Base Class: Fighter
This class is meant to be used with LMC Subraces, Backgrounds, Items, and Rules
Manually add the LMC: Base Rules feat for quick campaign rules reference
You are one of very few who can utilize magic to aid your allies.
Level 3: Apprentice Spells
Starting at level 3, you have no limits to the amount of spells you can cast but your fatigue makes it more difficult to cast spells.
For each level of spell that you cast, add a fatigue. If your fatigue is above 5 then each spell you attempt to cast must be paired with a willpower roll to overcome your fatigue. Make a wisdom saving roll. If you roll lower than your fatigue, then the spell fails. A natural 20 casts the spell without increasing your fatigue. A natural 1 stuns you until the beginning of your next turn.
You can choose to gain a point of exhaustion and reset your fatigue to 10.
You can only cast spells at their base level. Any spell descriptions about casting spells at higher levels should be ignored.
Spells marked with the ritual tag can still be cast following the ritual rules.
If you are empowered, and the spell you are casting has instructions for being cast at a higher level, apply the effects of base level + 1 on a successful cast.
| Spell | Fatigue Cost |
|---|---|
| Guidance | 0 |
| Light | 0 |
| Resistance | 0 |
| Prestidigitation | 0 |
| Thunderclap | 0 |
| Alarm | 1 |
| Command | 1 |
| Bless | 1 |
| Bane | 1 |
| Illusory Script | 1 |
| Speak with Animals | 1 |
| Detect Magic | 1 |
| Disguise Self | 1 |
Level 3: Obsessed with Adventure
Starting at level 3, you have an uncanny ability to convince people to do dangerous deeds in the name of adventure. You have advantage on persuasion checks when convincing someone to do something daring, heroic, or dangerous.
Level 3: Follow your Nose
Starting at level 3, you can spend an hour contemplating a path ahead, and sense for how direct the path is towards an exit. You also get a sense for the low, medium, or high danger.
Level 7: Advanced Spells
Starting at level 7, you gain access to the following spells:
| Spell | Fatigue Cost |
|---|---|
| Hold Person | 2 |
| Lesser Restoration | 2 |
| Dispel Magic | 3 |
| Remove Curse | 3 |
| Daylight | 3 |
Level 7: Wizard's Shield
Starting at level 7, as a reaction when you or an ally within 5ft are attacked, you can add 2 points to your fatigue to cause your staff to emanate magical energy and create a protective shield around you and any allies within 5 feet. Until the beginning of your next turn, everyone in the shield cannot be harmed by sources outside of the shield. The shield has hit points equal to your wizard level * 5, and an AC of 10 + Wis. If it breaks, you are stunned until the beginning of your next turn, and gain an additional point of fatigue. If you are empowered, the AC of the shield is 18+Wis instead of 10.
Level 7: Fly you fools..
Starting at level 7, all allies within 60 feet gain double speed from the dash action for 10 minutes. If they attack, they lose this ability. Can only be used once per long rest.
Level 10: You cannot pass!
Starting at level 10, you can use a bonus action designate a 5x5 foot space that you can touch with your staff, and select a target creature. The creature may not pass through that space under any circumstances. Requires concentration.
Level 10: Comforting Words
Starting at level 10, your words inspire hope in your allies, and ward off despair. During a short rest, your allies gain maximum healing from any hit dice they expend, and are immune to being frightened until your next short/long rest.
Level 10: Restful Meditation
Starting at level 10, you can concentrate on meditation while completing a short rest, roll a d20 and add your wisdom modifier. If you are empowered, you may add your proficiency modifier to the roll. Reduce your fatigue by that amount. Your fatigue cannot go lower than 0. This cannot be used in the same short rest as “Comforting Words”.
Level 10: Your Task is not yet Complete
Starting at level 10, when you die, you are resurrected in 4d8 hours, and gain the status “empowered”. This feature can only be used once.
Level 10: Filled with Despair
Starting at level 10, if you are dead (either waiting to be resurrected, or you’ve died a second time), everyone in the party is frightened for 1d8 days. They also face a 1d4 penalty to ALL attacks, ability checks, and saving throws while you are dead. If you have died a second time, this penalty is permanent.
Level 10: Empowered
Starting at level 10, if you are empowered, your spell save DC is increased by 4.
Level 15: Master Spells
Starting at level 15, you gain access to the following spells:
| Spell | Fatigue Cost |
|---|---|
| Dispel Evil and Good | 5 |
| Greater Restoration | 5 |
| Hold Monster | 5 |
Level 18: The Break of Dawn
Starting at level 18, at the break of dawn, you may activate this feature. A bright light emits from your staff. All enemies who can see it roll a Con save against your spell DC or are blinded. All allies that can see the light are completely healed. If you are empowered, allies also deal an extra 2d6 radiant damage with any successful hit for 3 rounds. Cannot be used again for 7 days.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
3/5/2026 10:38:34 PM
|
1
|
3
|
1
|
Coming Soon
|
Comments