Fighter in Ferra | World Anvil
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Fighter

Information

Fighters are people who are capable of unlocking their true potential and going beyond their limits to deal damage or even support depending on the fighter. Most mercenaries and adventurers' guilds instantly accept fighters for their reliability.

Sub-class Options

Cowboy Fighter
The Cowboy gunslinger subclass for fighters is a deadly addition to any adventuring party. This subclass was born from the dusty desert of the Badlands, where sharpshooters with quick reflexes and nerves of steel could turn the tide of a fight with a single shot.   Cowboys are experts with firearms, using their skills to take down their enemies from a distance with deadly accuracy. They are also proficient in the use of lassos, able to grapple and pull their targets closer to them for a finishing shot.   Cowboys also possess the ability to cast evocation and conjuration spells, giving them a versatile set of tools to aid them in combat.   3rd Level Features
Spellcasting (Arcane Bullets)
As a Gunslinger, you can cast spells of these schools using your firearm as your focus.   Cantrips: You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.   Spell Slots The Eldritch Knight 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 shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.   Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the Evocation & Conjuration spells on the wizard spell list. The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an Evocation or Conjuration spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.   The spells you learn at 8th, 14th, and 20th level can come from any school of magic.   Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.   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
Wild West Surprise
As a Gunslinger, you gain proficiency with firearms. You can use your action to create a magical firearm in your empty hand (Longbow Statistics). This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When you attack with that weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.   Your firearm weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.   Additionally, you gain the ability to throw a spectral lasso of magic as a bonus action. The lasso has a range of five times your Strength or Dexterity score in feet. The creature must make a Strength or Dexterity saving throw (its choice) against your Spell save DC or be restrained by the lasso. While a creature is restrained by the lasso, you can use your bonus action on subsequent turns to pull it 15 feet towards you.   7th Level Feature
Run & Gun
As a Gunslinger, you have honed your ability to quickly aim and shoot at multiple targets in quick succession. Once per long rest, you can use your action to make a special ranged attack with a firearm that targets up to a number of creatures equal to your proficiency bonus, within a 30-foot radius. You cannot target the same creature more than once with this attack.   Make a separate attack roll for each creature targeted, and each creature takes the weapon's normal damage if hit. You can also use any applicable effects that trigger on a hit, such as the Disarming Shot maneuver.   10th Level Feature
Get 'ere Boi
Starting at 10th level, your skills with a lasso have greatly improved. When you successfully restrain a creature with your Wild West Tactics feature, while within 5ft of the creature you can use your action to tighten the lasso and fully immobilize the creature. While the creature is fully immobilized, it gains the stunned condition and cannot move or take actions until it breaks free.   In addition, you can now use your lasso to disarm an opponent. When you successfully hit a creature with your lasso, you can use your bonus action to disarm the creature of a weapon or shield it is currently holding. The creature must make a Strength or Dexterity saving throw (its choice) against your Spell save DC or drop the item.   15th Level Feature
Deadly Aim
At 15th level, your aim with a firearm is unparalleled. When you make a ranged attack with a firearm, you can choose to take a -5 penalty to the attack roll. If the attack hits, it deals extra damage equal to twice your proficiency bonus, and you gain temporary hit points equal to the extra damage dealt.   Additionally, when you use your Run & Gun feature, you can choose to spend a use of this feature to increase the damage of all attacks made by Run & Gun by your proficiency bonus, and gain temporary hit points equal to the total extra damage dealt.   18th Level Feature
One last ride
Starting at 18th level, you have honed your skill with a firearm to a deadly degree. Once per long rest, when you hit a creature with a firearm attack, you can use this feature to force them to make a Constitution saving throw against your spell save DC. On a failed save, the creature drops to 0 hit points and is killed outright. On a successful save, the creature instead takes damage equal to the maximum possible result of your weapon's damage dice.   This feature cannot be used against creatures that are immune to critical hits or death effects.
Undertaker Fighter
3rd Level Feature
Your Last Grave
As an action, you can summon a coffin within 10ft of you, the giant coffin deals 1d12 bludgeoning damage if it is in the same space as a creature and will push the creature 5ft in a direction of your choice. If the coffin is within 5ft of a creature then as a bonus action you can pull the creature into the coffin, this will use grapple mechanics and use your athletics/acrobatics check. Once a creature has succeeded to break out of the grapple or resisting the grapple at the start, the coffin will break and disappear. You can move the coffin 30ft as a free action once per round.   You can summon the coffin equal to your prof mod, before restoring on a short rest.
