Fighter
Base Class: Fighter

There is very little confirmed information on the origins of the Nightlock Adepts. Some argue that the magic that appears is inborn, vestiges of sorcerous magic. Others say that a benevolent entity grants the worthy power, perhaps to balance some kind of cosmic narrative. There's even a popular theory that they are part of a secret order, founded by the first Nightlock. But most surly wizards argue that there are people whose physical makeup and specific experiences make take the place of the study and effort most wizards must put into learning magic. Whatever the reasons for this magic, there are two things that are remarked upon: the magic is usually simple and small, and it is surprisingly potent.

Usually, Nightlock Adepts discover their powers in a stressful and difficult scenario. Regardless of the circumstance, the magic that manifests is simple but powerful, usually taking the form of kinetic energy, bursts of elemental power, or physical enhancement. Adepts can sharpen these skills over time, and even gain access to minor spells. The strength of this power is determined by the Adepts will and force of personality.

Mystic Affinity

When you choose this Martial Archetype at 3rd level, you have gained access to your magical abilities. You may choose one Mystical Affinity. Whenever an effect or ability calls for your Anima Die, roll a d4. The die changes as you gain levels in fighter, increasing to a d6 at 7th level and a d8 at 15th level. The spellcasting modifier used for your spells and Mystic Affinity is Charisma. Your magic attack modifier is equal your proficiency bonus+your Charisma modifier, and your magical Save DC is equal to 8+your proficiency bonus+your Charisma modifier.

Choose one of the following options to be your Mystic Affinity.

Force: You can manifest and control surges of kinetic magic. As an action, you can focus on a target within 10 feet of you. Make a melee magic attack roll. On a hit, the target takes force damage equal to your Anima Die+your Charisma Modifier. The target must then make a Strength Save against your Spell Save DC. On a failed save, the target is either knocked prone or pushed 15 feet away (your choice). If the target collides with an object or target while being moved this way, both take bludgeoning damage equal to your Anima Die, and the pushed target stops moving.

Elemental: You have an innate grasp of basic offensive magics. You know the cantrips Firebolt, Ray of Frost, and Shocking Grasp. Choose one of these cantrips as your Elemental Talent. You may change your choice whenever you take a long rest. Whenever you use your action to cast this spell, you may add your Anima Die to the attack roll.

Body: You focus your magic internally, imbuing your limbs with deadly arcane might. You can use your Charisma Modifier for the attack and damage of your unarmed strikes, and you may replace the normal unarmed attack damage with your Anima Die. Your unarmed strikes also count as magical, for the purposes of overcoming resistances and immunities.

Whenever you gain a level in this class, you may change your selected Mystic Affinity. 

Body

Your Mystic Affinity die starts as a d4, increases to a d6 at 7th level, and increases to a d8 at 15th level.

Body: You can use your Charisma Modifier for the attack and damage of your unarmed strikes, and you may replace the normal damage with your Anima Die. Your unarmed strikes also count as magical, for the purposes of overcoming resistances and immunities.

Elemental

Your Mystic Affinity die starts as a d4, increases to a d6 at 7th level, and increases to a d8 at 15th level.

Elemental: Choose one of the following cantrips: Firebolt, Ray of Frost, or Shocking Grasp, as your Elemental Talent. You may change your choice whenever you take a long rest. You know this cantrip, an can cast it without any components. Whenever you use your entire action to cast this spell, you may add your Anima Die to the attack roll. You may use this feature a number of times equal to your Charisma modifier. You regain all uses upon completing a short or long rest.

Force

Your Mystic Affinity die starts as a d4, increases to a d6 at 7th level, and increases to a d8 at 15th level.

Force: As an action, you can focus on a target within 10 feet of you. Make a melee magic attack roll. On a hit, the target takes force damage equal to your Anima Die+your Charisma Modifier. The target must then make a Strength Save against your Spell Save DC. On a failed save, the target is either knocked prone or pushed 15 feet away (your choice). If the target collides with an object or target while being moved this way, both take bludgeoning damage equal to your Anima Die, and the pushed target stops moving.

