Base Class: Fighter
You use ethereal energy to fight in combat.
Etherial Weapons
Starting at lv 3 when you pick this archetype you can create any weapon and/or shield of your choosing. The weapon deals 1d6 extra damage for every three levels you have. Ie. 6 ,7, and 8 would be 2d6 extra. Arrows are infinite for bows. You have proficiency in this weapon. This weapon is magical.
Effergy Blasts
Starting at lv 7, you conjure up more ethereal energy to shoot blasts of effergy (DC = 8 + Dex modifier + Proficiency). They Include:
Barrage of Effergy: You rapidly fire six shots of effergy at 1-6 targets. The target(s) makes a Dex saving throw for each shot targeted at them. For each failed saving throw, barrage of effergy deals 2d6 damage.
Ball of Effergy: Pulling in effegy around you you create a sphere of effergy. All creatures in a 10ft radius of target must make a con saving throw. On failed the target(s) takes 4d8 damage or half on a success.
Kamehameha: The target makes a dex saving throw. On failed the target takes 4d12 damage and is knocked prone. On a successful save the target takes half damage and is not knocked prone.
Wings of Effergy
Starting at level 10 you now have such a connection to the ethereal force that you have four wings of effergy to choose from. They include:
Physical Attack Wing, Color Red: Your weapon now has plus 10 to attacks and deals an extra 2d6 damage per half your level rounded down. Your Armor Class becomes 7.
Special Attack Wing, Color Green: Your blasts deal 2d4 more damage per half your level rounded down. Your Armor Class becomes 6.
Defense Wing, Color Blue: Your Armor Class goes up by half your level rounded down.
Speed Wing, Color Yellow: You get +25 to your speed and +10 to initiative.
You may only have one wing out at a time and it takes a bonus action to switch wing types. Enemies get a reactionary attack if in range to attack if you switch wings. You also gain the ability of flight.
Effergy Overload
Starting at 15th level once per day you may use effergy overload to expend so much effergy it explodes out of you causing everything within a 50ft radius to take 14d12 damage and be knocked prone, you take half damage of the 14d12.
Burst
Starting at 18th level once per day at the beginning of combat before initiative is rolled you may have all your wings and their effects activate except for the Armor Class effect of the attack wings. After combat is over burst deactivates and are knocked unconscious for 1 hour and no spell, ability, or anything else can wake you up until the time is over. You also lose the ability to use your etherial wings for 24 hours.
Comments