Coffin Switch
You can use your action to switch places with the coffin as a bonus action, this will expend 15ft of your movement. If a creature is grappled by the coffin and the switch happens then the grappled creature takes 1d10 bludgeoning damage.   7th Level Feature
CEASE THE DEAD
As an action, when you have a creature stuck within the coffin you can attempt to suck their soul! It deals 1d20+STR/DEXmod necrotic damage. You heal half the amount dealt and any excess healing turns into temp hp (This cannot be stacked)   10th Level Feature
Till Death Do Us Part
Place a dead body within the coffin and spend 1 hour doing a ritual (this can only be done if they have been dead for less than 10 days and during the ritual, it will count as concentrating on a spell). After the ritual, the dead body put inside will be counted under the Raise Dead spell. Once you have used this feature you must wait 1 month before being able to do it again.   15th Level Feature
Kiss of Death
When you kill a creature using your coffin ability you can use your reaction to heal yourself by your hitdie+fighter level, any excess healing can be placed onto an ally within 30ft of you.   18th Level Feature
The Ball Rooms Guest
You can store dead/alive bodies up to your proficiency modifier, as an action you can summon live copies of the bodies. These bodies do not retain the will of that creature but share the same initiative as you which you can use your bonus action to command them. If you do not then they will take the dodge action. Their stats and hit points are half of what they had when alive.
Party Samurai
3rd Level Features
Party Born
When you choose this archetype at 3rd level, you gain proficiency in performance skill, if you are already have proficiency you instead gain expertise.   Dancing Spirit
Starting at 3rd level, your intensity in dancing can shield you and help you party longer. As a bonus action on your turn, you can give your enemies disadvantage on weapon attack rolls against you until the start of your next turn, the amount chosen is equal to your CHA mod. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.   You can use this feature three times, and you regain all expended uses of it when you finish a long rest.   7th Level Feature
Party Courtier
Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Performance) check, you gain a bonus to the check equal to your STR/DEX modifier (Your choice).   Your self-control also causes you to gain proficiency in Charisma saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Wisdom saving throws (your choice).   10th Level Feature
Enduring Spirit
Starting at 10th level, when you roll initiative and have no uses of Dancing Spirit remaining, you regain one use.   15th Level Feature
Returning Strike
If a creature takes the Attack action against you and has disadvantage on the attack roll, you can make a melee weapon attack against that creature, as a triggered action. You can do so equal to your CHA mod and this resets at the start of your turn.   18th Level Feature
Party before Death
If you take damage that reduces you to 0 hit points and doesn't kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.   Once you use this feature, you can't use it again until you finish a long rest.
Conduit Fighter
3rd Level Features
Spellcasting
Cantrips. You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level. Spell Slots. The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your cleric 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 inflict wounds and have a 1st-level and a 2nd-level spell slot available, you can cast inflict wounds using either slot.   Spells Known of 1st-Level and Higher. You know three 1st-level cleric spells of your choice, two of which you must choose from the enchantment and evocation spells on the cleric spell list. The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an enchanment or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.   The spells you learn at 8th, 14th, and 20th level can come from any school of magic.   Whenever you long rest in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.   Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier   Magical Conduit
You understand the weaknesses of spells. You have advantage on saving throws against spells and resistance to damage from spells.   7th Level Feature
Magical Absorption
When you succeed a saving throw against a spell or a spell misses you, your next weapon attack applies the same spell that was avoided. e.g. Succeeding against a hold person spell means your next attack roll applies the weapon damage and counts as hold person.   10th Level Feature
Mage Killer
When you hit a target with a spell, they have disadvantage on a saving throw if they know a spell or have any sort of magical property.   15th Level Feature
Magical Erosion
You now have immunity to all magical effects from enemies & allies. For example, the bane spell no longer can target you but you cannot be hasted either unless it was from a non-spell source. The only source of magic that can affect you is spells you cast on yourself.   18th Level Feature
Magical Expulsion
Whenever a spell would be targeted at you from an enemy or ally, you gain 1 stack of absorption up to a max equal to your level. You learn 2 metamagics from the sorcerer list, instead of expending sorcery points you instead use absorption points. You can expend 20 absorption points, release a 10d10 60ft magical explosion, creatures have to make a dex save against your spell-casting DC on a success they take half damage. On a fail the creatures take the full damage and you choose one effect of a spell that increased your absorption stack to apply onto all creatures that failed. E.g. Getting an Absorption stack from bane would mean the creatures that all failed would be under the bane effect.
