Base Class: Fighter
In the times of old there was a prophecy, a hero would come and go. Where an adventure would start, they appear with their regalia in hand decked in baubles and magics alike. A hero that would undergo a journey to become their truest self and meet the greatest of obstacles. They will meet a crone, or an elder. Be trained by masters and many tutors.
In the beginning, a hero is one who has innate talent for magic and a potential for growth. While humble to start, they show their remarkable feats through acts of bravery and tactics. A true hero knows which of their skills to employ at what time and how to take on their challenges.
Level 3: Hero of Legend
3rd-level Heroic feature
You gain a pool of magic as you become part of grand story, you have Mana equal to your level. Mana is used for your Heroic magic and skills, you restore all of your Mana at the end of a long rest. Additionally, you also gain a pool of magical energy called Critical Stars up to a maximum equal to your proficiency bonus. Critical Stars start out empty and grant you bonuses for every 3 Critical Stars you have available. Your Critical Stars interact in the following ways:
- When you roll a natural 20 or avoid an attack by a hostile target rolling a natural 1 you gain 1 Critical Star.
- When you defeat a hostile target you gain 1 Critical Star.
- Upon suffering a Critical Hit or rolling a natural 1 you reduce your Critical Stars by 1.
Your Critical Stars reset after 4 hours.
Every 3 Critical Stars you have available raises your proficiency bonus by 1 as long as you have no levels in any other class aside from Fighter.
Level 3: Heroic Power
3rd-level Heroic feature
You have a number of skills and magic unique to your prophetic training. Your skills are separated between your Basic Skills and your Magical Skills. Both variants use Mana to perform and augment your abilities when fighting. To properly use these abilities, you must first select a weapon you are proficient in, spending 8 hours bonding with it. After the duration this weapon becomes your Heroic Weapon used in performing skills and magic. You can only have one Heroic Weapon active at a time and can change it by performing the bonding ritual once more. Heroic Skills use a Ability Modifier of your choice when you select this class, the DC for these skills are (8 + Ability Score choice + proficiency bonus). The following tables are the skills you have when wielding your Heroic Weapon:
| Name | Effect |
|---|---|
| Guard | You spend your proficiency bonus in Mana as a bonus action to enter a defensive stance. Until the start of your next turn you reduce damage you take by your proficiency bonus. Each time you take damage while using Guard you restore 2 Mana. |
| Bulk | You expend your proficiency bonus in Mana as a bonus action to enhance your musculature with your magic. Until the start of your next turn you have advantage on Dexterity and Strength checks. You additionally add your proficiency bonus to damage rolls. |
| Clash | You expend 8 Mana to initiate a special attack with your Heroic Weapon, you replace an attack to instead force a target within range of your Heroic Weapon to make a Dexterity saving throw. On a failure the target takes the Heroic Weapon's damage + your Fighter level in force damage. On a success the target takes half as much damage and can make a free attack immediately. |
| Invoke | You expend 5 Mana to crystallize your magic power into your Heroic Weapon. You replace an attack to grant your Heroic Weapon a boon that makes it magical and you become unable to have disadvantage while attacking with your Heroic Weapon until the start of your next turn. At 9th level this additionally grants you a +1 bonus to attack and damage rolls if your Heroic Weapon is not already benefiting from magical bonuses, at 13th level instead granting you a +2 bonus to attack and damage rolls. And finally at 17th level this grants you a +3 bonus to attack and damage rolls. |
Magic Skills require you to roll a 1d6 at the start of your turn equal to the amount of Critical Stars you have. The roll corresponds to a Magic Skill, of which you gain a Memory Star of that skill which lasts until the end of initiative. You may expend the Memory Star of a Magic Skill you've rolled to then perform that skill. You can hold a maximum number of Memory Stars equal to half your Fighter level.
