselves in battle.

Arcane Pool

Beginning when you choose this archetype at 3rd level, you gain access to latent magic. While this magic isn't strong enough to cast actual spells, it can be used to enhance yourself in other ways. This magic is represented as a number of arcane points. Your fighter level determines the maximum number of points you have.

You regain all spent arcane points when you finish a short or long rest.

 You start with access to the following three abilities.

  • Kinetic Empowerment. Whenever you make a melee weapon attack or unarmed strike, you can spend 1 arcane point to get a +1 bonus to its attack and damage rolls.
  • Blink. As a bonus action, you can spend 2 arcane points to teleport up to 10 ft.
  • Arcane Defense. As a reaction to taking damage, you can spend 1 arcane point to reduce the damage by 1d6. If the damage was from a spell, reduce the damage by 2d6 instead.

Whirling Strike

Starting at 7th level, once per turn, you can spend 2 arcane points to replace a melee attack with a whirling strike. Instead of making an attack roll, each creature of your choice within that attack's reach must made a dexterity saving throw (DC 10 + Attack Bonus) or take the damage of that attack.

Enhanced Arcane Pool

At 10th level, the features granted by Arcane Pool are enhanced.

  • Kinetic Empowerment. Whenever you make a melee weapon attack or unarmed strike, you can spend 1 arcane point to get a bonus to its attack and damage rolls equal to your intelligence modifier, minimum of +1.
  • Blink. As a bonus action, you can spend 2 arcane points to teleport up to 15 ft.
  • Arcane Defense. As a reaction to taking damage, you can spend 1 arcane point to reduce the damage by 2d6. If the damage was from a spell, reduce the damage by 4d6 instead.

Limited Magic Immunity

Starting at 15th level, if you would be effected by a spell, you may spend arcane points equal to twice a spell's level to not be effected by it. You cannot use this feature to not be effected by a spell you do not know you are being affected by.

Persistence

At 18th level, you learn to use your power to deny death it's claim upon you for a few moments. Whenever you would drop to zero hit points or die while you have arcane points, you drop to 1 hit point and persistence activates instead.

While persistence is active, your hit points are fixed at 1. At the start of your turn, you lose 2 arcane points. When you run out of arcane points, you drop to 0 hit points and fall unconscious, ending persistence.

Previous Versions

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10/3/2024 3:12:23 AM
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