Fighter
Base Class: Fighter

Often trained to be wizard hunters.

Enchanted Armory

At 3rd level, you gain the ability to enhance your bonded weapon further. As a bonus action, for 1 minute, you add your Intelligence modifier to attack rolls made with that weapon (with a minimum bonus of +1). If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. 

You can use this ability 2 times per long rest. The number of uses increases at 7th, and 13th level to 3 uses, then 4 uses.

Additionally, while this ability is active and you hit with a weapon attack, you can cause the target to have disadvantage on its next concentration check. You can do this a number of times per long rest equal to your proficiency bonus.

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.

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 a charge lasts 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 18th level, you can absorb one instance of damage that you take and redirect it as aggression. As a reaction, you can halve the damage from a single instance immediately. Absorbing the excess damage into yourself and your weapon, you can empower you weapon attacks with it for 1 minute.

Each weapon attack, you add an additional weapon damage die to your attack. If the total damage, before any reduction, exceeds your total level by 3 times you gain a +3 to attack and damage rolls while this ability is active.

Once you use this ability you must take a long rest before you can use it again.

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