Base Class: Fighter
You made a deal with a patron for limited powers, to improve your fighting abilities.
Augmented Body
At 3rd level, your body is changed to batter suit battle. You do not require air, food, water, or sleep in order to continue living. To gain the benefits of a long rest you can insteed enter a meditative state for 4 of the hours of a long rest. In this meditative state you remain alert to your surroundings as you practice mental exercises in your mind.
Bonded Blade
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once bonded, this weapon counts as magical for the purpose of overcoming resistance and immunity to non magical attacks and damage, and you may use your charisma for attack and damage rolls instead of strength or dexterity, for this weapon. You may shunt this weapon into an extra dimensional space as an action, this also happens if the weapon is more than 5 ft from you for more than 1 minute. You may remove this weapon from this space as an action.
Blade Beam
At 3rd level, you may make a special ranged attack with your bonded weapon. The range is 120 and you may use your charisma instead of strength or dexterity for attack and damage rolls. The attack does 1d6 force damage.
Shielding Blade
At 7th level, you learn how to use Bonded Blade to protect you in battle. As a bonus action you can assume a protective stance, for one minute. While in this stance you gain a +2 to your AC. If you would drop your Bonded Blade the bonus to AC ends.
You may activate this stance a number of times equal to your charisma modifier a long rest.
Strengthened Blade
At 10th level, your Bonded Blade does increased damage. Melee attacks with the Bonded Blade and Blade Beam attacks do an additional 1d6 force damage.
Misty Escape
At 15th level, whenever a creature hits you with an attack, you may use your reaction to teleport up 60 feet away.
You may use this effect a number of times equal to your charisma modifier a short rest.
Defensive Aura
At 18th level, when you take a bonus action to enter a defensive stance you also let out a burst of energy. All hostile creatures must make a strength saving throw, DC equal to 8+prof+chamod. On a failure they are bused back 10 feet and take 3d6 force damage. On a success they only take half damage and are not pushed back.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
8/26/2020 2:50:43 PM
|
3
|
1
|
--
|
Coming Soon
|
|
|
9/11/2020 2:58:45 PM
|
7
|
1
|
--
|
Coming Soon
|
|
|
9/11/2020 3:00:13 PM
|
6
|
1
|
--
|
Coming Soon
|
Comments