Fighter
Base Class: Fighter

Across every timeline, every universe, one variable remains constant: the coming of the Destroyer. The one destined to break down the divine construct with his fury alone. Your soul is marked for war eternal, and from the essence of your fallen enemies, you gain strength. Your hatred carries you across the planes, striking fear into the fiends that would seek to stop your assault. 

Arsenal Spells

3rd-level Great Slayer feature

When you choose this Martial Archetype at 3rd level, your rage manifests weapons of war. You gain access to arsenal spells, which each have a limited number of uses. These spells require both hands to use, and you add your Strength modifier to the attack and damage rolls of these spells. If you are able to make extra attacks when you take the attack action, for each extra attack you could make, you may cast an additional arsenal spell when you take the Cast a Spell action.

Spell Charges

Arsenal spells each have a limited number of uses based on different combinations of your Strength modifier, Constitution modifier, and proficiency bonus. They do NOT recharge at the end of a short or long rest.

Spells Known of at Each Level

At 3rd, 5th, 7th, 9th, and 12th level of this class you gain access to new arsenal spells, described further below.

Spellcasting Ability

Strength is your spellcasting ability for your Arsenal spells, as they are brutal manifestations of your unyielding rage. You use your Strength modifier when setting the saving throw DC for an Arsenal Spell you cast and when making an attack or damage roll with one (included in the arsenal spell descriptions).

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

Spell attack modifier = your proficiency bonus + your Strength modifier

 Arsenal Spells
Fighter Level Spells

3rd

Scatter Shot, Heavy Shot

5th

Plasma Shot

7th

Explosive Shot, Super Scatter Shot

9th

Ballista Shot, Chain Shot

12th

Argent Shot


Scatter Shot. You fire a blast of magic projectiles from an ethereal handheld cannon at a creature within 30ft of you. Make a ranged spell attack against the target. On a hit, the target takes piercing damage equal to 3d4 + your Strength modifier. If you would make the attack roll without disadvantage, you may choose to make the roll at disadvantage. If the attack hits, it is a critical hit. You may cast this spell a number of times equal to your Strength modifier + your proficiency bonus.

Heavy Shot. You fire a precision blast of magic projectiles from an ethereal handheld cannon at a creature within 120ft of you. Make a ranged spell attack against the target. On a hit, the target takes piercing damage equal to 2d4 + your Strength modifier, and you may use your bonus action this turn to expend one use of Heavy Shot to deal piercing damage equal to one roll of your Slayer die to the target. You may cast this spell a number of times equal to 2 times your Strength modifier + your proficiency bonus.

Plasma Shot. You fire a volley of high-energy projectiles from an ethereal handheld energy launcher at a creature within 60ft of you. Make a ranged spell attack against the target. On a hit, the target takes lightning damage equal to 2d6 + your Strength modifier. If you cast Plasma Shot twice in one turn, as a bonus action that turn you may expend one use of Plasma Shot to force each creature in a 10-foot cone to make a Constitution saving throw. A target takes lightning damage equal to 4d6 + your Strength modifier of a failed save, or half as much damage on a successful one. You may cast this spell a number of times equal to your Constitution modifier + your proficiency bonus.

Explosive Shot. You fire a violently explosive projectile from an ethereal shoulder-mounted energy launcher at a point you can see within 150ft of you. Each creature in a 10-foot-radius sphere centered on that point of impact must make a Dexterity saving throw. A target takes thunder damage equal to 6d6 + your Strength modifier on a failed save, or half as much damage on a successful one. Additionally, you may spend your action focusing your rage on a creature you can see within range. If you do, as a bonus action this turn you may expend two uses of this spell to cast it. When cast this way, the spell deals max damage, and the creature you focused on has disadvantage on the saving throw. You may cast this spell a number of times equal to your proficiency bonus.

Super Scatter Shot. You fire a cruel blast of magic projectiles from an ethereal doubled-barreled handheld cannon at a creature within 15ft of you. Make a ranged spell attack against the target. On a hit, the target takes piercing damage equal to 6d4 + your Strength modifier. When you cast this spell, you may use your bonus action this turn to cast it again at the same target. You may cast this spell by expending two uses of Scatter Shot.

