Fighter
Base Class: Fighter

"Am I supposed to say something clever? Some of us have work to do." - Senna, League of Legends

A class inspired by Senna the Redeemer from League of Legends. Enjoy :D

They who are of the archetypal Embracer of Shadow have become lost in The Mist. Many succumb to the wretched conditions of the necrotic realm of nightmares and torment. Very few survive, much less come back from the Mists sane. Sentinels of Light maintain order of these beings that escape the Mist. Wraiths. Ghouls. Shadow beings of the undead. However, some Sentinels, as strong as their radiance may be, become absolved, be through falling into their own darkness, or absolved by force through a much stronger creature.

These once known Sentinels who have escaped from the Mist never remain the same. Their minds strong, but bodies warped and tied to the Mists forever, some try their hardest to retain what little light is left inside of them. Others burrow their light deeper, strengthening their resolve and hardening themselves to the world, leaving behind all they used to know.

Do you miss the purity in a life of light, forever fighting to retain as much as you can, no matter how hopeless it may seem, or do you choose to dwell in the vile nature of the Mist, spreading your darkness instead. No matter the direction, those of this archetype are a vicious force, unable to be stopped simply by their own nightmares

Relic Cannon of the Mist

Starting when you choose this archetype at 3rd level, you gain Proficiency with Firearms, allowing you to add your Proficiency Bonus to attacks made with Firearms. You have disadvantage when using weapons that are not Firearms. Your Modifier for Firearm Attacks is Constitution.

Meditation of the Mist: Your time in the Mist has burdened you with nightmares, but no one fights alone in the Mist. At 3rd Level, you are able to summon a weapon known as a Relic Cannon, through which you gain a bond with over time. You may spend 24 Hours of uninterrupted focus in meditation to summon your Relic Cannon. If your Relic Cannon is lost, you can resummon a new one by spending 24 Hours, uninterrupted, meditating to channel a new one, instantly destroying the previous cannon. If a Relic Cannon is broken, spend 4 Hours, uninterrupted, meditating to channel enough energy to fix the broken pieces.

Relic Cannon: The Relic Cannon is a massive weapon made of floating parts that channel energy of the Mist into attacks. To the person who summoned it, the Relic Cannon weighs 40 lb. and requires two hands to use. To non-summoners, the Relic Cannon weights 400 lb. and is unreasonably draining to try and lift. The stats for the Relic Cannon can be seen below. The Relic Cannon can be visually seen here: Reference

Ammunition: The Relic Cannon does not use or consume ammunition. The Relic Cannon does not produce physical projectiles. When fired, the Firearm creates a bolt of radiant light engulfed in inky, globular shadows, quickly striking the selected target. A broken Relic Cannon cannot produce energy to fire.

Misfire: On a Misfire with the Relic Cannon, your attack misses, and you are blasted back 10 feet in the opposite direction you fired. You take radiant damage equal to 1d6 per every 5 Levels you have in the Fighter Class.

Spellbound: When using a Relic Cannon, it's damage increased the higher level you are. Relic Cannon's attack damage on hit becomes 2d12 at 6th Level, 3d12 at 9th Level, 4d12 at 12th Level, 5d12 at 15th Level, and 6d12 at 18th Level. Anyone other than the summoner of the Relic Cannon may only use it for 1d12 Necrotic Damage. 

Name

Cost

Ammo

Damage

Weight

Range

Properties

Relic Cannon

25 GP

∞

1d12 necrotic @ LVL 3

40 lb.

60/120

Heavy, two-handed, Range, misfire 2

 

Absolution

Starting when you choose this archetype at 3rd level, you can feel the very essence of the Mist everywhere you go. The more souls that are taken down, the more you draw from their essence to defeat your foes.

Pool of Mist: You gain a Pool of Mist. The pool remains empty until you harvest Mist from fallen or Misted enemies. Mist remains in the pool until expended on a feature of this archetype, your HP becomes 0, you die, Initiative ends, or you take a Short or Long Rest. For each Mist you have in your pool, an attack you make with your Relic Cannon deals 1 additional Necrotic Damage. The cap to your Pool of Mist is 10. This increases to 15 at 7th Level, 20 at 10th Level, 25 at 15th Level, and 30 at 18th Level.

When a hostile creature or an enemy dies, that you attacked at least once, 1 Mist is left on the same space the creature died on. As a free action or a reaction, you can collect 1 Mist that is within a 30 foot radius of you.

Weakened Soul: When you perform an attack on a creature with your Relic Cannon (this does not include other features of Embracer of Shadow unless stated otherwise,) the creature becomes Misted on hit. The Misted debuff offers no ill effects, but can be visually seen as an inky, goopy, black fog around the creature. 

The Misted Debuff lasts until the end of your next turn. A creature that is attacked by your Relic Cannon while it has the Misted Debuff drops 1 Mist into the nearest adjacent square, removing the debuff.

Piercing Darkness

Starting when you choose this archetype at 3rd level, you never allow others to fight alone. Inside or outside of the Mist. Your cannon can fire a large, piercing bolt of light almost encapsulated by the very darkest essence of the Mist.

Piercing Darkness: As an Action, you relinquish 2 Mists, and fire a bolt of light and dark from your Relic cannon. Piercing Darkness fires in a line with a range of 30 feet, in one direction. Allies and non-hostile creatures in this line heal for 1d6 + your CON Modifier + your Proficiency Bonus HP. Enemies and Hostile creatures in this line must make a DEX Saving Throw against your roll to hit.

