Fighter
Base Class: Fighter

Often trained to be wizard hunters.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Spell Slots (Pact Magic)
The Arbiter of Mages table shows how many spell slots you have to cast your wizard spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your wizard spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the wizard spell list.

The Spells Known column of the Arbiter of Mages table shows when you learn more wizard spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new wizard spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the wizard spells you know and replace it with another spell from the wizard spell list, which also must be of a level for which you have spell slots

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

 

FIGHTER

LEVEL

SPELLS

KNOWN

SPELL

SLOTS

SPELL

SLOT LEVEL

3

3

2

1

4

3

2

1

5

4

2

2

6

5

2

2

7

5

2

2

8

6

2

2

9

7

2

3

10

7

2

3

11

8

2

3

12

9

2

3

13

9

2

4

14

10

2

4

15

11

2

4

16

11

2

4

17

12

2

5

18

13

2

5

19

13

2

5

20

14

2

5

Weapon Bond

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 you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Additionally, while holding a bonded weapon you can, as a bonus action, imbue it with power. Doing so causes the weapon to gain a magical +1 to attack and damage rolls. If the weapon already has a bonus to attack and damage rolls the enchantment does not take hold. This lasts 10 minutes and resets on a long rest.

Fell Redirection

Starting at 7th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. The damage that is mitigated from using your reaction (and before any other type of damage reduction such as damage resistance) you can then store as extra damage. On a weapon attack that you hit with, you can choose to deal extra weapon damage equal to the stored damage, this consumes the charge (if you are hit for 20 damage, you store 10 damage). You can only have one charge stored at a time and charges last for 1 hour.

You can do this a number of times equal to your Proficiency Bonus, these uses reset on a long rest.

Shatter Spell

At 10th level, you gain the ability to counterattack when you’re an enemy tries to sabotage you. If an enemy that you can see forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, you can add one damage die from the damage you dealt to the saving throw.

Improved Fell Redirection

At 15th level, you can absorb a variety of types of damage. Fell Redirection can be used against effects the require saving throws, such as a Dragons breath attack.

Reflected Judgement

Starting at 20th level, you can absorb one instance of damage that you take and redirect it as aggression. You halve the damage from the instance immediately before taking the damage. From the total damage of the instance, before any reductions, for every 3 points of damage you can empower 1 weapon attack. You can have up to 2 times your level in this class in charges.

Each weapon attack, hit or miss, after using this ability consumes a charge. Each charge adds an additional weapon damage die to your attack. If the total damage exceeds your total level by 3 times you can choose to double the damage dealt from this ability on each strike, but this reduces the number of charges you gain by half.

These charges last until you finish a short or long rest. Once you use this ability you must take a long rest before you can use it again.

Previous Versions

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