Base Class: Fighter
In times of war, arcane and divine magic are unrivaled when it comes to destruction and versatility....until now. New schools of anti-magic warfare are emerging in secret while sorcerers, wizards, and their kin are still unsuspecting.
After intense study and hypothesis, you have developed several deadly counters to most aspects of magic. Using a combination of ki, arcane glyphs, and eldritch concoctions, your battle prowess is unmatched when it comes to to eliminating magical combatants.
3rd - Arcane Aptitude
When you choose this archetype at 3rd level, you gain proficiency in the Arcana skill and learn augmentations that are fueled by your unorthodox practice .
Augmentations. At 3rd level, you learn three augments of your choice that are within your aptitude. Each augment has a tier of difficulty associated with its creation, ranging from tier 1 to tier 3. Certain augmentations will become available as your level increases and your aptitude develops.
3rd level - Access to Tier 1
7th level - Access to Tier 2
10 level - Access to Tier 3
You learn 2 additional augments at 7th level and 1 additional augment at 10th, 15th, and 18th level. Once you choose an augment, it is permanent cannot be changed. Unless stated otherwise, you can only learn an Augmentation once.
Augmentation Save: Some augments require a target to make a saving throw to resist the augments effects.
Augment Save DC = 8 + your proficiency bonus + your Intelligence modifier
3rd - Augmentations
Each Augmentation requires weeks and sometimes months of research and analysis to create the proper runes and sigils necessary as well as the correct ki flow techniques to create a permanent arcane effect. When learning a new augmentation, you must use 10gp worth of ink and spend 1 hour to inscribe the runes and sigils onto your body. Once created, each augmentation appears on the creature as a visible or invisible (your choice) set of runes across their body that briefly flares with arcane light when activated.
1 - Eldritch Tempo
Your walking speed increases by 10ft. This bonus increases to 20ft at 10th level in this class.
1 - Leaping Blade
Your melee weapon's reach increases by 5ft. This bonus increases to 10ft at 10th level in this class.
Your melee weapon attacks now stretch abnormally and/or sometimes temporarily create a portal through space to assail a target. You must be able to see or visualize the creature or space you intend to attack.
1 - Primordial Attunement
You gain resistance to two damage types of your choice from the following list: acid, cold, fire, poison, lightning, thunder, radiant, necrotic, or psychic damage. If you choose this augment, refer to the attunement options feature.
(You can take this augmentation multiple times)
1 - Primordial Attunement (2nd)
You expand your list of resistances.
1 - Primordial Attunement (3rd)
You expand your list of resistances.
1 - Primordial Attunement (4th)
You expand your list of resistances.
1 - Prismatic Eye
You can now cast Detect Magic at will. Also, while you have Detect Magic active, you may use a bonus action to see which creatures within 30ft of you have spell casting abilities. When using this bonus action, the potency of the caster is depicted by a rainbow-like spectrum. Each color signifies the highest level spell that creature has the ability to cast.
White - Cantrips/1st level spells
Red - 2nd level spells
Orange - 3rd level spells
Yellow - 4th level spells
Green - 5th level spells
Blue - 6th level spells
Indigo - 7th level spells
Violet - 8th level spells
Black - 9th level spells
1 - Psychic Echo
Your weapon attacks deal an additional 1d6 psychic damage. The first time you use this ability against a creature, they must make an Intelligence saving throw against your Augmentation Save DC or suffer the normal psychic damage. On a success, the target takes no psychic damage from your attacks. The effects of a target’s success or failure lasts for the next 24 hours, after which, the target must make a new saving throw.
When you reach 10th level in this class, this damage increases to 2d6.
1 - Renewed Acuity
You gain proficiency in the Insight and Perception skills. When you reach 10th level in this class, you gain expertise in both skills.
2 - Anchoring Blows
Each successful weapon attack reduces the target’s movement speed until the start of your next turn. The first time you use this ability against a creature, they must make a Strength saving throw against your Augmentation save DC or have their speed reduced by 10 for each of your successful attacks. On a success, the target’s speed is only reduced by 5 for each of your successful weapon attacks. The effects of a target’s success or failure lasts for the next 24 hours, after which, the target must make a new saving throw.
2 - Battle Focus
When you choose this feature, you gain advantage on initiative rolls and you may add your Intelligence modifier to the total.
2 - Psychic Ward
Choosing this augmentation grants a bonus to your saving throws equal to your Intelligence modifier.
3 - Hyper-Awareness
Choosing this augmentation grants you blindsight and tremorsense with a range of 60ft.
3 - Lesser Foresight
When you choose this augmentation, other creatures have disadvantage on attack rolls against you as long as you can see the attack and aren’t unconscious.
3 - Weave Render
When you choose this augmentation, all of your weapon attacks have advantage against creatures with spell casting abilities. This ability only functions against creatures with innate or learned spell casting, not creatures that only use items to cast spells.
Attunement Options
This feature’s options become available when you choose the first Primordial Attunement augment. Each time you take the augmentation, you may choose 2 options from this feature. If the augment was not chosen, select the N/A option.
(N/A)
Primordial Attunement not chosen
(N/A)
Primordial Attunement not chosen.
(N/A)
Primordial Attunement not chosen.
(N/A)
Primordial Attunement not chosen.
(N/A)
Primordial Attunement not chosen.
(N/A)
Primordial Attunement not chosen.
(N/A)
Primordial Attunement not chosen.
(N/A)
Primordial Attunement not chosen.
Acid
Gain resistance to acid damage.
Cold
Gain resistance to cold damage.
Fire
Gain resistance to fire damage.
Lightning
Gain resistance to lightning damage.
Necrotic
Gain resistance to necrotic damage.
Poison
Gain resistance to poison damage.
Psychic
Gain resistance to psychic damage.
Radiant
Gain resistance to radiant damage.
Thunder
Gain resistance to thunder damage.
7th - Bestowed Augment
During a long rest, you may share one of your learned Augmentations with one friendly creature. After using 10gp worth of ink and spending 2 hours of inscribing glyphs and awakening your companion’s ki, you share an Augmentation that lasts until that creature’s next long rest. You may only share one Augmentation at a time and the shared ability uses the receiving creature’s stats to determine its effects.
10th - Perfected Augmentation
Certain augments you chose at 3rd or 7th level become more powerful as you gain experience.
Eldritch Tempo (Improved)
After mastering the ki flowing through your legs, the bonus gained from this augment increases even further.
Leaping Blade (Improved)
The intricate runes along your arms now spread to any weapon you are wielding, allowing your blades to strike farther than you thought possible.
Psychic Echo (Improved)
Your blade sheathed in psychic energy now hums with a menacing aura and audibly screams with each swing.
Renewed Acuity (Improved)
When you focus, your enhanced senses can now detect the sound of batting insect wings or notice even the slightest hint of deception.
10th - Swift Retribution
After a creature casts a spell that targets you or casts a spell that effects your current space, you may use your reaction to move up to half your speed directly toward that creature. This movement does not provoke attacks of opportunity.
15th - Magic Dampener
You have advantage on saving throws against spells and magical effects.
18th - Spell-Breaker
When you successfully land three weapon attacks against a spell-casting creature on the same turn or score a critical hit, that creature must make a Constitution save against your Augmentation Save DC. On a fail, that creature is only able to cast cantrips until the start of your next turn.
Previous Versions
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