Gravity Fighter
3rd Level Features
Gravity Release
When you action surge, you gain a 10ft aura for 1 minute. In this aura, the area is under the "Reverse Gravity" spell effect except for you and the max range they can go up is equal to your aura distance. The save DC against you uses your STR/DEX (Your choice) and they have disadvantages if they are a larger size than you. You can end this effect as a bonus action.   The aura range increases to 30ft at level 7, 60ft at level 18.   IT ALL FALLS DOWN
When a creature is under your Gravity Release feature, you can use your action to choose an object that has entered your aura and collide with a creature in your effect. The creature must make a DEX save or take xd10 force damage and any additional effects the item may have (like Alchemist fire).   x=each 10ft feet traveled to the creature. E.g. An object that is 10ft away would do 1d10 force damage.   7th Level Feature
Gravity Rush
While your aura is active you gain a fly speed equal to your walk speed and you hover. As a bonus action, you can select an object or a creature within your aura and apply the aura & flight to them instead, you lose the aura effect when this is used.   10th Level Feature
DEATH FROM ABOVE
If you should be in the air because of a reverse gravity spell or effect, you can use your action to end the effect on yourself until the end of your turn. Each 10 feet fall gives you an additional +1 bonus to your next attack.   You can only use this effect equal to your prof mod.   15th Level Feature
Polar Strike
Once per long rest, when you make an attack roll against a creature within your aura, you can push them feet equal to 10 times your prof mod and they are unable to take any reactions until the start of your next turn.   18th Level Feature
Gravitational Spell
You can cast Meteor Swarm once per long rest, when you use this feature roll a 1d100, on a 20 or lower each space you choose for the spell to hit undergoes reverse gravity spell and counts as your Gravity Release aura.
Eclipse Fighter
3rd Level Features
Solar & Lunar Cycles
As a bonus action you can roll a 1d3, depending on the rolled number will determine the effect that will last for 1 minute or it can be ended as an action;   1. Sun - A sun appears above you radiating 30ft of light, it dispels magical darkness while this effect is active. You gain resistance to radiant damage, if you should already be resistant then it becomes immunity. You also deal an additional d8 radiant damage to all weapon attacks.   2. Moon - A moon appears above you producing 30ft of dim light, it dispels any magical light while this effect is active. You gain resistance to necrotic damage, if you should already be resistant then it becomes immunity. You also deal an additional d8 necrotic damage to all weapon attacks.   3. Eclipse - An Eclipse appears above you producing 30ft of darkness, it dispels any magical light. You gain resistance to Fire and Cold damage, if you are already resistant to one of these damage types then you gain immunity to that damage type. You deal an additional d4 fire damage & d4 cold damage to all weapon attacks.   You can use this feature amount of times equal to your proficiency modifer.   (Class DC Calculation: 8 + proficiency + STR/DEX)   7th Level Feature
Eclipsal Strike
Once per turn when you score a critical hit on an enemy with a weapon attack, you can choose to end your Solar & Luna cycle feature early dealing an additional effect depending on which form you are in;   Sun - You deal an additional 4d8 radiant damage to the target and they must make a Constitution Saving throw or be branded by the sun. On a failed save, at the start of the creatures turn they take d8 radiant damage for the next minute. On a successful save they just take the damage but don't get the brand effect.   Moon -You can make an additional weapon attack before the effect of your Solar & Lunar cycle feature is used up, the critical range for this additional attack becomes 15 - 20. If this additional attack should critically hit, the creature must make a Wisdom saving throw or be branded by the moon. On a failed save, the creatures speed is reduced to 0 for the next minute.   Eclipse - Your blade produces a beam of sun and moon light as it becomes longer, you can choose another creature within 30ft and they take the same amount of damage this attack deals to the critically hit creature. Both creatures must make a Constitution Saving throw, on a failure you can choose to apply the Blindness and Deafness spell effect. You cannot give the same effect to both creatures; e.g. you cannot blind both targets but you can deafen one and blind the other. You can choose which one gains which effect, and they have it for the next minute.   10th Level Feature
Blessing of the Eclipse
While in Your Solar & Luna cycle feature, the damage type associated from it can bypass damage immunity;   Sun = Radiant
Moon = Necrotic
Eclipse = Fire & Cold   15th Level Feature
Broken Eclipse
You gain the benefits of two types from your Solar & Luna cycle feature. When you use your bonus action to activate it, you can choose to roll 2d3 instead and choose both results. If the number should be the same then your next attack has a critical threshold of 10 - 20 and your next Eclipsal Strike won't end your Solar & Lunar cycle.   18th Level Feature
Between the Light
While in your Solar & Luna cycle, you can use your bonus action to teleport 30ft. Your next weapon attack after the teleport has a critical threshold of 19 - 20 and is at advantage.   If you should start combat with no use of a Solar & Luna cycle then you gain a single-use.