Simple Spellcasting

As Nightlock Adepts hone their powers, they find themselves casting some basic spells, but with greater ease and potency. Based on your Mystic Affinity Selection, you gain access to the following spells.

Force: You can cast Featherfall, targeting only yourself, without material components and without a spell slot, as the magical forces you wield resist gravity's effects on you. You can also cast Levitate, on yourself, without consuming a spell slot or material components, once per long rest.

Elemental: You can cast the spell Hellish Rebuke at 3rd level, without using a spell slot or material components. Once you have done this, you cannot do so again until you complete a short or long rest.

Body: You can cast Expeditious Retreat without consuming a spell slot, as your magic imbues you with swiftness of form. You also gain a +1 bonus to attack and damage rolls with your unarmed strikes.

Body

Body: You can cast Expeditious Retreat without consuming a spell slot, as your magic imbues you with swiftness of form. While you are concentrating on this spell, you gain a +1 bonus to attack and damage rolls with your unarmed strikes. This bonus increases to +2 at 10th level, and to +3 at 15th level.

Elemental

Elemental: You can cast the spell Hellish Rebuke at 3rd level, without using a spell slot or material components. Once you have done this, you cannot do so again until you complete a short or long rest.

Force

Force: You can cast Featherfall, targeting only yourself, without material components and without a spell slot, as the magical forces you wield resist gravity's effects on you. You can also cast Levitate, on yourself, without consuming a spell slot or material components, once per long rest.

Might of the Magi

At 10th level, your magical essence and physical prowess grow stronger together, allowing you to apply your thuamatic abilities to your combat style. You gain the following benefit correspondent to your Mystic Affinity.

Force: You can evoke the mystic energies in the air around you to aid your movement. Your speed is increased by 10. This bonus applies to all forms of movement. Additionally, as a bonus action, you can cause yourself to be moved 10 feet in any direction. This movement doesn't provoke opportunity attacks.

Elemental: The power of the elements becomes easier to summon alongside your physical ability. Whenever you take the attack action on your turn, you may substitute one of the attacks to cast your chosen Elemental Talent. You do not add your Anima Die to this casting.

Body: The power in your veins channels healing energy through you. Whenever you use your Second Wind or roll Hit Dice, you gain the maximum possible amount of health. Additionally, when you use Action Surge or Indomitable, you may roll your Anima Die and regain hit points equal to the number rolled.

Body

Body: The power in your veins channels healing energy through you. Whenever you use your Second Wind or roll Hit Dice, you gain the maximum possible amount of health. Additionally, when you use Action Surge or Indomitable, you may roll your Anima Die and regain hit points equal to the number rolled.

Elemental

Elemental: The power of the elements becomes easier to summon alongside your physical ability. Whenever you take the attack action on your turn, you may substitute one of the attacks to cast your chosen Elemental Talent. You do not add your Anima Die to this casting.

Force

Force: You can evoke the mystic energies in the air around you to aid your movement. Your speed is increased by 10. This bonus applies to all forms of movement. Additionally, as a bonus action, you can cause yourself to be moved 10 feet in any direction. This movement doesn't provoke opportunity attacks.

Equilibrium

Your experiences and training have allowed you to hone the balance between your magical and physical abilities. Once per turn, when you deal damage with a weapon or unarmed attack, you may deal the target of the attack an additional 3d6 damage of any type except psychic, radiant or necrotic. Additionally, whenever you cast a spell or cantrip using a bonus action or action, you gain advantage on your next attack, provided  you take the attack before the end of your next turn. You may use this feature a number of times equal to your Charisma modifier. You regain all uses of this ability when you finish a long rest.

Full Awakening

Your burgeoning powers have reached their ultimate manifestation, allowing you to wield a greater extent of your powers. Choose a second Mystic Affinity. You gain all of the benefits of both Mystic Affinities.

Full Awakening-Body

Additional Mystic Affinity-Body

Full Awakening-Body

Additional Mystic Affinity-Body

Full Awakening-Elemental

Additional Mystic Affinity-Elemental

Full Awakening-Elemental

Additional Mystic Affinity-Elemental

Full Awakening-Force

Additional Mystic Affinity-Force

Full Awakening-Force

Additional Mystic Affinity-Force

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