| Name | Effect |
|---|---|
| 1. Fire Burst | You spend 2 Mana to brandish your Heroic Weapon in a magical attack. Replace one attack and on hit you cause flame to erupt magically from that point in a 15 ft. cone. Creatures caught in the cone must make a Dexterity saving throw or take 2d12 fire damage, taking half as much damage on a success. |
| 2. Lightning Arc | You spend 3 Mana to conjure lightning from your Heroic Weapon. Replace one attack to target a creature within 20 ft. of you. The target must make a Constitution saving throw or take 3d6 lightning damage, the lightning then bounces to a different creature within 20 ft. up to a number of times equal to your proficiency bonus forcing the new targets to repeat the initial save. On a success the target takes half as much damage and the lightning does not bounce. |
| 3. Cold Arrow | You spend 4 Mana to conjure an arrow of ice using your Heroic Weapon. You replace an attack to hurl the arrow of ice toward a target within 60 ft. Making a ranged attack using your Heroic Ability Modifier, dealing (2d8 + your Ability Modifier) cold damage on hit. The target must then make a Strength saving throw or have the ice burst out and freeze their limbs, restraining them for 1 minute or until they use their action to make a Strength saving throw to escape on a success. |
| 4. Floral Remedy | You spend 7 Mana to gather floral energy around your Heroic Weapon. Replace one attack to select a number of targets equal to your proficiency bonus within 30 ft. of you. Those targets restore (1d10 + your Heroic Ability Modifier) hit points. At 13th level this also ends one status condition of the target's choice they are suffering from. |
| 5. Wind Shriek | You spend 2 Mana to swing your Heroic Weapon causing the wind to howl. Replace one attack to cause a howling wind to swirl around you in a 15 ft. radius sphere. Targets within must make a Wisdom saving throw or take 2d4 thunder damage and become frightened until the end of your next turn. While frightened in this way the target must use any available limbs to cover their ears or take an additional 2d4 thunder damage at the start and end of their turn. |
| 6. Earth Break | You spend 6 Mana to brandish your Heroic Weapon with tremendous force. You replace an attack to strike with an attack that deals an additional amount of magical bludgeoning damage equal to half your Fighter level. On a miss you instead strike the ground and cause a 25x25 square area on the ground centered on yourself to quake. Creatures in the area must make a Strength saving throw or take your Fighter level in magical bludgeoning damage and fall prone. |
Level 7: Graceful Flasks
7th-level Heroic feature
You meet an old crone or some hermit on your travels. From this meeting you are gifted a magical set of Graceful Flasks that carry within them curatives and boons. You have a number of Graceful Flasks equal to a fifth of your Fighter level. The contents of the flask are filled at dawn with the following liquids of your choice in any arrangement:
- Ambrosia. The liquid when consumed grants you temporary hit points equal to a roll of your Hit Die + your Constitution modifier. While you retain these temporary hit points you have advantage on all saving throws.
- Regia. The liquid when consumed restores Mana equal to a roll of your Hit Die + your Constitution modifier.
- Ichor. The liquid when consumed causes any damage dealt to you for the next minute to be recorded. When you score a critical strike on a target you restore hit points up to half of the recorded damage taken then reset the recorded damage to 0.
To consume a Graceful Flask you must use the Second Wind feature.
