Base Class: Fighter
A knight with the power to warp around the battlefield, a member of an elite unit of warriors dedicated to defending the Arcanaum
Bound Weapons
At 3rd level, your powers and weapons are bound to the crystal Regalia allowing you to conjure your weapons at will. You bind can up to 3 weapons from which you may summon or dissipate at will. As a bonus action, you may replace the weapon you are wielding with another of your bounded 3. At 10th level you can bind up to 4 weapons. It takes an hour of meditation to replace one of your bounded weapons with another.
Warp/Warp Point
At 3rd level, you learn how to warp-strike. As an Bonus Action, you can make a special attack with a bound weapon by throwing it and making a ranged attack with a range up to 30 feet. You are proficient with it, and you add your Strength or Dexterity modifier to its attack roll. On a hit, you teleport to the creature, placing yourself to the closest unoccupied space adjacent to that creature. Once you have teleported the weapon returns to your hand. On a miss, you do not teleport. you can use this feature a number of times equal to your fighter level rounded down
Warp Point
As an bonus action, you can throw a bound weapon to a point you can see within 30 feet. If you throw the weapon at a wall, the blade will phase into the wall as much as you choose to, however the handle of the weapon cannot be phased in the wall. When teleporting to your weapon, you are hanging with one hand from the handle of your weapon, you also teleport as soon as the weapon reaches it's intended destination.
If your weapon is warped into a tough structure, recalling the weapon may be the only way to retrieve your weapon back.
Damage cannot be dealt this way.
It costs one Warp Charge to do this ability.
Phase Warp
As a reaction you can ready you warp causing an enemy within 15ft to make an attack roll against you with disadvantage, if their attack fails you may disengage from combat without taking an opportunity attack
Advanced Warp
At tenth level, your skill with warping has reached the point that you can chain your warps together you can expand your your warp charges and classify them as extra attacks in combat
Warp Factor
At 10th level, your weapons now have different effects depending on their properties:
Thrown Weapons Double the range of weapons with the thrown property. This do not affect your Warp-Strike Range with these weapons.
Light Weapons You may summon and de-summon two light weapons in a single bonus action.
Heavy Weapons When you hit a creature with your Warp-Strike ability using a weapon with the Heavy property, you may choose to push the creature up to 10 ft back and teleport to the closest unoccupied space adjacent to the creature
Chain Warp Strike
By expanding your one warp strike charge you may choose another target as long as they are within ten feet of your previous target
Previous Versions
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Posted Oct 11, 2020Under Warp/Warp Point: "On a miss, you do not teleport. you can use this feature a number of times equal to your fighter level rounded down"
Question: What am I rounding down? Levels are whole numbers...
"It costs one Warp Charge to do this ability." - What is a 'Warp Charge' and how many do I have? When do they reset? How do they reset?
You reference "Warp Strike" and "Warp Strike Charge", but neither of these terms are found in the documentation.
Under Warp Point: "If you throw the weapon at a wall, the blade will phase into the wall as much as you choose to, however the handle of the weapon cannot be phased in the wall." You later specify that "Damage cannot be dealt this way".
Question: If the weapon Phases into the wall, does the weapon replace the wall material? If so, then the weapon is damaging the wall. If not, where does the weapons material go? Wouldn't this ability break the weapon? If the blade is simply phased out of existence, how are we using the blade to support our weight?
Under Phase Warp: "As a reaction you can ready you warp causing an enemy within 15ft to make an attack roll against you with disadvantage, if their attack fails you may disengage from combat without taking an opportunity attack"
Questions:
1. Reactions take place on someone else's turn. Readying an action can only take place on your turn, at the cost of an action, and the readied action is activated with your reaction. Did you mean this to read "If you ready your warp, you can use your reaction to force an enemy within 15ft of you to attack you with Disadvantage. If the attack misses, the enemy cannot use attacks of opportunity against you until the end of its next turn." ?
2. Disengage is an action (or bonus action for certain classes) that would prevent opportunity attacks from opponents that do not have the "Sentinel" feat (or similar abilities). Are you indicating that if the attack fails, the character "...may move away from that opponent without provoking an attack of opportunity." ?
I see what you are going for here. A highly mobile fighter, teleporting all over the field. Very much like a super-powered Eladrin with a beefed-up Fey Step. This looks like it could be a lot of fun... but it needs a bit of clean up work on some of the details.