Inverse Fighter
3rd Level Features
Reversing Touch
Starting at 3rd level, when you equip an item, its effects are reversed. For example, a +1 weapon would act as a -1 weapon while you're wielding it, and vice versa. This reversal also applies to cursed items.   You cannot determine an item's reversed effect until you either hold or equip it, as the item's description will only state its normal effect. Note that this feature only affects magical and cursed items, and does not apply to mundane equipment.   Cursed Projection
Starting at 3rd level, you can touch a magical item and bestow a curse upon it, similar to the effect of the bestow curse spell. The curse's effect is randomized and determined by the DM. You can only apply a certain number of curses onto a single item: one curse at 3rd level, two curses at 7th level, and three curses at 10th level.   After using this feature, you must finish a long rest before you can use it again. Note that this feature only works on magical items and not on cursed items, as they are already cursed.   7th Level Feature
Inversed Soul
At 7th level, you can use your Cursed Projection feature to apply two curses to a magical item. However, if you equip or hold the cursed item, all spell effects are reversed on you, although you still take any damage the spell deals.   For instance, if you are affected by Tasha's Mind Whip while holding or wielding the cursed item, you take 3d6 psychic damage as normal, but gain the effect of an Action Surge on your next turn instead of losing actions. Note that this reversal only applies to spell effects.   10th Level Feature
The Swap
At 10th level, you can use your Cursed Projection feature to apply up to three curses to a magical item. If you equip or hold the cursed item, you gain the ability to use your reaction to swap the effects of any damage, healing, or other effects that you deal or receive during your turn. This effect lasts until the end of your turn.   For example, if you are wielding a cursed weapon that inflicts the Curse of the Fading Mind and the Curse of the Weakening Grip, you can use your reaction to swap the effect of a spell or attack that deals damage to an effect that heals you, or vice versa. You must wait until the end of your next long rest to use this feature again.   15th Level Feature
Can you kill them?
At 15th level, you can choose an ally within 60 feet of you and empower them with the inverse effects of your 3rd and 7th level fighter features for one minute. This means that any magical items they equip or hold will have their effects reversed, as if they were under the effects of your Item Reversal feature, and they will gain the benefits of your Inversed Soul feature.   Note that your ally will not gain the ability to use your Cursed Projection feature, but they will be able to benefit from the other effects of the feature. Additionally, this feature can only affect one ally at a time and can only be used once per long rest.   18th Level Feature
True Zero
At 18th level, you can use a bonus action to enter a state of pure inversion for one minute. In this form, you gain all the effects of your 3rd, 7th, and 10th level features, regardless of the number of curses applied to the item.   Additionally, while in this form, you can use your "The Swap" feature a number of times equal to your proficiency bonus instead of just once per turn. This feature allows you to swap the effects of any damage, healing, or other effects that you deal or receive during your turn.   Once the minute has elapsed, you can't use this feature again until you finish a long rest.
World-Eater Fighter
3rd Level Features
Eternal Consumption
Once per turn when you hit a creature with a weapon attack, you can mark an enemy until the end of your next turn. While that enemy is marked, they are unable to regain hit points, and you have advantage on your next attack against them.   You can use this feature equal to your prof mod and it restores on a short rest.   Eat the Needy
If you roll a die/dice to restore hit points you can instead choose not to heal, and choose a creature within 30ft as a reaction. The chosen creature must make a CON save against your DC (DC is calculated as if you are a battle master using STR/DEX stat), on a fail the creature takes necrotic damage equal to the number rolled on the healing and are Marked under your Eternal Consumption feature. On a success the creature takes half damage and is not marked.   7th Level Feature
The World-Eater's Bitten
You gain resistance to an element of your choice that isn't physical, when you take damage from your chosen element from a creature you have marked; You store the resisted half into your next attack dealing back the damage to the marked creature as True Damage.   10th Level Feature
Edge's Fallacy
You cannot be reduced to 0 hit points by a creature you have marked, instead you go to 1 hit point, unless it is a critical hit or radiant damage.   15th Level Feature
Watch the World Burn
When a marked creature dies by you or an ally, as a reaction you can revive it as a zombie version of itself with hit points that are double your fighter level.   This effect lasts for 1 minute and can only be used once per long rest. After the minute is up the body disappears as it is consumed by another unknown entity.   18th Level Feature
The Door to Death
On your first failed a death save, all creatures within 30ft must make a CON save against your DC as you erupt into a mass of purple shadows. If a creature failed then they are marked until the end of your next turn with your Eternal Consumption feature; Each creature marked is an auto success on your death saves for that turn. E.g. you have 3 creatures fail the save then you would gain 3 successful saves on the death save.