Level 10: Mana Surge
10th-level Heroic feature
You gain further mastery over your magical powers and enhance your control over your Mana. When you use the Action Surge feature all Mana Costs on your Heroic Skills are reduced to 0 until the end of your turn. Additionally, you gain the ability to combine your abilities to further refine them for more versatile use. The following tables contains the possible combinations of your skills when you have the appropriate Memory Star to expend:
| Magic | Effects |
|---|---|
| Fire Burst | Blazing Counter. As a bonus action you can spend 8 Mana to enter a defensive stance emboldened by flame until the start of your next turn. If you take damage from a hostile source, you gain resistance to that damage and respond with a fiery burst in a 10 ft. radius sphere originating from you. Targets within the sphere must make a Dexterity saving throw or take 2d12 fire damage and be stunned until the start of their turn. The Blazing Counter then ends early. |
| Lightning Arc | Blasted Coil. As a bonus action you can spend 7 Mana to empower your defenses with an electric surge until the start of your next turn. A creature within 5 ft. of you that hits you with an attack must make a Constitution saving throw or take 1d6 lightning damage and suffer disadvantage on the next attack they make. This damage increases by 1d6 for each successive attack made. |
| Cold Arrow | Zero Field. As a bonus action you can spend 10 Mana to begin concentration on this ability for 1 minute. You create a 5 ft. radius sphere field of cold around yourself, a creature that attempts to cross into this field must make a Strength saving throw or take 1d10 cold damage and have their movement speed be set to 0 until the end of their turn. A creature that starts their turn within this field takes 1d10 cold damage and suffers a penalty to attack rolls equal to half your proficiency bonus. |
| Floral Remedy | Garden Call. As an action you can spend 12 Mana to create a 25x25 square area of plant matter on the ground that lasts for 1 minute. While within this area any time you are targeted by a ranged attack you can use your reaction expend a hit die and roll it, subtracting the number rolled from the attack roll. Friendly creatures that start their turn in this area gain 10 bonus movement speed and add 1d10 to the first source of healing they receive. |
| Wind Shriek | Squall Barrier. As a bonus action you can expend 6 Mana to call wind around you, whirling quickly in a defensive magical barrier. Creatures within 5 ft. of you must make a Strength saving throw or be pushed away from you 5 ft. After which you remain ready with your defenses up, the next attack that would target you instead shoves you away a number of feet equal to your proficiency bonus times 5. Potentially causing the attack to miss. Squall Barrier then ends. |
| Earth Break | Bulwark. You can replace an attack to expend 9 Mana to rally earth beneath your feet. You create a stone shield that rises from the ground and follows you within 5 ft., acting as full cover if you stand behind it. The stone shield can sustain up to your level in damage before it cracks and becomes unusable. When it cracks, you can use your reaction to bash forward in a 20 ft. line. Forcing creatures in the path to make a Strength saving throw or take 2d10 bludgeoning damage and be knocked prone. |
| Magic | Effects |
|---|---|
| Fire Burst | Red Weapon. You can replace an attack to spend 5 Mana performing a magical flourish. Flames heat your weapon and empower it for 1 minute, when you hit with an attack you can choose to deal an additional 2d8 fire damage ending Red Weapon's effects after. For the duration of Red Weapon every attack you miss forces the target to make a Dexterity saving throw or be forced to take 1d4 fire damage on a failure as the heat grazes them. |
| Lightning Arc | Tempest Fleur. You can replace an attack to spend 8 Mana conjuring lightning across your weapon. The next attack you make forces you to move in a 30 ft. line then attack, on hit the target must make a Constitution saving throw or be sundered by lightning dealing your level in lightning damage and being incapacitated until the end of your next turn. On a failure taking 2d4 lightning damage and having their movement speed reduced by 20 ft. if they are wearing metal. |
| Cold Arrow | Boreal Steel. As a bonus action you can spend 13 Mana to force rime to form across your weapon. For the next minute your attacks with that weapon deal 1d6 cold damage and force the target to make a Wisdom saving throw. On a failure the target suffers from an intense fear of the cold from your weapon, becoming frightened until the end of its turn. While frightened in this way it loses any resistance to cold it might have. If it is immune to cold it instead lowers to resistance. Boreal Steel ends early if you invoke another Heroic Skill using Bulk. |
