Fighter
Base Class: Fighter

Living Weapon Fighters use an ancient form of combat magic to tap into the life force of creatures within their grasp to temporarily transform them into powerful weapons. Sometimes this transformation is subtle, but other times the transformation drastically alters the creature into a more conventional weapon brimming with magical power. Be they friend or foe, these Fighters have mastered the art of drawing power from those around them to become a dominate and versatile frontline force and walking arsenal on the battlefield.

 

Level 3: Mystic Grasp

You can Grapple a creature with Advantage as a Bonus Action if you aren’t holding any weapons or a Shield. When you Grapple a creature the DC for the saving throw is increased by 1 + your Wisdom modifier, and you don't have to spend extra movement to move a creature Grappled by you.

 

Level 3: Living Weapon

Reveal the innate power of a creature within your grasp and transform in into a deadly weapon. You can temporarily transform a creature you have Grappled into a living weapon to make a melee attack as part of the Attack action or an Opportunity Attack. You are proficient with living weapons and can add your Strength modifier to attack and damage rolls made when attacking with a living weapon.

The damage dealt by the weapon is determined by the size of the creature. Tiny and Small creatures deal 1d12 damage, Medium creatures deal 2d12 damage, and creatures larger than Medium deal 3d12 damage. The type of damage dealt can be Bludgeoning, Piercing, or Slashing (your choice). The creature you use as a living weapon takes 1d12 Bludgeoning damage when you use it to make an attack, but this damage can be prevented if the creature is an ally. 

 

Level 7: Enhanced Living Weapon

Your ability to tap into a creature's life force to create living weapons has strengthened. Your attacks with living weapons gain a +1 bonus to attack and damage rolls and can now deal Force damage. This bonus increases to +2 at Fighter Level 10.

In addition, when you make an attack with a living weapon you can augment the weapon to also use any mastery property that you have unlocked as part of the attack.

 

Level 10: Living Shield

While you have a creature Grappled you gain the effects of Half Cover and the creature cannot attack you.

In addition, if you are hit by an attack while you have a creature Grappled you can take a Reaction to roll 1d6. On a result of 5 or 6 you can force the Grappled creature to take the damage from the attack instead. Once you use this Reaction to avoid damage from an attack you cannot use it again with the same creature until you finish a Short Rest.

 

Level 15: Immortal Weapon

Your power to create living weapons has grown beyond physical and mortal limitations. You can Grapple the life force of a living creature or one that has recently died within 1 hour. When you do so there is no size restriction and the creature must use Wisdom for the saving throw. If successful, you can use the creature’s Grappled life force as a living weapon. The creature itself is not Grappled but it cannot move more than 15 feet from you.

If you use the Grappled life force to make an attack against the creature that the life force belongs to you gain a +3 bonus to the attack and damage roll. You can keep a creature’s life force Grappled for up to 1 minute and you can only Grapple 1 creature’s life force at a time. After the creature’s life force is no longer Grappled it cannot be Grappled again until you finish a Short Rest.

 

Level 18: Living Weapon Master

You have gained absolute mastery over living weapons and can now exert your will over them to launch synchronized attacks. After making an attack with a living weapon as part of the Attack action you can command the Grappled creature or life force to use its Reaction to attack the same target using a weapon the creature has, a Cantrip the creature knows, an Unarmed Strike, or an attack in the creature's stat block (no action required). 

You can use this feature a number of times equal to your Wisdom modifier and regain all expended uses when you finish a Short Rest.

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