Fighter
Base Class: Fighter

An accomplished fighter consumed by a fog long forgotten, now serving their sentences a part of the fog, wielding illusions and firearms to become a haze to their enemies and a terror to their fears.

Spellcasting

When you reach 3rd level, you learn to augment your prowess with the ability to cast spells through the fog.

Cantrips

You learn three cantrips: Minor Illusion and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots

The Shroudhand Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Fog Cloud and have a 1st-level and a 2nd-level spell slot available, you can cast Fog Cloud using either slot.

Spells Known of 1st Level and Higher

Starting at 3rd level, you know the spell Fog Cloud and three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.

The Spells Known column of the Shroudhand Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Additionally, you learn the spell Darkness at 8th level, Gaseous Form at 14th level, and Banishment at 20th level.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated 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

Phantom Pain

Beginning at 3rd level, you gain the ability to mess with a creatures senses through the fog, forcing them to re-experience past pains.

As a bonus action, you can shroud a creature you can see within 60 feet of you in illusory fog. The fog clings to the target for 1 minute or until it is dispelled. The fog is invisible to creatures other than you, unless they have Truesight or are affected by a spell that allows them to either detect magic or see invisibility. While a creature is affected by this illusion, you can invoke Phantom Pain. Once per turn, when you deal damage to the creature with an attack or a spell, they take additional psychic damage as they re-experience the pain caused by the attack.

The psychic damage of this feature is 1d6 and increases as you gain levels in this class. The damage increases to 2d6 at 7th level, 3d6 at 10th level and 4d6 at 15th level.

When you use this feature, you can expend one of your spell slots to affect additional creatures. The number of additional creatures equals the level of the spell slot expended. Expending a spell slot to target multiple creatures does not expend additional uses of this feature.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

In Fogstalker's Sights

Starting at 7th level, thanks to the influence of the fog, your vision is sharpened and it steadies your shot in shrouded terrain. You do not suffer from disadvantage on ranged attack rolls due to heavily obscured terrain, so long as you know the direction of your target. 

In addition, you gain darkvision up to 60 feet and you can see normally through areas of light obscurement, such as dim fog, smoke, or foliage.

Deceitful Guilement

Starting at 10th level, creatures suffering from your Phantom Pain feature have disadvantage on saving throws made against your Illusion and Enchantment spells.

In addition, your spells do not require vocal components and you can silence the sounds you create through moving, casting or attacking.

Senses of the Fogwalker

At 15th level, the range of your darkvision increases to 120 feet and you can see normally through areas of heavy obscurement, whether mundane or magical, such as darkness, heavy fog, or dense foliage.

Phantomimed Pain

Starting at 18th level, if you reduce a creature affected by your Phantom Pain to 0 hit points while it still has duration remaining, you can use a bonus action to transfer the fog to another creature within 60 feet of you. The new creature is under the effects of Phantom Pain until the original duration ends or until the creature is turned unconscious.

You can use this feature on subsequent turns, but not doing so does not extend the remaining duration of the Phantom Pain.

Previous Versions

Name Date Modified Views Adds Version Actions
10/7/2025 8:18:18 AM
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