Fighter
Base Class: Fighter

Using the Looms of Fate's mana, weave one of 30 weapons, buffs, armors, or assists.

Woven Mail

Randomly attain from 6 woven armors that you may conjure, with varying attributes and abilities, not all positive. All armors last until broken, or until the timer runs out.

Puppet of Fate

Offering yourself up to Fate by level 7, you either gain or lose attributes and debuffs, being controlled, altered, and manipulated by Fate.

Forges of War

Wielding space to forge weapons to aid you in combat, roll 1d6:
1) Barman's Pencil - for 6 seconds, you now hold an orange number 2 pencil, sharpened to a point. You may only attack with this, dealing 2d6 piercing damage per attack. You may attack three times with this weapon, regardless of if you have attacked this turn.
2) Incorporeal Hygiene - You now wield an invisible boar's bristle toothbrush for 12 seconds, which you can use to either deal 1d4 piercing damage or remove 2 AC from a creature's armor (natural AC is unaffected.)
3) Greatsword - "A large hunk of iron." Lasts for 6 seconds, and you may only attack with this weapon if you make a DC 14 Strength check. If you fail, this weapon will disappear. Upon a success, you may attack to deal 1d20 bludgeoning damage. You may not attack twice with this weapon.
4) Power Glove of Nine Tinto - A gauntlet that magically appears on your arm, dissipating after 30 seconds. Deals 1d6 unarmed damage, and allows you to cast up to 2 simultaneous mage hands at will, with 15lb maxes each.
5) Bankai Zangetsu - A thin but wicked sharp all-black sword with immense spiritual pressure. Whatever that means. All creatures within 35ft of the wielder (excluding the wielder themselves) must make a DC 15 Constitution saving throw or be incapacitated for the duration of Bankai Zangetsu being wielded. You deal 1d12 slashing damage with each slash, or deal 2d12 with a ranged slash (30ft) at the cost of 1d12 damage to yourself.
6) Balloon of Time Passage - A balloon that you must attack with, that lasts 12 seconds. Gives you +2 AC while wielded, and deals 1d4-2 bludgeoning damage per hit. Pops after 12 seconds have elapsed.

Pattern of Magic

Looking through Fate, roll 1d6:
1) For 6 seconds, you must cast Vicious Mockery, but only on an ally or yourself.
2) For 6 seconds, you may cast Fireball once.
3) For 6 seconds, you may cast Plane Shift on a target if they fail a DC 14 Wisdom Saving Throw. If they succeed, this has no effect.
4) For 6 seconds, you may cast "Silly." The target must pass a DC 12 Wisdom Saving Throw or be Incapacitated for 1d4 turns. If they pass, the caster is Incapacitated for the same time instead.
5) For 6 seconds, you may cast Healing Word, but only on an opponent.
6) For 6 seconds, you may cry as a free action.

Boon of Fate

At dawn each day, roll 1d6:
1) You have -2 to all rolls for 24 hours.
2) You may add 1d8 to all damage and attack rolls made for 24 hours.
3) You now have -4 AC for 12 hours, then +4 for the next 12.
4) You gain +1 creature size for 12 hours, then -2 for the next 12.
5) You have +60 movement speed, and your fly speed equals your movement speed for 24 hours.
6) You have disadvantage on all rolls for 12 hours, and advantage on all rolls for the next 12.

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