| Floral Remedy | Lily Metal Cure. As an action you spend 15 Mana to gather the energy of plants around you, enchanting your weapon for 1 hour or until you end the enchantment as an action. While enchanted your weapon deals the minimum amount of damage but you can replace your attacks to instead target a willing creature within range of your attack to restore hit points equal to a third of your Fighter level. |
| Wind Shriek | Howling Winds. As an action you spend 9 Mana to begin concentration on the winds around you for 1 minute. For the duration your movement speed cannot be reduced by negative effects and any time you suffer forced movement you can recover and move in a straight line 10 ft. in any direction. When a ranged attack targets you within 60 ft. while concentrating on Howling Winds you can use your reaction to move in a straight line toward that target and force the attack to miss. Making an attack against them when you reach within 5 ft. |
| Earth Break | Stygian Hardening. As a reaction to hitting an attack with your weapon, you can spend 5 Mana to cause your weapon to be fortified by the intense pressure of earth until the end of your next turn. You immediately force the target to make a Strength saving throw or be knocked prone. For the duration when you hit a prone target with an attack the target must make a Strength saving throw or be restrained until the end of their turn as they are crushed into the ground. |
| Magic | Effects |
|---|---|
| Fire Burst | Clarent Pyre. As part of the attack action you can spend 10 Mana to replace two attacks to hold a stance with your weapon, building a deep red flame within. You hold concentration on this stance until the start of your next turn, during which you cannot make attacks with either hand and your movement speed is reduced by half. When concentration of this ability is dropped by completing the duration, you deliver a flaming strike in a space within the reach of your weapon. A pyre of flame bursts from the point you strike reaching a height of 60 ft. and targeting creatures within a 10 ft. radius cylinder. The target must make a Constitution saving throw or take half your Fighter level in d6s fire damage. On a success taking half as much damage. |
| Lightning Arc | Voltaic Jousting. As part of the attack action you can spend 6 Mana to replace any number of attacks with piercing streaks of lightning. Each attack you replace becomes a 40 ft. line that's 5 ft. wide. Creatures caught in the path of each line must make a Dexterity saving throw or take 2d8 lightning damage. A target that fails a saving throw against Voltaic Jousting twice in succession also loses its reaction until the end of its turn. |
| Cold Arrow | Glacial Tomb. As an action you can spend 8 Mana to bring your weapon to the ground and channel the coldness of steel. You make a check using your Heroic Skill Modifier and multiply it by five. That roll becomes the area in feet in which you can target with the skill, choosing a 5 ft. space within range. In a straight line originating from you, make an attack using your weapon attack modifier on each target in the path dealing 1d4 magical piercing and 1d4 cold damage on hit. Then a 15 ft. radius sphere of ice shards erupt from the initial point selected. Targets in the area must make a Strength saving throw or take 5d12 cold damage, a target in the center of the area becoming stunned on a failure. On a success taking half as much damage and suffering no additional effects. |
| Floral Remedy | Pure Petals. As part of the attack action you can spend 11 Mana to replace two attacks with a sweeping floral scented breeze. A 30 ft. cone originating from you flows outward bringing with it a restorative magic. Targets within can end one negative status condition with a duration of 8 hours or less and gain a 1d10 that can be added to any roll they make. Once this 1d10 is used it is expended. |
| Wind Shriek | Whirling Pinions. When you hit an attack you can spend 2 Mana to command wind to fire at a target within 30 ft. in a spiraling drill. The target must make a Charisma saving throw or have its position be tracked unerringly by the wind, taking 1d10 magical slashing damage that cannot be reduced by any means. On a success taking half as much damage that can be resisted and reduced. |
| Earth Break | Mountain Fall. As a bonus action you can spend 14 Mana to hurl your weapon at an unoccupied space within 40 ft. causing it to crash down as the weight of the weapon dramatically rises. When the weapon strikes the ground, it leaves behind a cracked crater in a 30 ft. radius circle that counts as difficult terrain. Then you follow your weapon in a leap, landing and grabbing onto it as it sends a forceful tremor through the cracked crater causing all targets within touching the ground to make a Athletics (Strength) or Acrobatics (Dexterity) check against your Heroic Skill DC. On a failure falling prone and taking 2d6 bludgeoning damage. |
