Base Class: Fighter
In a world where humanoids are in tune with the wills of the land, they are able to draw power from it to augment their martial abilities. The Voltblade absorbs Mana and suffuses it into a weapon, then uses it to swing around the battlefield.
Suffused Weapon
At 3rd level, you have grown magically attached to your signature weapon. Choose a martial melee weapon in your inventory. This weapon becomes magical-mechanical, taking on a new form of your choosing, as long as it retains its original damage die and properties.
When you create this special weapon, you suffuse it with the energy of the land. Choose acid, cold, fire, lightning, poison, or radiant damage. Your special weapon deals additional damage of the type you choose equal to your Intelligence modifier. The weapon itself does not become magical, so the normal damage it deals may still be resisted by certain creatures.
If you lose or break your special weapon, you may spend a long rest suffusing a new martial melee weapon. You may only have one of these special weapons at a time, and you cannot suffuse a new special weapon if one already exists. Additionally, you cannot suffuse a weapon that is already magical.
Volt Arts
Also at 3rd level, you can charge the land's energy into your weapon and yourself. This energy is represented by a number of Volt Charges. You have a number of Volt Charges equal to your Fighter level. When you spend a Volt Charge, it is unavailable until you finish a long rest, at the end of which you regain all expended uses.
You can spend these charges to use various abilities called Volt Arts. You start knowing three Volt Arts: Back Slash, Triphook, and Slide Dodge. You learn more Volt Arts as you gain Fighter levels.
Some Volt Arts require your target to make a saving throw to resist its effects. The saving throw DC is calculated as follows:
Volt Art save DC = 8 + your proficiency bonus + your Intelligence modifier
Back Slash
If you hit with an attack while you and an ally are flanking your target (see page 251 in the Dungeon Master's Guide), and your target has attacked your ally or your ally has attacked your target before the beginning of your turn (whether they hit or not), you may spend 1 Volt Charge to deal additional damage to the target equal to half your Fighter level, rounded down.
Triphook
As an action, you can spend 2 Volt Charges to try and knock a Large or smaller creature off-balance. If you do so, make a melee attack against the target. If you hit, you do not deal damage. Instead, that creature must make a Dexterity saving throw against your Volt Art save DC. If it fails, the first attack that hits the creature before the start of its next turn will knock it prone.
Slide Dodge
If a creature hits you with a melee attack, you can spend 2 Volt Charges and your reaction to halve the damage dealt to you, then immediately move to the opposite side and/or corner of the creature that hit you, without provoking opportunity attacks. Additionally, you may spend another 2 Volt Charges to attack the creature, treating the attack like a Back Slash if you hit.
Mana Immersion
At 7th level, your special weapon has spent enough time being suffused with Mana that it becomes a magical weapon. This is for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. After you get this feature, any weapon you suffuse with your Suffused Weapon feature will also be magical.
Mana Link
By 7th level, your ability to connect with Mana extends beyond the land, now reaching out to magical artifacts. When you suffuse a magic weapon, it must follow the same rules as usual, but the restriction on magic items has been lifted, and you are able to suffuse uncommon magic weapons, adding to their potency.
When you reach 10th level in this class you can suffuse rare magic weapons, when you reach 15th level in this class you can suffuse very rare magic weapons, and when you reach 18th level you can suffuse legendary magic weapons. You cannot suffuse artifacts, as their Mana is too powerful to connect to.
Advanced Volt Arts
At 10th level, you've developed a new set of Volt Arts for use during combat.
Retreating Glance
When you hit a creature with a melee attack, you may spend 3 Volt Charges to make the attack a Departing Glance. This attack deals damage as normal, then you may move up to half your movement speed without triggering opportunity attacks.
Advancing Blow
If you move at least half your movement speed towards a creature before attacking it with a melee attack, you can spend up to 3 Volt Charges to make it an Advancing Blow. You gain a bonus to your attack and damage rolls with this attack equal to the number of Volt Charges you spend on it.
Obscuring Strike
When you hit a creature with the Attack action, you can forgo one of your extra attacks and perform an Obscuring Strike, spending 3 Volt Charges in the process. You can only target a creature that is Large or larger with this ability if you are near its head. Make an attack roll; if you hit, the target is Blinded until the end of its next turn.
Mana Surge
By 15th level, your mastery over your suffused weapon and the Mana within it have grown vastly.
As an action, you can unleash the Mana in your suffused weapon and cause it to transform. For 1 minute, your suffused weapon unfolds and grows, gaining the following benefits:
- It shines bright light in a 10-foot radius, and dim light for an additional 10 feet.
- Attacks made with the weapon deal an additional 3d8 damage of the magical damage type chosen for the suffused weapon.
- If it doesn't already have it, the weapon gains the Reach property.
- Volt Arts that cost more than 1 Volt Charge will cost 1 less Volt Charge when used with this weapon.
Once you use this feature, you can't use it again until you finish a long rest.
Master Volt Arts
At 18th level, your ability to manipulate Mana in a martial setting is unparalleled. You learn three more Volt Arts:
Jump Slash
Before you make the Attack action with a melee weapon, you can spend 3 Volt Charges to bolster your legs, then leap into the air. You then land on a space on the opposite side/corner of the creature, simultaneously attacking it. The first attack is made with advantage, and if it hits, deals an additional 2d8 damage of the weapon's damage type. The rest of your attacks are made as normal.
Momentum Swing
When you hit a Large or smaller creature with a melee attack, you can spend 2 Volt Charges to have it make a Strength saving throw against your Volt Art save DC. On a failed save, you switch places with the target.
Vertebrae Buster
If you hit a creature with a weapon attack from its left or right side, you can spend 3 Volt Charges to have it make a Constitution saving throw against your Volt Art save DC. On a failed save, it is Stunned until the end of its next turn.
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