Frenzy Fighter
3rd Level Features
Frenzy Logic
You gain frenzy die equal to double your proficiency mod and restore on a long rest. Frenzy die are a d4 resource that you can expend in the following ways:   When you fail a saving throw, attack roll, or an ability check. You can expend a frenzy die to apply the number rolled on it. If the roll should still fail you gain back your expended frenzy die.   When you use your action surge, you may expend 2 frenzy die and roll them to add additional damage to all your weapon attacks this turn, the damage being the rolled number on one of your two frenzy die (your choice).   When you use your second wind feature, you can expend any amount of frenzy die and roll them adding the rolled amount to your hit points. Any healing from these die that causes your hit points to go past their maximum amount is instead converted to temp hp.   (Frenzy DC is calculated as 8 + proficiency bonus + INT)   Flames of Chaos
Whenever you critically hit a target, you regain 1 frenzy die. You can choose to instantly expend this die to make the critically hit creature do an INT save against your frenzy DC. On a failure, the creature takes additional damage from your frenzy die roll and is either blinded or deafened (your choice) as they cover their eyes or ears from madness until the end of their next turn. Creatures immune to charm are unaffected by the Blindness/Deafness effect but still take the damage.   7th Level Feature
Callings of Chaos
When you use your flames of chaos feature, you can now expend an additional frenzy die to apply both effects of blindness/deafness instead of one.   Frenzy United
Your frenzy die is now a d6.   10th Level Feature
FRENZIED MIGHT
Before making an attack you can choose to give yourself disadvantage, if you should hit then you regain a frenzy die and hit points equal to the frenzy die roll.   Union of Chaos
Your frenzy die is now a d8.   15th Level Feature
The Lord's Watch
As an action you can choose to expend any number of frenzy die and roll them. You take the total added and target each creature of your choice within 30ft of you. All must make a INT save against your Frenzy DC or take the total rolled in psychic damage and become incapacitated until the start of your turn. On a successful save the creature takes half damage and is immune to this effect for the next 26 hours.   Creatures who have failed this save within the past 13 hours have advantage against this feature.   Follower of the Frenzy Lordship
Your frenzy die is now a d10, and you become resistant to psychic damage.   18th Level Feature
MAY CHAOS CONSUME THE WORLD
You become immune to any effects that affect the mind including beneficial effects.   Whenever a frenzy die is expended and rolled, if the roll is a 1 then the frenzy die isn't consumed and the die is rerolled taking the new roll regardless of what it is.   Lord of Frenzy
Your frenzy die is now a d12, and you regain frenzy die equal to your prof mod at the start of combat if you have 0.
Mercy Fighter
3rd Level Features
Mercy's Grace
You gain prof in Healer's Kit, and one language of your choice.   Healing Surge
You gain healing surges equal to your fighters level, Healing Surge rolls are a D4+fighter level. You can replace an attack action to apply a Healing Surge to a creature you touch, and heal them a number of hit points equal to the number rolled.   Harming Surge
When you hit a creature with a weapon attack, you can choose to apply a Harming Surge to the attack. The creature takes necrotic damage equal to the number rolled. You can use this feature only once per turn. The feature uses the same die as your Healing Surge.   7th Level Feature
A Mercy's Blessing
You gain expertise in Healer's Kit, and gain one save prof.   Golden Healing
When you use a Healing Surge on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.   When you use Harming Surge on a creature, you can subject that creature to the poisoned condition until the end of your next turn.   10th Level Feature
Healing and Harming
When you use a Healing Surge, you can now apply an additional healing surge to another creature within 30ft. The additional target is once per turn.   In addition, when you make an weapon attack and use Harming Surge. You can apply it again to another creature within 30ft. You can still only use Harming Surge only once per turn.   15th Level Feature
Touch of Joy
When you use your action surge, you can choose creatures equal to your STR mod within 60ft. Those creatures gain D10+fighter level in temp hp.   When a saving throw is made within 30ft of you, you can give disadvantage as a reaction.   18th Level Feature
Blessings of The Raven
As an action, you can touch the corpse of a creature that died within the past 13 hours and expend an action surge. The creature then returns to life, regaining a number of hit points equal to 4d10 + your STR modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned.   Once you use this feature, you can't use it again until you finish a long rest.