| Magic | Effects |
|---|---|
| Fire Burst | Infernal Trace. Before you take the attack action you can spend 4 Mana to embolden the flame within your weapon. It deals fire damage instead of its normal type until the end of your turn and causes a target to ignite with flame. A target that takes damage from your weapon starts burning at the start of their turns for 1d4 fire damage for 3 rounds. The target may use its action to douse the flames. |
| Lightning Arc | Sparking Metal. Before you take the attack action you can spend 4 Mana to call forth the lightning within your weapon. It deals lightning damage instead of its normal type until the end of your turn and has advantage to hit a target wearing metal. On hit the target suffers a -1d4 penalty on the next roll they make. |
| Cold Arrow | Frigid Inlay. Before you take the attack action you can spend 4 Mana to conjure the deep cold within your weapon. It deals cold damage instead of its normal type until the end of your turn and forces a target that's hit to have disadvantage on Constitution saving throws until the end of its turn. |
| Floral Remedy | Vineyard Display. Before you take the attack action you can spend 4 Mana to sprout forth vines and buds within your weapon. It releases a wave of life energy when you hit with an attack in a 10 ft. radius sphere around the target. Friendly creatures within the sphere gain temporary hit points equal to your proficiency bonus. |
| Wind Shriek | Cloud Wreath. Before you take the attack action you can spend 4 Mana to gather the tempestuous winds within your weapon. It deals thunder damage instead of its normal type until the end of your turn and ignores magical effects that would rely on sight to prevent you to hit the target. |
| Earth Break | Honed Stone. Before you take the attack action you can spend 4 Mana to fortify the unbreakable earthen energy within your weapon. It ignores bludgeoning, piercing, and slashing resistances until the end of your turn and rolls an additional weapon damage die upon scoring a critical strike. |
Level 15: The Prophecy Fortold
15th-level Heroic feature
When rolling for initiative you can make a Charisma saving throw against your Heroic Skill DC as you look forth to the prophecy ahead. On a success you gain 1 Critical Star and until the end of your turn you treat any roll of a natural 1 as a natural 20 instead. On a failure you instead cannot roll a natural 20 and treat it as a roll of 10 until the end of your turn.
At any time you can expend all of your Critical Stars to cause a roll to become a natural 20. Once you use this feature it cannot be used again until the next dawn.
Level 18: Regalia of the Hero
18th-level Shadow Vessel feature
As the hero of legend foretold by many tales, your weapon finally comes to you in honored fanfare. If your Heroic Weapon is a mundane weapon, then it becomes empowered by the very will within you. Your heroic weapon becomes magical and adds a fifth of your Fighter level as a bonus to your attack and damage rolls. Additionally it turns into one of many regalia based on your alignment and element of choice. The element you choose from your Magic Skills becomes the base of your weapon, that Magic Skill is always prepared and can be used without expending Mana.
Aether Song
Your weapon becomes a flowing and elegant expression of the wind itself, your spirit surging through it. Your Heroic Weapon deals 3d4 bonus thunder damage on hit. Additionally all Magic Skills that use Wind Shriek as a base cost one less Mana to perform while all other Magic Skills cost one more Mana to perform.
Ataraxia
Your weapon becomes a blinding white flash of lightning, silver and sleek with an unmatched polish. Your Heroic Weapon deals 3d4 bonus lightning damage on hit. Additionally all Magic Skills that use Lightning Arc as a base cost one less Mana to perform while all other Magic Skills cost one more Mana to perform.
Curse Briar
Your weapon becomes a taboo ritual instrument wrapped in briars and roses, inflicting pain to remind oneself of sin. Your Heroic Weapon deals 12 necrotic radiant damage on hit. Additionally all Magic Skills that use Floral Remedy as a base cost one less Mana to perform while all other Magic Skills cost one more Mana to perform.
Eight-Gripped Branch
Your weapon becomes a sacred bracken antler-like design with flowers blooming from it. Your Heroic Weapon deals 1d12 bonus radiant damage on hit. Additionally all Magic Skills that use Floral Remedy as a base cost one less Mana to perform while all other Magic Skills cost one more Mana to perform.
Elderburn
Your weapon becomes a scorched idol of true flame, burning red and hot with smoke kissing the frame. Your Heroic Weapon deals 3d4 bonus fire damage on hit. Additionally all Magic Skills that use Fire Burst as a base cost one less Mana to perform while all other Magic Skills cost one more Mana to perform.
