Fighter
Base Class: Fighter

You have mastered the arts of mana firearms and aerial combat and use them in tandem to become a powerful threat on any battlefield in any biome or environment.

Mana

You have an amount Mana equal to 5 times your proficiency bonus and you regain expended mana when you finish a long rest and regain an amount of Mana equal to your constitution modifier when you finish a short rest.

 

 

Aerial Mage Training

You gain proficiency in fire arms and gain the following Aerial Mage techniques:

  • Magic bullet: when you make an attack You can add 1d4 force,fire,lightning,fire,cold or thunder damage to the attack for every 1 mana spent to a maximum equal to twice your proficiency bonus. This attack is considered magical for the purposes of overcoming resistances.
  • Explosive Bullet: as a bonus action you can cause your next attack to explode in a radius equal to 5ft for every 2 Mana spent. All creatures in the area must succeed a dexterity saving throw DC:8+prof+Con mod or take the attacks damage and taking half as much damage on a successful save.
  • Hover Device: as an action by spending 2 mana you can cause a medium or smaller sized object that you are touching to float this object can carry twice your carrying capacity and creatures equipping this item have a hover speed of 5ft these effects last 10 minutes and you can end it as if you were focusing on concentration.
  • Mana Propulsion: as a bonus action by spending 1 mana you fly up to twice your Speed and you gain a flying speed of 15ft until the end of your next turn.
  • Mana Shield: as a reaction to taking damage you can give yourself 5 temporary hit points for every 1 mana spent; these temporary hit points last until the start of your next turn.

 

Mana surge and Conversion

Mana Surge:When you use second wind you can spend 4 mana to gain a great surge of energy until the end of your next turn you gain the benefits of the haste spell.

Mana Conversion: On your turn you spend 4 mana to gain a use of second wind or spend a use of second wind to gain 4 mana.

 

Advanced Training

Your movement speed increases by 5ft your unarmed and weapon attacks now deal an additional 1d4 force,fire,lightning,cold or thunder damage and you gain the following Advanced Training Techniques:

  • Multi Targeting System: as an action by spending 8 mana you can target a number of creatures or objects equal to the amount of attacks you can make plus your proficiency bonus that are within 240ft those creature takes 3d4 plus your constitution modifier force,fire,lightning,cold or thunder damage. 
  • Counter offensive: as a reaction by spending 1 mana when a creature misses you with an attack you can make an attack against that creature at advantage.
  • Mana Bomb: as a bonus action By spending 5 mana you can imbue an amount of small objects equal to your proficiency bonus with mana turning them into a mana bomb. you can spend a reaction to detonate a number of these bombs equal your proficiency bonus. Dealing 3d4+Con to all creatures in a 10-foot radius that fail a dexterity saving DC:8+prof+Con mod or half as much on a successful save force,fire,lightning,cold or thunder damage. These bombs maintain their potency until you take a long rest. 
  • Brace for impact: as an action by expending 8 mana you can give an amount of creatures equal to your proficiency modifier within 60ft an amount of temporary hit points equal to twice your level. 
  • Artillery Shot: when you make an attack by spending 2 mana you can Triple the attacks range and ignore the long range penalty.

 

 

Aerial Combatant

You gain a flying speed of 25ft and you have advantage on saving throws against effects that would ground you and advantage on acrobatics checks while in the air.

 

Overwhelming Ordnance

  • Devastating Barrage:By spending an additional 6 mana Multi Targeting System Counts as an attack for the purpose of Magic Bullet and Explosive Bullet and the amount of creatures Multi Targeting System can target is increased by your constitution modifier. Creatures caught in multiple areas of affect only make one save.
  • AP Shot:As an action by spending 10 mana you can make an attack With a weapon you're holding dealing an additional 6d8 damage ignoring cover and resistances and whether the attack hits or misses their target, the weapon or ammunition transforms into a 10-foot-wide Line of magical energy that extends out to the weapon’s normal range. The Line includes the attack’s original target. Each creature within the Line makes a Dexterity saving throw, taking the weapon’s damage on a failed save or half as much damage on a successful one.

 

 

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