Greed Fighter
3rd Level Features
What's Mine is Mine, What's Yours is Mine
When a creature within 60ft of you rolls an ability check, saving throw, or attack roll; You can use your reaction to make them reroll. You can steal their first roll as your own and apply it as a reaction to another creature within 60ft (Including yourself) on their ability check, saving throw, or attack roll. The stolen roll can be stored for minutes equal to your prof mod after which it can no longer be used.   You can use this feature equal to your prof mod and it restores on a short rest. You cannot use this feature if you already have a roll stored.   Golden Vow
As an action, you can eat gold pieces to restore hit points, every 1gp restores 1 hit point. You can eat a max amount of gold equal to 5 times your fighter level at a time. You can only restore a max amount of hit points equal to 10 times your fighter level using this feature until a long rest. The gold consumed disappears into a demi-plane and can only be accessed through the use of a planar shift or astral projection spell .   7th Level Feature
Gain from Pain, Gain from Pleasure
When you roll a natural 20 or 1 on a ability check, saving throw, or attack roll, you gain gold equal to 5 times the total number rolled. You can choose to use the Golden Vow feature as part of this effect without the use of an action.   10th Level Feature
The Queen's Vow
When you are reduced to 0 hit points, you can expend gold equal to your max hp to go to 1 hit point instead. Once this feature has been used for a second time before a long rest, you must expend 2 times your max hp to go to 1 hit point. This effect will keep stacking after the first use until the end of your next long rest (Example; using this effect for the 5th time will mean 5 times your max hit points gold pricing).   15th Level Feature
The King's Vow
When you fail a dice roll; you can spend gold equal to the number on that dice to automatically succeed instead regardless of the roll.   Once you use this feature, you can't use it again until you finish a long rest.   18th Level Feature
The Door to Greed
Golden light pours from your eyes and mouth, this makes a 120ft radius of golden bright light surround the area. This effect lasts for 1 minute, and you must use your bonus action on each turn to maintain it otherwise the effect end early or until you lose your concentration (as if you were concentrating on a spell). All creatures of your choice (Except for you) in the light undergo the Invulnerability spell. If the full minute passes, roll a d10,000 and if the result is 10,000 then a 20ft square gate opens within 5ft of you that stays open for 24 hours or until use an action to close it. This Gate leads to the demi-plane where your Golden Vow gold goes.   Once you use this feature, you can't use it again until you finish a long rest.
Saviour Fighter
3rd Level Features
Mighty Shield
You gain proficiency in all form of shields, improvised and exotic types. You gain the Protection fighting style, if you already have this fighting style then you gain Interception, if you have both then you can choose another fighting style of your choice.   Additionally, you can wield and gain the benefit of two shields ignore the two-handed requirement of some shields.   Saviour's Protection
Your wants to protect have gained a physical manifestation. This is represented by saviours dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and are expended on affects you can choose to do. You regain all your expended saviour dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Saviours die, but you can't do so again until you finish a short or long rest.   When you reach certain levels in this class, the size of your saviour dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).   The powers below use your Saviours dice:   Share Your Sorrow: When a creature within 30ft of you takes damage, you can use your reaction to expend one saviours die, you can transfer the damage to yourself (Cannot be reduced in any way) instead and gain temp hit points equal to the die rolled plus your wisdom modifer. If the effect should reduce you to 0 hit points then this feature fails.   Acknowledge Your Grief: If you or another creature within 30ft of you fail their saving throw, you can use your reaction to expend one saviour die, and roll the die. You can add the number rolled to the save and if the save still fails the die isn't expended.   Never Regret: When a creature or yourself is afflicted with a condition or spell, you can use your action to touch the creature, and expend two saviour die, roll both dice and the creature heals the total dice rolls plus your WIS mod and any spells/conditions end.   7th Level Feature
Protect Those That Mean Everything to Me
You have mastered new ways to use your protection, detailed below;   Accept Your Loss: You can use your action to touch a creature and make them undergo the effects of the Death Ward Spell. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a Saviour die to take it again.   Tower Shields Might: If you have a shield equipped, you can use a bonus action to expend one Saviour Die to cause your shield to float around you allowing you to gain the benefit of the shield without holding it in your hand. You can only benefit once from this effect.   10th Level Feature
Saint's Armour
You have resistance to non-magical bludgeoning, piercing, and slashing damage. Moreover, if you start your turn or an ally starts their turn without temp hp within 30ft of you, they/you roll a Saviour die (Without expending it) and gain temp hp equal to your saviour die plus Wis mod.   15th Level Feature
Saviour's Blessing
You can choose 1st to 5th level spells equal to your WIS mod, you can expend saviours die equal to the spell level to cast any spell without components but they do not count as spells known.   18th Level Feature
Healing Those Who Are Weak
You can cast any spell that rolls dice to heal, the amount of Saviours dice to cast a spell is equal to the spells level. Example; 8th level spell would cost 8 Saviours dice.   You can cast Power Word Heal, Once you take this action, you can't do so again until you finish a long rest, unless you expend nine Saviour dice to do it again.