Frostborne
Your weapon becomes a gorgeous display of ghostly veils and auroras, the cold pouring endlessly from it. Your Heroic Weapon deals 2d6 bonus cold damage on hit. Additionally all Magic Skills that use Cold Arrow as a base cost one less Mana to perform while all other Magic Skills cost one more Mana to perform.
Lost Blossoms
Your weapon becomes a harmonious dance of blossoms around a simple and regal base, art in motion. Your Heroic Weapon deals 3d4 bonus acid damage on hit. Additionally all Magic Skills that use Floral Remedy as a base cost one less Mana to perform while all other Magic Skills cost one more Mana to perform.
Monolith
Your weapon becomes a mural of script inscribed in worked stone, a formidable and heavy symbol. Your Heroic Weapon deals 12 bonus force damage on hit. Additionally all Magic Skills that use Earth Break as a base cost one less Mana to perform while all other Magic Skills cost one more Mana to perform.
Moonlight Call
Your weapon becomes a mysterious twilight ridden symbol of the night, an ally by your side. Your Heroic Weapon deals 12 bonus cold damage on hit. Additionally all Magic Skills that use Cold Arrow as a base cost one less Mana to perform while all other Magic Skills cost one more Mana to perform.
Phlogiston
Your weapon becomes a marred and ashen remnant of hellfire, unceasing in its approach to melt all things. Your Heroic Weapon deals 12 bonus fire damage on hit. Additionally all Magic Skills that use Fire Burst as a base cost one less Mana to perform while all other Magic Skills cost one more Mana to perform.
Red Sky
Your weapon becomes a terrible effigy for the crimson lightning that streaks across its blasphemous form. Your Heroic Weapon deals 12 bonus lightning damage on hit. Additionally all Magic Skills that use Lightning Arc as a base cost one less Mana to perform while all other Magic Skills cost one more Mana to perform.
Silent Euglogy
Your weapon becomes a song of silence, unassuming yet still ominous with threads hanging as if broken from a web or binds. Your Heroic Weapon deals 12 bonus thunder damage on hit. Additionally all Magic Skills that use Wind Shriek as a base cost one less Mana to perform while all other Magic Skills cost one more Mana to perform.
Solaris
Your weapon becomes a beckon of sunlight, golden and shimmering with flame deep within the core. Your Heroic Weapon deals 1d12 bonus fire damage on hit. Additionally all Magic Skills that use Fire Burst as a base cost one less Mana to perform while all other Magic Skills cost one more Mana to perform.
Stygia
Your weapon becomes a pitch black reflective stone marvel, crafted exquisitely by the sheer pressure of the earth itself. Your Heroic Weapon deals 1d12 bonus force damage on hit. Additionally all Magic Skills that use Earth Break as a base cost one less Mana to perform while all other Magic Skills cost one more Mana to perform.
Tomb Carver
Your weapon becomes a grave reminder of all foes slain, carved within it myriad names and epitaphs. Your Heroic Weapon deals 3d4 bonus force damage on hit. Additionally all Magic Skills that use Earth Break as a base cost one less Mana to perform while all other Magic Skills cost one more Mana to perform.
Typhoon
Your weapon becomes a wrathful representation of the storm within it, unfettered by the cage that binds it. Your Heroic Weapon deals 1d12 bonus thunder damage on hit. Additionally all Magic Skills that use Wind Shriek as a base cost one less Mana to perform while all other Magic Skills cost one more Mana to perform.
Voidsmith
Your weapon becomes a empty and cold display of the void, reflecting nothing yet echoing all of the grievances of the world. Your Heroic Weapon deals 3d4 bonus cold damage on hit. Additionally all Magic Skills that use Cold Arrow as a base cost one less Mana to perform while all other Magic Skills cost one more Mana to perform.
Voltry
Your weapon becomes a blasted relic with a buzz emitting from it constantly, a showcase of the everlasting energy within. Your Heroic Weapon deals 2d6 bonus lightning damage on hit. Additionally all Magic Skills that use Lightning Arc as a base cost one less Mana to perform while all other Magic Skills cost one more Mana to perform.







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