Base Class: Fighter
The multiverse is vast, and various planes hold untold amounts of power. Limitless potential. Many succumb to these energies, but not you. Either through mostly inert bloodlines flowing through your veins, adaptation over a long period of time, or magical interference, you’ve learned to tap into that power. Harnessing a small fraction of the power that can fell even the strongest of adventurers. The easiest way for you to manifest this power is with a blade in your hand.
Important Notes: The skills used in this class rely on a weapon that does slashing damage, and the use of an attunement slot if your weapon doesn't already use one.
Planar Attunement
After a long rest, you roll a d8 and attune your weapon and self to one of 8 planes. Once per turn you can deal an additional 1d8+Wisdom Modifier of elemental damage based on the plane you attune to, and 2d8 at level 10. Your weapon counts as a magic weapon for the sake or bypassing resistance.
Result of roll
1-Fire
2-Cold
3-Lightning
4-Acid
5-Poison
6-Radiant
7-Necrotic
8-Force
Planar Attunement: Acid
Con save advantage.
Planar Attunement: Cold
Temporary hp equal to your Con score. Refreshes on a short rest.
Planar Attunement: Fire
Extra 5 move speed.
Planar Attunement: Force
Immune to difficult terrain.
Planar Attunement: Lightning
Dex save advantage.
Planar Attunement: Necrotic
Immunity to disease.
Planar Attunement: Poison
Advantage on saving throws of the poison condition.
Planar Attunement: Radiant
Advantage to persuasion.
Elemental Flux
You can utilize these skills as many times as you have Wisdom Modifiers (minimum of one time). Your weapon acts as the "spell focus" and wisdom is your spellcasting modifier for these spells. The DC for saving throws is 8+Proficiency bonus+Wisdom Modifier. Uses recharge after a short rest.
Acid
Slime Bolt:
A black sticky sphere shoots from your pointing blade, aiming at a target within 60 ft. Make a ranged spell attack against a creature or space within range. On a hit, the target takes 1d6 acid damage. In addition, non magical armor worn by the target is partly dissolved and takes a cumulative -1 penalty to the AC it offers for the next 10 minutes. The armor is destroyed if the penalty reduces its AC to 10. Any non magical weapon made of metal or wood that the target is carrying take a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. At the end of the target's following turn, it takes another 1d6 acid damage, and its armor and weapons are subject to receive another penalty as described above.
On a miss, the slimebolt creates a patch of slime in an unoccupied 5 by 5 foot square within 5 feet of the target. The patch of slime is difficult terrain, and creatures that enter it for the first time on their turn or start their turn in it take 1d6 acid damage.
Dull the Senses:
Your blades release a caustic acid that can blind or deafen a foe. Choose one creature that you can see within melee range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
Cold
Ice Eruption:
You aim your sword to a point within 100 ft from you that you can see. Ice spreads across the ground in a 30-foot square starting from a point within range. For the duration or until you lose concentration, the ice turns the ground in the area into difficult terrain. Each creature in the area when you cast the spell must make a Dexterity saving throw. A target takes 3d6 cold damage on a failed save, or half as much damage on a successful one If a creature enters the spell’s area for the first time on a turn or starts its turn there the ground erupts in a blossom of ice spikes dealing 1d6 cold damage.
Frost Path:
After taking damage from an attack, you're able to use your reaction to teleport up to 30 ft away to a spot you can see. You leave a patch of ice in the spot you once were. Creatures entering that space must make a Dexterity check against your spell DC or fall prone. This frost patch remains for a minute.
Fire
Afterburner:
As an action, your body is engulfed in flame and you move up to 80 feet in a straight line. While you are using this movement, you do not provoke opportunity attacks, you can move through the spaces of hostile creatures, and moving through difficult terrain doesn't cost you extra movement. If you move through or within 5 feet of a creature's space, that creature must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. A creature can only be made to make this save once per round.
Mirage:
You expel a large amount of heat from your body causing light to act strange around you. You concentrate on the effect as if using a spell and for the next minute attacks rolls against you have disadvantage. This feature doesn't work against those that don't rely on sight, such as Blindsight, or those with Truesight.
Force
Force Nova:
You stab your weapon into the ground beneath your feet and a burst of energy extends outwards in a sphere. Any creatures within 5 feet of you must succeed on a Strength saving throw or be pushed 10 feet back from you, take 6D6 Force damage and is knocked prone.
