Fighter
Base Class: Fighter

As an Armiger Knight, you house the power of the armiger bloodline within you. Harnessing this power grants you the ability to strike your foes from afar and close in with ease, allowing you to make short work of them as they reel from your swift blows.

MP Dice

You have MP dice equal to half of your fighter level, which are d6s. An MP die is expended when you use it. You regain all of your expended MP dice when you finish a long rest.

Whenever you spend an MP dice for an attack, add the result to the damage. 

At 6th level your MP dice turn into d8s. At 9th level, they turn into d10s, and at 12th level they become d12 's. 

Phantom Weapons

Phantom Weapons. Ethereal weapons circle you during combat, protecting you from harm. If you are wearing no armor and not welding a shield, your armor is equal to 10+DEX+STR. 

 

Starting at 12th level, half of this AC bonus (rounded down) is applied to allied creatures within 5 feet.

 

At 16th level, you gain superior control over your Phantom Weapons. As a reaction, you can expend one MP die to give an ally within 5 feet of you the full AC bonus.

 

Warp Strike

Throw your weapon at a target, imbuing it with royal energy from deep within you. As an action, Expend an MP die to make a ranged attack against a target within 20 feet. This attack uses all normal modifiers associated with the weapon. If the attack hits, you teleport next to the target in the closest available space. If you are unable to teleport within 5ft of the enemy, you take force damage equal to half the damage you dealt, and you remain in place.

 

The range of Warp Strike increases to 30 feet at 7th level, 40 feet at 10th level, 50 feet at 15th level, and 60 feet at 18th level.

 

Your weapon always returns to your hand regardless of whether the attack hits.

Phantom Manifestations

Starting at 7th level, Your Phantom weapons can be manifested, becoming your main weapons of attack. Choose 4 weapons you own that you are proficient with; by destroying the physical versions, these weapons are now treated as your phantom weapons, and you can choose to summon one of these 4 weapons to your hand as a bonus action.

These weapons are considered magical for the purpose of damage resistances and immunities. 

Starting at 10th level, your phantom weapons now shaken the very air around you. These weapons now deal an additional force damage dice equal to your MP dice. 

MP burst

Starting at 10th level, if you have no MP dice remaining, you enter the MP Burst state. In this state, all weapon attacks you make deal an additional damage die equal to that of your MP dice. Staying in the MP Burst state for more than 4 rounds of combat gives you one level of Exhaustion. 

Cascade

Starting at 15th level, whenever you make a warpstrike, you can choose two targets within 30ft of the original target; each target makes a Dex saving throw; on a failed save, they take 5d10 force damage. On a success, the damage is halved. 

Armiger Arsenal

starting at 18th weapon, your Armiger weapons become an extension of your self. whenever you make a warp strike, you can make an additional attack using a different weapon from your Phantom Manifestations against the same target, replacing your previous held weapon. If the previous weapon is not a manifestation, it falls to the ground. 

Armiger Arsenal

starting at 18th weapon, your Armiger weapons become an extension of your self. whenever you make a warp strike, you can make an additional attack using a different weapon from your Phantom Manifestations against the same target, replacing your previous held weapon. If the previous weapon is not a manifestation, it falls to the ground. 

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