Fighter
Base Class: Fighter

Devotees to order, the Sigil Knights are often the policing force of the land they reside in. They make an extra effort to expel those of dark origin. They have a feud with the Church of the Prince and have raided and dispersed their main temple.

Newly initiated are usually mercenaries or those filled with noble ideas.

Sigils of Power

With the training from the Order, you learn how to imbue your blade with various elements. You may use a bonus action to activate a charge. If the weapon you have a charge in leaves your hand, the charge immediately ends. When subjecting a creature to a saving throw, use 8 + Proficiency Bonus + Wisdom Modifier.

Flame Charge. For 30 seconds, you cover your weapon in flame and each hit of your weapon deals an additional 1d6 fire damage. In addition, you may subject a creature that you successfully hit to a Dexterity Saving Throw. On a failed save, they are set aflame and take 1d6 fire damage at the beginning of each of their turns until they use an action to put it out. If a creature succeeds in the saving throw, they are immune to this effect until the start of their next turn.

Ice Charge. For 30 seconds, you cover your weapon in frost and each hit of your weapon deals an additional 1d6 frost damage and slows their movement speed by 5 feet. A creature cannot be slowed to less than 5 feet of movement.

Thunder Charge. For 30 seconds, you cover your weapon in lightning and each hit of your weapon deals an additional 1d6 lightning damage. In addition, you may subject a creature that you successfully hit to a Constitution Saving Throw. On a failed save, they cannot take reactions until the end of your next turn. If a creature succeeds in the saving throw, they are immune to this effect until the start of their next turn.

You may use this feature a number of times equal to your level in this class.

Hyper Body

As a bonus action, you release a golden glow from your body, giving the following benefits to you and creatures of your choice within a 30-foot radius for 30 seconds:

  • You gain 20 temporary hit points.
  • You regain a number of hit points equal to your Wisdom modifier (minimum of 1) at the start of their turns.
  • Your walking speed increases by 5 feet.
  • You emit bright light for 20 feet and dim light for an additional 20 feet.

You can use this feature once before taking a long rest. (Increases to twice at 15th level)

Charged Expertise

After much use of the charges, you become much more attuned with them, using them to their fullest potential and drawing their true strength from them. As an action, you can release a special attack that depends on what charge is currently on your sword. 

Fire Charge. You release a wave of fire in a 15-foot cone originating from you. Each creature in the affected area must make a Dexterity saving throw. On a failure, the creature takes 8d6 fire damage and is set alight as if hit by the flame charge. On a success, they are not set alight and take half of the damage.

Ice Charge. You create a 60-foot long, 5-foot wide, and 15-foot tall wall of ice within 60 feet of you. Each creature in the affected area must make a Dexterity saving throw. On a failure, the creature takes 5d6 bludgeoning damage and is pushed to a side of the wall of the creature's choice. On a success, the creature takes half damage and can ride the wall, or be pushed to either side, as of their choice. Any creature within 5 feet of the wall takes 3d6 cold damage as an icy mist emanates from the wall. Each 10-foot section of the wall has 20 hit points and is destroyed when it is reduced to 0 hit points. The wall is immune to poison and psychic damage and has vulnerability to thunder and fire damage.

Thunder Charge. You dash in a 30-foot by 5-foot line. Each creature in the affected area takes 5d6 lightning damage and must make a Constitution saving throw. On a failure, the creature is stunned until the end of your next turn. On a success, the creature is not stunned and takes half damage.

You may this feature a number of times equal to your Proficiency Bonus before taking a long rest.

Resolve

You have gained an understanding of how energy can flow into you and back out through your attacks. Each time you take damage, you gain a Resolve Die. If the type of damage you take is the same as the charge that is currently on your weapon, you gain an additional 2 Resolve Dice. The Resolve Die is a d6 and can be added to the damage of any Charged Blow. This damage can only be added to the initial damage of the charged blow. You can add up to 5 Resolve Dice to a single Charged Blow. You can hold up to 8 Resolve Dice at a time.

Pasmarkinti

You have gained mastery over Sigils. You may activate a Sigil as a Free Action and when a creature takes damage from your sigils, resistance is ignored. You have also found a new way to use your sigils; you can now expend a sigil to activate the Pasmarkinti Charge. While the Pasmarkinti Charge is active, you gain the following benefits:

  • You deal an extra 1d6 radiant damage. Against undead, abominations, and monstrosities, you deal an extra 2d6 radiant damage.
  • You gain access to the Pasmarkinti Charged Blow. You can expend a Charged Blow and make an attack against a single creature. On a hit, the creature is struck multiple times and takes 6d6 slashing damage and 6d6 radiant damage. If the target is undead, an abomination, or a monstrosity, you deal an extra 4d6 radiant damage.

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