Base Class: Fighter
Most fighters use melee weapons or bows to get the job done. Magstriker fighters instead use a resource known as MAG, the essence of fire that flows through every living thing, existing in the very air all breathe. A fiery orange magical element. They siphon it from the very air around them, or even from within, causing it to take form in a MAG-fueled weapon of their own design, turning the elements into a chaotic explosion.
3rd Level: MAG
You gain a specialized weapon, designed to hold large amounts of MAG and generate them. This weapon appears in a way of your choosing as long as it is ranged, from a bow that fires explosive projectiles, to a rocket propelled grenade. You are proficient in using this weapon, and it has the following properties:
- Two Handed: This weapon requires both hands to operate.
- Heavy Load: The MAG-fueled weapon contains high amounts of energy, causing it to become heavy. You have Disadvantage on attack rolls with this weapon if your Strength score isn't at least 13.
- Range: 60/120 feet. In addition, it uses your Strength modifier for attack and damage rolls.
- Slow Reloads: Unlike other conventional weaponry, after firing four shots from the MAG-fueled weapon, you must use an action to reload it.
- Damage: The MAG-fueled weapon deals 1d4 bludgeoning + 1d4 fire damage.
Additionally, the weapon gains additional benefits when you gain levels in this class:
Level 7: The damage dice amount increases by one.
Level 11: The damage dice increases to a d6, and attacks with the MAG-fueled weapon now hit creatures in a 10 foot radius around the target. Creatures that are not directly hit by the missile must make a Dexterity saving throw (DC 10 + your Strength modifier + Proficiency Bonus), taking half of the direct hit's damage on a failure, and quarter damage on a success. Effects such as Spirit Shroud cannot be added onto this damage in any way.
Level 15: The radius of the attacks made with the MAG-fueled weapon increase to 15 feet. In addition, you can now choose to change the damage type of your next four rockets to Fire, Lightning, Cold, or Acid whenever you reload.
3rd Level: Airstriker Arts
Also at third level, you gain methods of using your MAG ammunition in unorthodox ways.
MAGJumping: As a bonus action once per turn, you may fire one missile at your feet to propel yourself in any direction, damaging only you if it would otherwise hurt others, and leaping at least 20 feet into the air. You then move a number of feet up to your Strength Modifier x 10. You still take opportunity attacks when moving in this way.
Explosive Impact: When MAGjumping, once per turn, if you land within 10 feet of an enemy, you may immediately make a melee weapon attack against that creature as a part of your attack action, regardless of your weapon's normal reach. This attack deals additional damage equal to your fighter level. This extra damage is of the same type as the weapon's normal damage.
Level 7: Beacon of Assault
You learn how to use MAG to not only harm enemies, but help allies. Whenever you fire a shot with your MAG-fueled weapon, if it comes within 5 feet of an ally at any time during its trajectory, they can use their reaction to hang onto the missile, being moved with the rocket to its target, but taking damage from the resulting explosion.
Level 10: Incendiary Armor
As a bonus action, you encase yourself in a hardened, crystallized localization of MAG, which lasts for 1 minute. While coated, you gain the following benefits;
- Once per round, you can create a detonating retaliation, whenever you are struck by a physical attack (such as a sword) from a creature within 20 feet of you, you can cause them to take fire damage equal to your Fighter level, as your body releases a violent explosion upon the assailant.
- Attacks that you make with weapons other than your MAG-fueled weapon deal an additional 1d10 fire damage.
Level 15: Unstoppable Rocketeer
Excess amounts of MAG begin to build up within your system. You can now reload your MAG-fueled weapon as a bonus action instead of an action, and you can magjump twice per turn instead of once as part of the same bonus action, following the first immediately with the second.
Level 18: Magmatic Overdrive
You learn a powerful skill, a culmination of your style and tenacity. A last resort, so to speak. As an action, you may cast the Fireball spell upcasted to 9th level dealing the maximum possible damage, centered on yourself, as you overload your MAG-fueled weapon with every last drop of MAG in your system. Creatures of your choosing automatically succeed the saving throw, while all other creatures automatically fail it. The radius of this spell is increased to 50 feet instead of 20 feet, and you can set the fireball's damage type to Fire, Lightning, Cold, or Acid. Creatures that succeed the saving throw can immediately take a reaction to move up to their speed. Using this feature does not use any components or spell slots except for verbal, as for which you must scream the verbal component as you cast the spell. The fireball that occurs is outfitted to your choosing, appearing in a way that reflects your style.
After using this feature, you must use a turn to quick-fix your rocket launcher before it can be used to fire again. You can use this feature once per long rest.
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