Ballista Shot. You launch a fearsome payload of wrathful energy from a massive ethereal crossbow at a creature within 150ft of you. Make a ranged spell attack against the target. On a hit, the target takes radiant damage equal to 4d8 + your Strength modifier. You may cast this spell by expending two uses of Plasma Shot. Additionally, you may spend your action charging the ballista. If you do, you may cast this spell as a bonus action, expending three uses of Plasma Shot instead of two. If the attack hits, it is a critical hit, and each creature in a 5-foot-radius sphere centered on the target (excluding the target) must make a Dexterity saving throw. A creature takes radiant damage equal to 4d8 + your Strength modifier on a failed save, or half as much damage on a successful one.

Chain Shot. You fire a relentless brigade of magic projectiles from a heavy multi-barrelled ethereal cannon at a creature within 90ft of you. Make three ranged spell attacks against the target. On a hit, the target takes piercing damage equal to 2d4 + your Strength modifier. If all three attacks hit, the target is stunned until the end of your turn. You may cast this spell by expending two uses of Heavy Shot.

Argent Shot. You launch an all-consuming maelstrom of pure magical energy from a really big ethereal cannon in a direction you choose. The magical maelstrom moves 150ft in a straight line from your location and erupts life-seeking tendrils from its epicenter in a 30-foot-radius sphere. Each creature the sphere passes through that doesn't maintain total cover from the epicenter (excluding the caster) must make a Constitution saving throw. A target takes force damage equal to 4d10 + your Strength modifier on a failed save, or half as much damage on a successful one. Fiends automatically fail the saving throw and take an extra amount of force damage equal to 4d10 + your Strength modifier. You may cast this spell a number of times equal to your proficiency bonus divide by two, and you may forgo taking an extra action when you use your Action Surge to regain one expended charge.

Soldier

3rd-level Great Slayer feature

You have walked the realm of the damned, unbroken by the fires of armageddon. Your speed is increased by 5 feet, your jump distance is doubled, and you have resistance to fire damage.

Your thirst for the blood of the blackened is unyielding. This weaponized hatred is represented by your Slayer die, which starts as a d6. Several of your abilities use your Slayer die when determining damage. When you reach certain levels in this class, the size of your Slayer die increases: at 5th level (d8), 7th level (d10), 12th level (d12), and 18th level (d20).

Rip and Tear.  The first time on each of your turns that you deal damage to either a fiend or a creature with a higher CR (or level) than your level, roll one of your Slayer die and add the score to the damage dealt.

Endless Conquest. When you use your Second Wind feature, if you are at least 60 feet away from the nearest hostile creature, or no hostile creature has a line of sight to you, roll one of your Slayer die on the Arsenal Recovery table and regain the number of expended uses listed for each arsenal spell.

Ragesaw. Your anger bursts forth in a raging sawblade of malice, tearing strength from your foes and fueling your conquest. As an action, you can make a melee spell attack against a creature you can see within 5 feet of you. You may expend multiple uses of Ragesaw when you take this action. On a hit, roll 3 of your Slayer die, plus 2 for each use spend beyond the first. The target takes slashing damage equal to the total rolled + your Strength modifier. In addition, roll a Slayer die on the Arsenal Recovery table for each use you expended, and regain the number of expended uses listed for each arsenal spell. If this attack kills the target, all of your arsenal spells except Argent Shot regain additional expended uses equal to their maximum amount of uses divided by 3 (rounded up). If the attack misses, you regain the uses expended on the attack.

You may use Ragesaw 3 times. When you finish a short rest, if you are out of Ragesaw uses, you regain one expended use of Ragesaw. You also regain one expended use anytime you use your Second Wind feature.