On a successful save they take half as must damage and are not pushed. Any objects within the area when it is cast is pushed as long as it is not a fixed object. Any creature in the air above the caster when the spell is cast automatically fails the saving throw and is pushed to any location 10 feet away and takes an additional 1D6 damage. Large Creatures are push only Half.
Force Barrier:
You hold your weapon out and a transparent force field surrounds you and two other creatures of your choice within 15 ft. As long as you maintain concentration the affected creatures gain a bonus +2ac and all ranged attacks against the affected have disadvantage. The creatures are also immune to magic missle and take half damage from force based attacks.
Lightning
Thunder Step:
You teleport yourself to an unoccupied space you can see within 90 ft. Immediately after you reappear, a discharge of lightning shoots out, and each creature within 10 feet of the space you enter must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.
You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind. Both the object and creature are undamaged.
Disarm:
You disarm an enemy creature of a weapon or other object it's holding with a jolt of electricity. Choose a weapon or other object in range that weighs up to 15 pounds and is being held by a creature. The creature holding the object must make a Strength saving throw. On a failed save, the object flies out of its grasp towards you. If it is small enough for you to hold in one hand and you have at least one hand free, you can catch it; otherwise, it lands at your feet. The creature has advantage on this save if it is holding the object in both hands. Creatures immune to Lightning damage are also unaffected.
Necrotic
Vampiric Touch:
Your sword is cloaked in a shadowy mist. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. For the next minute or until you lose concentration, you can make the attack again on each of your turns as an action.
Thoughts of Shadow:
You touch a target and tap into forgotten knowledge from the dead. In doing so, you give brief knowledge from beyond the grave, bolstering the subjects mind with the reflections of the world around it.
The target of this effect gains +4 to Intelligence, Wisdom, or Charisma. This ability cannot raise any of these attributes above 20.
Poison
Cobra Spit:
For one minute or until concentration is broken, you gain the ability to spit venom up to 30 feet as an action. When you spit venom, choose one creature within range and make a ranged spell attack against it. On a hit, the target takes 4d8 poison damage and is poisoned until the end of its next turn.
Venom Shield:
You can affect up to 3 creatures within 5ft (yourself included). If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.
For the next hour, the targets has advantage on saving throws against being poisoned, and it has resistance to poison damage.
Radiant
Spiritual Field:
A whirlwind of celestial spirits swirl around you in a 15 ft radius for 10 minutes or unless concentration is broken. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage. On a successful save, the creature takes half as much damage.
Divine Light:
You choose a space within 30 ft of you. A 40ft cube of light shines on the area and leaves any creature or object in the area shining any color you choose. Any creature that fails a dexterity saving throw has advantage on getting hit for the next 10 minutes or until the effect is dispelled. Creatures or objects that were invisible no longer gain those benefits.
Planar Resistance
Your consistent use of planar energies has made your body is more receptive to the planar energies you channel, and thus more resilient to energies of that type. After a long rest, you may attune yourself to a plane and gain resistance from that energy. Does not have to be the same as your weapon attunement.
Planar Conduit
As your skills with manipulating the planar energies increase, so do the effects you can utilize. Your body becomes a conduit for the planar energies and allows for more control of the battlefield. Like the effects of Planar Flux, the spells you cast are dependent on your weapon’s planar attunement, but can only be cast once per short rest.
Call to Arms
Raise your weapon high as you call forth a spectral paladin to aid you, which takes the same race as you.
The Paladin remains for 10 minutes, summoned within a radius of 30 feet of you. Equipment that the paladins are summoned with cannot be worn by another creature. If attempted, the equipment becomes spectral energy and goes back onto the paladin it was taken from. The paladin follows your commands and will follow the commands of those you choose so long as they align with the paladin’s moral code. Otherwise, it will defend itself.
Medium humanoid (Your race), any lawful alignment
Armor Class 20 (plate, shield)
Hit Points 60 (8d8 + 24)
Speed 30 ft.
|
STR |
DEX |
CON |
INT |
WIS |
CHA |
|
17 (+3) |
11 (+0) |
16 (+3) |
11 (+0) |
11 (+0) |
16 (+3) |
Saving Throws Str +5, Con +5, Cha +5
Skills Athletics +5, Insight +2, Persuasion +5, Religion +4
Senses passive Perception 10
Languages Common plus any one other
Challenge 4 (1,100 XP)
Brave. The paladin has advantage on saving throws against being frightened.
