Fighter
Base Class: Fighter

Planar Destroyer not only learns so much about the secrets behind the dimension and plane of existence. They also train their bodies like other fighters because they fight mostly against otherworldly creatures.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The Planar Destroyer 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 shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.

The Spells Known column of the Planar Destroyer Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation 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.

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 abjuration or evocation 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 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

Planar Destroyer Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

3

2

—

—

—

4th

2

4

3

—

—

—

5th

2

4

3

—

—

—

6th

2

4

3

—

—

—

7th

2

5

4

2

—

—

8th

2

6

4

2

—

—

9th

2

6

4

2

—

—

10th

3

7

4

3

—

—

11th

3

8

4

3

—

—

12th

3

8

4

3

—

—

13th

3

9

4

3

2

—

14th

3

10

4

3

2

—

15th

3

10

4

3

2

—

16th

3

11

4

3

3

—

17th

3

11

4

3

3

—

18th

3

11

4

3

3

—

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Dimension Cutter

At 3rd level, you could imbue one of your melee weapons with your knowledge of dimension, making the weapon to have a possibility to ignore the enemy defense (making its AC equal to its Dexterity modifier) for 1 minute. A spell such as shield or something similar doesn't add any bonus to the target, but spell such as haste still adds the bonus. You imbue your weapon using your bonus action. 

If you roll a number less then or equal to 10 when making an attack roll using your dimension cutter, your attacks ignore the target defense, and your dice roll is the number to hit (instead of the dice rolled + weapon hit bonus). Otherwise, the dimension cutter effects end. Your dimension cutter score a critical hit on a roll 1 instead of 20 (It means natural 1 is a guaranteed hit). You can have only one dimension cutter weapon at a time. If you attempt to imbued dimension cutter with a second weapon, you must break the dimension cutter effect with the first one. This cost no action.

At level 17th, you roll 12 or lower instead of 10 for the dimension cutter effect to work. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of it when you finish a short or long rest.

Multiplane Observer

Beginning at 7th level, you could use your action to see and interact with creatures that are currently in another plane of existence within 60 feet at 7th level, and they turn to 120 feet at 12th level. This effect lasts for 1 minute. You cannot attack a creature on another plane using ranged weapons or spells. But you could throw weapons such as javelin if it's imbued using dimension cutter.

Once you use this feature, you must finish a short or long rest before you can use it again.

Disruption of Vector

At 10th level, you learn how to distract your opponent's dimension or plane manipulation by bending the force of the world. When a creature that you can see within 60 feet of you makes a dimension or plane related spell (excluding class feature dimension or plane related ability), you can use your reaction to expend one of your uses of dimension cutter to roll a d8. The number rolled represents the highest level of spell that could be negated by this feature.

The die changes when you reach certain levels in this class. The die becomes a d10 at 15th level and d12 at 18th level.

Understanding of Singularity

At 15th level, you learn the secrets behind where a black hole leads to. Using your reaction, you could return from any plane of existence (that you're banished into because of a spell) to the plane before the banishment.

Quantum Gravity

At 18th level, you now know how to construct a black hole using quantum elements and strings particle.

At different points, you can see within your sight. Each creature in a 30-foot-radius sphere centered on each point you choose must make a Strength saving throw. The sphere spreads around the corner. A creature takes 3d20 force damage on a failed save, or half as much damage on a successful one. You cannot put different singularity points at the same 5-foot cube area. A creature could be subjected to multiple singularity point (it means damage from overlapped singularity points stacks). A creature subjected to multiple singularity point only needs to do one saving throw.

You can choose a number of points in space equal to your Intelligence modifier (minimum of one). You can use this feature once per long rest.

Previous Versions

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