Arsenal Recovery
Slayer Die Heavy Shot Scatter Shot Plasma Shot Explosive Shot Argent Shot
3-6 3 2 — — —
7-8 3 2 2 — —
9-10 3 2 2 1 —
11-19 4 3 2 1 —
20 5 3 3 2 1

Sentinel

7th-level Great Slayer feature

Your prowess on the battlefield is unmatched among your peers, and the horde trembles at your approach. Fiends can no longer have resistance to any damage you deal, and you cannot be charmed or frightened by fiends.

Relentless Crusade. If you end your turn at least 30 feet away from the location you started it, your AC increases by 1 until the start of your next turn. Additionally, you use your Slayer die instead of a d10 when you regain hit points with your Second Wind feature.

Reap the Fallen. You detect when your enemy's strength has failed and can take advantage of that weakness with glorious carnage. You know when any creature hostile towards you has hit points below 25% of their average (non-rolled) hit point maximum. A hit with an unarmed strike against such a creature deals damage equal to one roll of your Slayer die + your Strength modifier. Additionally, when you kill a creature with an unarmed strike, you and each ally within 10 feet of the creature regain hit points equal to one role of your Slayer die + the creature's CR or Level.

Slayer

10th-level Great Slayer feature

Your advance is swift and unstoppable, bringing death to the Hellspawn. Fiends now have disadvantage on any saving throws you force them to make, and you have advantage on saving throws against effects caused by fiends.

Malice Inferno. You can burst forth the flames of your hatred. As a bonus action, you can force each creature in a 15-foot cone to make a Dexterity saving throw. A target takes fire damage equal to 3 rolls of your Slayer die on a failed save, or half as much damage on a successful one. For each creature that failed the saving throw, roll your Slayer die. You gain temporary hit points equal to the total rolled + your Constitution modifier.

Once you take this bonus action, you can’t do so again until you finish a short rest. Starting at the 15th level of this class, you can use it twice before a rest.

Seraphim

15th-level Great Slayer feature 

Your fury is divine, swift and unyielding. Your rage an adamantine spear that pierces the doomed legion. Any time you deal damage to a fiend, you now add one roll of your Slayer die to the damage total. In addition, you may find speech to be unnecessary, and you no longer need to eat or sleep to survive, as the ascended spirit of battle eternal sustains your being.

Terrible Power and Speed. Your speed is increased by 5 feet, and when you jump you gain a special flying speed equal to your movement speed. You fall when you end your turn in the air, and you take no fall damage from falling after flying this way.

Meat Hook. You eject an ethereal chain that pulls you to your prey. As a bonus action, you can move up to 30 feet towards a medium or larger creature within 30 feet of you that you can see. You have advantage on the next attack roll you make against the target.

When you reach 18th level in this class, the fires of your wrath ignite the target, who must make a Constitution saving throw against your spell save DC. On a failed save, the target takes fire damage equal to one roll of your Slayer die, and the next time you hit the target with an attack this turn, you gain temporary hit points equal to the damage dealt + your Constitution modifier.

You may use Meat Hook 3 times, and you regain all expended uses when you finish a short rest.

Doom

18th-level Great Slayer feature

Despair spreads before you like a plague, driving out the shadow-dwellers. You and you alone are the Hellwalker, the Destroyer. You are Doom. The maximum for your Strength and Constitution scores is now 30, and when you gain this feature you may reselect the choices you made for your Ability Score increases and/or feats.

The Only Thing They Fear is You. The armies of Doom fall before you, breaking upon the might of your sword. When you use your Action Surge, you may forgo taking an extra action. If you do, any time you roll damage against a fiend this turn, you deal maximum damage instead of rolling.

You Can't Just Blast a Hole into the Surface of Toril. Your dark pilgrimage through the Infernal Realm has left you permanently attuned to the plane. The fiends of the underworld cannot hide from your hatred. While on the Prime Material plane, you may expend 3 uses of Argent Shot at once straight into the ground to open a portal to the Nine Hells. The portal lasts for one minute and leads to a random layer or one of the DM's choice. If you know the true name of a devil that is currently in the Nine Hells, you may instead have the portal lead to the layer that devil currently resides in. The DM decides where on the layer you end up. You cannot use this ability to get back to the Prime Material plane.

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