Fighter
Base Class: Fighter

This archetypal legendary fighter combines the wizard and a custom flair. Each fighter carefully studies 4 of the most legendary fighters in Earth's history. Joan of arch from France, Arthur from England, Leonidas from Greece, and Zatoichi from Japan. As you learn the history of these great fighters, you gain feat granted to you that these legendary men and women used in battle.

Might and Magic

At level 3 as a legendary fighter you get 3 legendary points and gain 1 additional point for each level after 3rd. These points are use to activate your feats. You must preform a short to recover half points long rest to recover all. You also gain the ability to cast wizard spells of cantrips and 1st to 5th level. See Eldritch knight knight table for spell levels learned. You get 1 spell slot of 6th level at level 20.

Intelligence is your spellcasting ability for your wizard spells, since you learn yours spells from study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Joan of the holy

Beginning at 7th level, when you use your action to make a weapons attack you can spend 2 legendary points to have your weapon deal 1d6 radiant damage. This damage increases to 2d6 for 3 legendary points at 10th level, 3d6 for 4 legendary points at 15th level, and 4d6 for 5 legendary points at 18th level. You also gain taunt. A taunted creature loses concentration on their spells and must target the taunter for all attacks, harmful abilities, and magical effects 

  • All actions, attacks, spells, features, and abilities that the creature uses must target the taunter or they cannot be used.
  • The taunter has disadvantage on any ability check to interact socially with the creature.

 

 

Arthur of the round

At 10th level, you learn how to make your weapon strikes deal damage from a wizard spell you can cast. During a short or long rest you can spend legendary points equal to the level of a wizard spell you can cast that deals damage and have your weapon dice roll and damage be that of the wizard spell. You get 10 attacks for a short rest and 20 for a long rest. You must preform a short or long rest to recover this feature. Arthur's inspiration at the start of initiative you can shout words of inspiration all alies within 30ft gain a +2 to wisdom and a +3 to carisma saving throws. This last until the battle ends.

Leonidas of the 300

At level 15 you gain proficiency with tower shields.

Berserker: when you roll a critical hit on a target you can spend 3 legendary points and use your movement to attack a number of targets you can see up to 10ft per target. You must roll to hit for each target This stops when all your movement is used or you fail your roll to hit.

Zatoichi samurai of fury

At level 18 during initiative battles only you can spend 10 legendary points. Your fighter gain 1 additional reaction per round, an additional extra attack per round, and auto critical with weapons.

Previous Versions

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