Mobile Knight Fighter
3rd Level Features
Mobile Armour
As a bonus action, you conjure a suit of armour around your body (Gundam Armour or Mecha) for 1 minute. Your size increases to large, and you gain bonus AC equal to your prof mod. While wearing this armour you gain the following benefits;  
  • If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
  • You have advantage on Strength checks and Strength saving throws.
  • You have resistance to bludgeoning, piercing, and slashing damage.
  You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.   Mobile Augments
You can use magical spirit metals to enhance your Armour. You learn two spirit metals of your choice, from among the spirit metals described below, and each time you gain a level in this class, you can replace one spirit metal you know with a different one from this feature. When you reach certain levels in this class, you learn additional spirit metals, as shown in the spirit metals Known table.   Whenever you finish a long rest, you can augment your armour equal to the number of spirit metals you know, and you attach a different spirit metals onto your armour. Your spirit metals remains on the armour until you finish a long rest, and the armour can bear only one of each spirit metals at a time (cannot stack the same augment).  

Spirit Metals Known


Fighter LevelNumber of Spirit Metals
3rd2
7th3
10th4
15th5
  The following Spirit Metals are available to you when you learn a Spirit Metal. If a Spirit Metal has a level requirement, you must be at least that level in this class to learn the Spirit Metal. If a Spirit Metal requires a saving throw, your Mobile Armour save DC equals 8 + your proficiency bonus + your Constitution modifier.  
  • Magic Missile Launcher: A cannonlike hole appears on one of your armours fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 150 feet and a long range of 600 feet, and it deals 1d6 force damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 force damage to that target.
  • Sliding Skates: Your feet are able to deploy wheels from the bottom of them. Your walking speed increases by 10 feet, and you ignore difficult terrain.
  • Shield Core: As a reaction, when you are hit by an attack or targeted by the magic missile spell, an ethereal barrier surrounds you protecting you until the start of your next turn. Your armours bonus AC changes to double prof mod instead of equal, including against the triggering attack, and you take no damage from magic missile.
  • Heat Ejection: You expel the excess heat from your armour, and use it as a weapon. As an action, choose a creature within 30ft. They must succeed on a Dex save or take 2d8 fire damage and be pushed 15ft in a direction of your choice. The target takes half damage on a successful save.
  • Overdrive (7th Level or Higher): You can cause your armour to become empowered and faster. Until the armour ends, your speed is doubled, you have advantage on Dexterity saving throws, and you gain an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. After this effect has finished, you can't move or take actions until after its next turn, as your armour overheats and malfunctions.
  7th Level Feature
Emergency Ejection
When you are reduced to 0 hit points, you can choose to end your Mobile Armour early and go to 1 hit point instead. The attacking creature takes half the damage dealt to you in force damage as your armour explodes to protect you.   Additional Spirit Metal Known: You learn an additional Spirit Metal   10th Level Feature
Mobile Armour Improvement
You have resistance to all damage except psychic damage while your Mobile Armour is active.   Additional Spirit Metal Known: You learn an additional Spirit Metal   15th Level Feature
Core Ejection
As an action, you can eject the power source of your armour. Your Mobile Armour feature ends early as you leave your core on the ground, at the start of your next turn the core explodes. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 12d6 force damage on a failed save, or half as much damage on a successful one.   If the core is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the core explodes immediately, causing the core to erupt in a invisible pulse. On a successful save, the creature can throw the core up to 40 feet. When it strikes a creature or a solid object, the effect ends, and the core explodes.   Additional Spirit Metal Known: You learn an additional Spirit Metal   18th Level Feature
Fight Da Power
As an action while your Mobile Armour feature is active, you can conjure more metallic armour around your body into a warship-like appearance. Your size increases to Huge, you gain a fly speed equal to walking speed, and while you are that size, your reach increases by 5 feet. While in this form, you count as a Warship Vehicle and gain its Crew, Passengers, Cargo features. (https://5e.tools/items.html#warship_dmg)
Atomic (Wild Magic) Fighter
3rd Level Features
Atomic Knowledge
You gain proficiency in investigation, and you gain proficiency with one type of artisan's tools of your choice.   Atomizing Strike
You gain a resource called Atoms, these are shown as small lights that glow around you as you fight. You have an amount of atoms equal to your prof mod, and regain expended atoms on a short or long rest. When you score a nat 20 critical hit against a creature, you regain an atom.  

