Fighter
Base Class: Fighter

The followers of the Mystic Aegis techniques devote themselves to a way of using magic similar to Eldritch Knights. However, Mystic Aegis fighter focus their magic on their weapons and equipment rather than direct magic.

Aegis Runes

Starting at third level, you learn to create and use Aegis Runes. During a short rest, you can apply Aegis Runes to one non-magic melee weapon or shield. These runes are magic and tied to your life force. Only you may activate the runes on the new Runeblade or Runic Shield. Any Runeblade you create has all of your Runeblade runes and any Runic Shield you create has all of your Runic Shield runes. You may only have two Runeblades and/or Runic Shields at a time; if you try to make another one of these while you have one already, the previous one loses its magic. Only one rune can be active at a time on a particular Runeblade or Runic Shield. You can summon your Runeblade to you as a free action. You know four Aegis Runes. You gain one more at 10th and 18th level. The DC for saves caused by your Aegis Runes equals 8 + your proficiency bonus + your Wisdom modifier.

Homing Aegis

Your shield moves of its own accord to protect you from attacks. While this rune is active, whenever you are targeted by an attack you can use a reaction to gain a +1 bonus to AC against the attack. This bonus increases to +2 at 10th level and +3 at 18th level.

Protecting Shield

Your shield can throw up a force ward to protect allies from danger. While this rune is active, whenever an ally within 30 ft. of you that you can see is targeted by an attack, you can use a reaction to give them a +1 bonus to AC against the attack. This bonus increases to +2 at 10th level and +3 at 18th level.

 Ephemeral Ward

Your shield becomes half real, floating by your arm. While this rune is active, you can hold objects in the same hand as your shield. At 10th level, opportunity attacks against you have disadvantage, and at 18th level, you have resistance to non-magical bludgeoning, piercing, and slashing damage.

Retaliating Block

Your shield can create a burst of arcane power when it is struck. While this rune is active, whenever an enemy misses you with an attack you can use a reaction to deal 1d4 force damage to them. This damage increases to 2d4 at 10th level and 3d4 at 18th level.

Siphoning Defense

Your shield absorbs magic. While this rune is active you have a +1 bonus to saving throws against spells and other magical effects. This bonus increases to +2 at 10th level and +3 at 18th level.

Elemental Blade

Your weapon becomes magically coated in an element. While this rune is active, your weapon does one of the following kinds of damage instead of its normal damage type: acid, cold, fire, lightning, thunder. Additionally, each of its attacks deals an extra 1d4 damage of the appropriate type. This damage increases to 1d6 at 10th level and 1d8 at 18th level.

Entangling Strike

Your weapon becomes coated in magic chains, roots, or solid tendrils of pure magic. While this rune is active, the first time you hit a target on your turn, the target must make a strength saving throw or have its speed reduced by half until the end of its next turn. At 10th level, the target's speed is reduced to 0, and at 18th level, the target is restrained.

Projected Slash

Your weapon can project its image near an enemy to attack from afar. While this rune is active, you can use an action to make a melee attack against a target you can see within 30 ft. All damage caused by the attack is psychic damage. At 10th level, you can make two attacks and the range is increased to 60 ft., and at 18th level you can use the attack action and the range is increased to 90 ft.

Reaping Swipe

Your weapon channels necrotic energy from your enemies to heal your wounds. The first time you hit with an attack on your turn, you regain 1 hit point. At 10th level, you regain 2 hit points instead, and at 18th level, you regain 4 hit points.

Weakening Weapon

Your weapon causes enemies to be unable to harm people. The first target you hit on your turn has disadvantage on all attacks against creatures other than you until the end of its next turn. At 10th level,       creatures other than you that the target hits before the end of its next turn have resistance to all damage caused by the target, and at 18th level, the target has a -2 penalty to all attack rolls until the end of its next turn.

Arcane Surge

At seventh level, you gain a special bonus to your action surge.

Defensive Surge

Whenever you use your action surge you gain a +2 bonus to AC until the start of your next turn.

Mobility Surge

Whenever you use your action surge you gain 20 ft. of movement speed until the start of your next turn.

Offensive Surge

When you use your action surge, you gain a +1 bonus to attack rolls until the start of your next turn.

Mystic Wind

Your knowledge of the arcane allows you to increase the strength of your second wind. Your second wind now heals you for 2d10 + twice your fighter level hit points.

Aegis Blade

Your Runeblade gains a bonus to damage rolls equal to your wisdom modifier.

Rune Mastery

You have total mastery of your Aegis Runes. You can now have two runes active on any given Runeblade or Runic Shield at a time.

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