Base Class: Fighter
Maybe your family were artificers and enchanters, or maybe you hit your peak and now supplement a lack of martial talent with equipment. Whatever the case you have developed your own fighting style revolving around your magical equipment and leverage that to grant you victory.
Magical Weapon
Beginning when you choose this archetype at 3rd level, you can spend an hour to ritually enhance a weapon and make it magical. This weapon is bound to you and cannot be wielded by anyone else. You can only enhance one weapon at a time. This enhancement is upgraded at level 12 and again at level 18.
The weapon damage now counts as magical.
The weapon now deals an extra 1d4 damage of one of the following types; Cold, Fire, Psychic, Lightning, or Thunder. This damage type can be changed by taking an hour to alter the enhancement. (This damage increases to 1d6 at level 12 and 1d8 at level 18)
The weapon gains a +1 to attack rolls. (This increases to +2 at level 12 and +3 at level 18)
Arcane Strike
Starting at 7th level, you can make ranged attacks with your magical weapon. You swing your magic weapon releasing a slash of light, you roll a weapon attack as normal and all creatures in a 30ft. line make a DEX check against your hit roll. On a fail they take damage as though you just hit them but all damage is changed to force damage. On a success they take half damage.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Weapon Expertise
At 10th level, you can choose a weapon damage type to gain magical expertise in. Whatever damage type you choose, all damage of that type now counts as magical for the purpose of overcoming resistances. All abilities below only apply if the weapon is your magical weapon. You choose another damage type at level 18.
Bludgeoning Expertise
Bludgeoning: Once per turn when you hit a large or smaller enemy with a bludgeoning damage attack you can make a contested athletics check to try and knock them prone. (Two Handed Weapon Bonus: If the bludgeoning weapon you are using either has the two-handed property or is being wielded in both hands as a versatile weapon then once per turn you can hit a target for an extra 1d4 force damage.)
Piercing Expertise
Piercing: When you deal damage with a piercing weapon you crit on a 19 or 20. (Reach Weapon Bonus: If the piercing weapon has the reach property then once per turn you can deal half damage to a target directly behind the target you just attacked.)
Slashing Expertise
Slashing: Once per turn when you hit an enemy with a slashing attack you can reduce their movement speed by 15ft. until the end of your next turn. (Heavy Weapon Bonus: If the slashing weapon has the heavy property then once per turn you can hit every enemy within 5ft. of you but you only deal half the damage you'd normally deal)
Arcane Armor
Starting at 15th level, you can spend an hour to magically enhance an armor set. This armor set can only be worn by you. You can only enhance one set of armor at a time.
The armors AC is increased by +1 (This is increased to +2 at 18th level)
You chose a damage type to gain resistance to; Cold, Fire, Necrotic, Radiant, Thunder, Piercing or Slashing. This resistance type can be changed by taking an hour to alter the enhancements. (At 18th level you can also reduce damage of this type by 2 + your proficiency bonus)
While wearing this armor you have advantage on rolls to avoid being moved against your will.
Arcane Resilience
At 18th level, you attain the pinnacle of magic resistance. You are now resistant to non-magical slashing, piercing and bludgeoning damage as well as gaining advantage on all checks made to resist spells You may also cast absorb elements at second level a number of times equal to your constitution modifier (minimum of 1) per short rest.
Previous Versions
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12/25/2024 1:56:23 PM
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