Fighter
Base Class: Fighter

Some wield dunamancy in a way that allows them to tap into untold magical forces but Void Warriors have found a new use. Many fighters of this archetype come from intellectual orders, studying the stars, physics and the other many forces that bring order to the multiverse. With dunamancy these warrior scholars can survive in the most extreme environments and challenge whatever forces that would have mortals remain ignorant and afraid.

 

 

 

Wheightless

Once per long rest you can control your weight to walk across any surface without disturbing it for 10 minutes. You have advantage on dexterity ability checks. While flying any effect that would move you doubles the distance you would be displaced. Wearing heavy armor halves your flying speed and negates thus ability.

Unbound movement

When you choose this subclass at third level you gain a flying speed of 10 × you intelligence modifier. You gain a climbing speed equal to your walking speed, this climbing leaves your hands free and if you fall prone or jump, you fall down relative to your current position. If you are flying or climbing at the end of your turn and you didn't dash that turn you begin to fall normally.

Void fighting

Once per turn when you hit an enemy with a unarmed, melee weapon or ranged weapon attack you can do an additional 1d6 force damage.

This damage increase as you gain levels in this class, 1d8 at 10th level, 1d10 at 15th level and 1d12 at 18th level.

Control orbit

As a reaction on your turn if an enemy misses you with a ranged weapon or ranged spell attack targeting only you, you can make a ranged attack against the attacker using you intelligence modifier plus your proficiently bonus. The original attacker rolls damage.

Personal atmosphere

Your personal atmosphere allows you to breath in any environment and protects you from extreme cold and extreme heat, allowing you to in ice cold voids or burning hills with no ill effects. You also gain resistance to gas attacks and traps like cloud kill.

Gravity slide

You can now dash as a bonus action.

Terminal impact

You no longer take any falling damage. If you land on a creature after falling, you can use your reaction to make a melee attack against that creature, you replace the damage with force damage equal to what you would have taken from the fall.

Gravity chaos

If an enemy makes an opportunity against you while your flying and miss, that enemy must make an intelligence saving throw against your save dc or they will begin to fly suspended within 5 feet of you. The save is 10 + intelligence + proficiency. An enemy suspended in the air has disadvantage on all attacks and automatically fails all dexterity saving through. The enemy falls if you fall, they can also repeat the saving throw at the end of there turn. A creature can willing fly with you if they are within 10 feet when you start to fly. The number of creatures you can have suspended is equal to your intelligence modifier(minimum 1).

Previous Versions

Name Date Modified Views Adds Version Actions
12/5/2020 2:45:47 AM
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