On a failed save, enemies and hostile creatures take 1d6 + CON Modifier + your Proficiency Bonus Necrotic Damage. If an enemy is Misted, the Mist is automatically collected.

On a successful save, enemies and hostile creatures take half damage. If any enemy was Misted, the Mist is evaporated and the debuff is removed.

Damage and Healing becomes 2d6 at 6th Level, 3d6 at 9th Level, 4d6 at 12th Level, 5d6 at 15th Level, and 6d6 at 18th Level.

Last Embrace

When you reach 7th level, the Mist forever has left its mark on you. Foes may overwhelm the mist, but friends on the other side may always be seen in your eyes, reaching to aid you from the other realm. You can channel a realm opening to the Mist just strong enough the Wraiths reach through, latching onto whatever they can.

Last Embrace: As an Action, you relinquish 2 Mists, and channel them into a globule of Black Mist. Last Embrace lobs a blob of Black Mist at a target within 30 feet. The target makes a CON Saving Throw against your roll to hit.

On a failed save, the target creatures space becomes doused in Black Mist. Mist Wraith Hands spawn, reaching up from the ground, and grappling the target. Enemies and hostile creatures in a space adjacent to the target must use their action on their next turn to move to the nearest open space not adjacent to the target, or become grappled by Mist Wraith Hands. Mist Wraith hands disappear at the end of the grappled creatures next turn.

A creature that is grappled by Mist Wraith Hands takes 2d8 Necrotic Damage. This damage increases to 3d8 at 10th Level, 4d8 at 15th Level, and 5d8 at 20th Level.

On a successful save, the target creature takes 1d8 Necrotic damage, and the ground does not spawn Mist Wraith Hands. On a critical successful save, the attack misses and spawns no Mist Wraith Hands.

Wraith Form

When you reach 10th level, your very body is ravaged by the impurity of the Mist. You can shift your form into that of a Mist Wraith, and with that form comes the good, the bad, and the ugly. Your allies see you as a beacon of white essence, faceless, with long arms, a withered tail, and no legs. Enemies who pass a check to see you wish they hadn’t, your form nothing more of a nightmarish ghoul, decaying into an inky black sludge, dissolving into the fog around you.

Wraith Form: As an Action, you relinquish 3 Mists, and channel the form of a Mist Wraith. While you are a Mist Wraith, you gain the following benefits, and drawbacks:

  • In Mist Wraith form, a shroud of Obscuring Fog appears around you. Obscuring Fog extends in a 10 foot radius circle around you. This fog follows you where you move, always treating you as the center.
  • Enemies have disadvantage on attacks against yourself and your allies while inside of Obscuring Fog. 
  • Allies have disadvantage on attacks against enemies and finding other allies while inside of Obscuring Fog. All allies can still see you.
  • To all allies and enemies outside of Obscuring Fog, those inside of the fog cannot be seen.
  • Enemies inside of Obscuring Fog may make a WIS Saving Throw to detect you, but will only see a ghoulish monster on a successful save, and cannot see you on a failed save.
  • If you make an attack roll while you are in Mist Wraith form, the form evaporates, and you immediately lost all benefits and drawbacks of Wraith Form.
  • You gain 15 feet of additional movement until the end of your next turn, where your form disappears and you lose all benefits and drawbacks of Wraith Form.

Curse of the Black Mist

When you reach 15th level, the Obscuring Mist summoned by your Mist Wraith form becomes much stronger, but no matter its strength, its Curse will always weigh heaviest on your. You gain the following enhancements to Wraith Form:

  • The Mist cost to perform Wraith Form becomes 2.
  • If you make an attack roll while you are in Wraith Form, you no longer lose benefits or drawbacks of the form.
  • Obscuring Fog has its radius extended to 15 feet.
  • Enemies and hostile creatures inside of Obscuring Fog become visible to allies, though are only seen as Mist Wraiths, and are indistinguishable from one another regardless of size class, species, or race.

Dawning Shadow

When you reach 18th level, your Relic Cannon can generate immense forces of light and dark, enough to transcend entire valleys, mountains, and even oceans. The intense reach of the Mist is not limited to just what you can see.

Dawning Shadow: As an Action, you relinquish 4 Mists, and generate a long range blast, the force of light just enough to temporarily break through the Mist’s grasp. Dawning Shadow fires a blase in one direction, in a line until reaching the end of the map. The blast is 5 foot wide, and a Purifying Draft extends 5 feet to each side of the center line of fire. Hostile creatures make a DEX Saving Throw against 15 + your CON Modifier + your Proficiency Bonus. 

On a failed save , hostile creatures and enemies struck by the center line are dealt 7d12 + your CON Modifier + your Proficiency Bonus Necrotic Damage. Enemies and hostile creatures in the 5 foot Purifying Draft take no damage, but are knocked prone. 

Allies in all the center line are healed for 7d6 + your CON Modifier + your Proficiency Bonus. Allies in the 5 foot Purifying Draft gain the same amount in Temp HP, the excess of which disappears after the next attack roll made against them to hit.

On Hit, if a hostile creature or is struck by the center line, and has 10 remaining HP or less, the creature is executed and dies, even if the damage does not exceed their remaining HP.

True Damage

When you reach 18th level, the Necrotic Decay of the Mist bears no judgement, and holds no resistances. 

Any Necrotic Damage you deal ignores resistance and immunities.

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