Base Class: Fighter
Unlike other fighters you are capable of summoning otherworldly powers. You were not born with them , nor did you study the lore of magic yourself. One of your actions made an entity aware of your presence and bound you to them self. Perhaps you prayed for help and got an answer, or maybe you stumbled over ancient and possible forbidden lore. Whatever it was you are now bound to a Patron.
Unlike your warlock counterpart you were chosen for your martial prowess, not your magical talent. You were merely given powers to aid you to fulfill your end of the bargain.
This bargain could be retrieving more lore and knowledge, the destruction of a cut, exploring ruins or gathering more followers. However, it could be something else entirely. No one knows who such existences work or think.
Arcane Brand
An old birthmark suddenly filled with magic, a brand with ominous aura or some ancient symbol branded on the skin. It is strange to look at and just glancing at it fills one with dread and pain. As if something is looking back. The Arcane Brand is the proof that the warrior and Patron are connected. It binds them together and is the source of the warriors ever growing power.
Even a talent-less fool will gain the talent for magic with this mark. Whoever gazes upon this mark, other than the branded character, has to perform a Wisdom saving throw (DC 15).
Characters who fail are dealt 1d10 Psychic damage and are noticed by the entity and can be watched from that point on. Those who succeed the saving throw, escape the psychic damage but get noticed by the Patron.
Characters noticed by Patrons can run into bad luck in one shape or another. (Up to the DM, who knows what an dark old one would do?)
At 3rd level, old ancient art is forced into your very being. Your lack of talent for anything magic related leads to unorthodox learning methods. And to cut down time your Patron infuses your brain with old almost forgotten arts. It is thanks to that , that you gain proficiency with the Arcana skill.
Abnormal Trait
Your Patron channeled otherworldly and ancient magic into your being. It mixed and meshed with every fiber of your body and sometimes you feel like it also intrudes your mind.
Your body clearly changed and you clearly feel new power surge through your body and with that a resistance to psychic damage.
Furthermore, you were granted knowledge about ancient martial arts, which allows you to channel magic into weapons you are proficient with.
Whenever you perform a damage roll, you can add additional 1d8 magical damage. The type of the damage is determined after every long rest. (Choose from, fire, cold, thunder, lightning, force, psychic, radiant and necrotic)
Your body changes after using this body and you get disadvantage on every CHA checks regarding character interactions. This lasts 2 hours.
The changes can look like worms wriggling under your skin, a third eye popping out of your forehead or anything grotesque .
Spellcasting
When you reach 7rd 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.
Cantrips
You learn two cantrips of your choice from the warlock spell list.
Spell Slots
The Otherworldy Warrior Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level warlock spells of your choice.
The Spells Known column of the Otherworldy Warrior Spellcasting table shows when you learn more warlock spells of 1st level or higher. Each must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, since your patron bestows spells to you through your arcane mark. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Otherworldy Warrior Spellcasting
|
Fighter Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
|
|
|
— |
— |
— |
|
4th |
|
|
|
— |
— |
— |
|
5th |
|
|
|
— |
— |
— |
|
6th |
|
|
|
— |
— |
— |
|
7th |
2 |
3 |
1 |
|
— |
— |
|
8th |
2 |
4 |
2 |
|
— |
— |
|
9th |
2 |
5 |
3 |
|
— |
— |
|
10th |
2 |
6 |
4 |
|
— |
— |
|
11th |
2 |
6 |
4 |
|
— |
— |
|
12th |
2 |
7 |
4 |
1 |
— |
— |
|
13th |
2 |
8 |
4 |
2 |
|
— |
|
14th |
2 |
8 |
4 |
2 |
|
— |
|
15th |
2 |
8 |
4 |
2 |
|
— |
|
16th |
3 |
9 |
4 |
2 |
|
— |
|
17th |
3 |
11 |
4 |
3 |
1 |
— |
|
18th |
3 |
12 |
4 |
3 |
2 |
— |
|
19th |
3 |
13 |
4 |
3 |
3 |
- |
|
20th |
3 |
14 |
4 |
3 |
3 |
1 |
Otherworldly Trait
At 10th level your Patrons influence becomes more prominent. Your Abormal trait becomes otherworldly . Permanent Changes happen to your body , for example sharper teeth, growing horns or the change of skin color. (Go wild to add Roleplay flavor.) You are immune to mind reading and your knowledge expanded as well.
You are now more skilled with manipulating and channeling magic. Whenever you deal melee damage you can add an additional 1d10 , the type is determined after every long rest.
(Choose from, fire, cold, thunder, lightning, force, psychic, radiant and necrotic).
Your body changes after using this and you get disadvantage on every CHA checks regarding character interactions. This lasts 2 hours.
Ritualistic Weapon
At level 15 you become more skillful with magic and martial arts. Your weapons feel like they are part of your body.
Weapons you are proficient with can become your arcane focus. To do that you have to perform an 1 hour long ritual.
You may only have up to two Ritualistic weapons and they must be one handed.
Whenever you wield your Ritualistic Weapon , you are able to cast spells through it. You can cast spells with the somatic components as long you have the ritualistic weapon in hand.
Enthralling Strike
Odd strange powers live within you, the crawl beyond your skin and whisper in your mind. The Enthralling Strike is a mirror of your insanity. It is psychic power enveloping your weapon and giving it a ghostly look. Whenever a target is hit with this strike, they have to perform a WIS safe against your Spell save DC. On a fail they get damaged and charmed , on a success they manage to withstand the charming effect but still get damaged.
Charmed Targets become your thrall until someone uses 'remove curse' , you release them or use this attack on another target. You may only have one Thrall at a time, you can communicate with it telepathically as long you are on the same plane.
(Spell save DC = 8 + your proficiency bonus + your Charisma modifier)
You can use this skill after every long rest.
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