Divine Smite. As a bonus action, the paladin can expend a spell slot to cause its melee weapon attacks to magically deal an extra 9 (2d8) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the paladin expends a spell slot of 2nd level or higher, the extra damage increases by 1d8 for each level above 1st. The damage increases by 1d8 if the target is an undead or a fiend.
Spellcasting. The paladin is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The paladin has the following paladin spells prepared:
1st level (4 slots): bless*, cure wounds, detect evil and good, heroism*, protection from evil and good
2nd level (2 slots): aid, lesser restoration, magic weapon*, protection from poison
*The paladin casts these spells on itself before combat.
ACTIONS
Multiattack. The paladin can use its Turn Unholy. It then makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands.
Turn Unholy. Each fiend or undead that can see or hear the paladin within 30 feet of it must make a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the paladin's Turn Unholy for the next 24 hours.
REACTIONS
Parry. The paladin adds 2 to its AC against one melee attack that would hit it. To do so, the paladin must see the attacker and be wielding a melee weapon.
Corroding Smite
As a bonus action, your blades are sheathed in dripping acid. The next time you hit a target with a weapon attack before this spell ends, your weapon crackles with force.
If the target is a creature, it takes an extra 10d6 acid damage. If this damage reduces the target to 0 hit points, it is disintegrated.
A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or wish spell.
Enervation
You thrust your sword into the ground, summoning forth a large pair of grasping skeletal hands within 30 ft of you. The hands grab at a creature in an attempt to drain it's life. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and for the next minute or until concentration is broken, the creature is restrained and you can use your bonus action to deal 1d10+Wisdom Modifier of necrotic damage.
Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.
Fire Volley
You swipe your blade and shoot an array of fire balls at a creature or object that you can see within a 120 ft range. Any creature in a 15 ft radius must make a dex save, halved damage on a pass. If failed, the creature takes 8d8 fire damage and is ignited. Until a creature takes an action to extinguish the fire, the target takes 1d8 fire damage at the start of each of its turns.
As a bonus action for a minute on your consecutive turns until the spell ends, you can hurl another bolt of fire at a single target up to 30 ft away. Dealing 1d10+Wisdom modifier of fire damage.
Swirling Storm
You spin your blade and form a wreath of sparking electricity to surround you by 10 ft for the next minute or until you lose concentration, swirling winds and wild arcs of lightning surround you, causing several effects.
- Opportunity attacks are made against you with disadvantage, due to the chaotic winds.
- If a creature starts its turn within this area, it takes 2d8 lightning damage. A creature that has cover from you, or took the Dodge action on its last turn, doesn't take this damage.
- If you hit a creature with a weapon attack while it is within this area, the electricity arcing from your weapon causes another creature within 15 ft of the creature to take an extra 1d8 lightning damage.
Toxic Fumes
You open a vent to a toxic realm, unleashing a torrent of poisonous gas in a 60 ft cone. Creatures in the area must make a constitution save or take 10d8 damage. Taking half if successful. Creatures that hold their breath or don't need to breathe are not immune to this effect.
Tundra Fury
Make a melee spell attack against a target within melee range. On a hit, a blast of cold air erupts from your blade. Each creature in a 30-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.
A creature killed by this spell becomes a frozen statue until it thaws.
Unstoppable Force
You create a large copy of your weapon out of a shimmering, translucent force in an unoccupied 5x5 space that you can see within range. The weapon lasts for a minute, and it moves at your command.
The weapon is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The blade fills its space.
When you cast the spell and as a bonus action on your subsequent turns, you can move the weapon up to 60 feet and then cause one of the following effects with it.
Forceful Slash. The weapon strikes one creature or object within 5 feet of it. Make a melee spell attack for the weapon using your game statistics. On a hit, the target takes 4d8 force damage.
Force Push. The weapon attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the weapon's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the weapon pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The weapon moves with the target to remain within 5 feet of it.
Interposing Steel. The weapon grows up to 20x10 ft barrier until you give the weapon a different command. creatures can't move through the weapon's space if its Strength score is less than or equal to the weapon's Strength score. If its Strength score is higher than the weapon's Strength score, the target can move toward you through the weapon's space, but that space is difficult terrain for the target.
Planar Embodiment
Your body has become so saturated in planar energy that you’re able to immerse your entire being in one of the types. Becoming immune to that energy as a result. This is a taxing process however, and once chosen, you can’t change it later. Choose wisely.
Fire
Cold
Lightning
Acid
Poison
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