Atomic Damage


D6Damage Type
1Cold
2Fire
3Force
4Lightning
5Psychic
6Thunder
  When you hit a creature with an attack roll by a weapon that you wield, you can expend one or more atoms and infuse your blade with Wild Magic (You can choose to apply this effect after you hit a creature but before the DM states whether you hit or not). The creature takes an extra amount of D6s equal to the amount of atoms spent; The damage type is determined by your Atomic Damage Table which is determined on the D6 roll. If multiple dice are rolled, you may choose one of the damage types that have been rolled.   If multiple D6s are rolled and two are the same number, you may choose another creature within 30ft of you and deal Atomizing Strikes total damage to that creature.   7th Level Feature
Quantum Leap
As a bonus action, you can cause the atoms around you to shift. Choose an unoccupied space within 30ft of you and you can teleport to that space within range as long as you can see it.   After you have used this effect, roll a d20. If you roll a 1, roll on the Sorcerer Wild Magic Surge table to create a random magical effect. A Wild Magic Surge can happen once per turn. If a Wild Magic effect is a spell, it's too wild to be affected by Metamagic. If it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.   You can use this feature a number of times equal to your prof mod, and regain all expended uses on a long rest.   10th Level Feature
Phantom Cut
You can choose a creature within 60ft of you and expend one atom (per attack roll) to make a melee attack roll against that creature regardless of the range of your weapon as you cut through atoms and physical boundaries. If a creature takes damage this way, the weapon's damage type is random; as it is determined from a roll on your Atomic Damage table, instead of the usual weapon damage.   15th Level Feature
Quantum Control
You now have atoms equal to double your prof mod, in addition when you expend one roll a d20. If the result is a 1 then the atom/s isn’t expended.   18th Level Feature
Splitting The Atom
If you roll initiative and have no Atoms, you gain atoms equal to your prof mod.   As an action, you can expend 6 atoms to cause an array of chromatic colours to appear around you. Your body begins to heat up and discharge a powerful explosion of reactive heat. All creatures within 300ft of you of your choice must make a CON save against a DC that uses your STR/DEX (Your choice) or take 10d6 random damage. If they succeed, then they take half instead of full. The damage type is determined by your Atomic Damage table, and you may choose one damage type from the multiple D6s that were rolled as damage from this feature. If 3 of the D6s were the same number, this effect happens again. All structures and items that aren’t being worn or carried are destroyed.
Blood Knight
Blood Knights are battle-hardened warriors who draw power from their own blood, using it to fuel their martial prowess. They are skilled combatants who can endure tremendous punishment, often emerging victorious from battles that would leave lesser fighters broken and battered.

3rd Level Features
Blood Boost
You can use your own blood to fuel your abilities. You can expend your hit dice to do the following effects;  
  • At the cost of 2 hit dice, you can enter a state of blood-fueled frenzy as a bonus action. While in this state, you gain advantage on melee attack rolls, your speed increases by 10 feet, and you can move through difficult terrain as if it were normal. However, you also suffer a -2 penalty to your AC and creatures have advantage to hit you. This effect lasts for 1 minute or until you end it as a bonus action.
  • When you use your second wind, you can begin to bleed the weakness from your body. You expend a hit die to end one condition you are afflicted with. The following conditions you can choose to end are blinded, deafened, frightened, or poisoned.
  • When you use your Action Surge feature, you can choose to expend and roll a hit die. You heal an amount equal to the roll plus your fighter level.
  7th Level Feature
Blood Burst
You can turn your blood into a decaying mist. When you take damage, you can use your reaction to expend an amount of hit dice of your choice. Roll the dice, then add the total. You can distribute the total amount as necrotic damage to any creature within 30ft of you (This damage cannot reduce a creature to below half its hit point maximum).   10th Level Feature
Bleeding Armour
Your wounds and blood become less of an injury and more of a boon. When you take damage, you can use your reaction to expend and roll a hit die. You gain a bonus to your AC equal to the roll on your hit die until the start of your next turn.   In addition, while you benefit from this AC bonus; you gain resistance to bludgeoning, slashing, and piercing damage.   15th Level Feature
Pity for Those Without Blood
Your blood has become your guide, it knows the weakness of the people alot more than you. Once per turn, when you make an attack roll; you can expend a hit die to gain a bonus to your attack and damage roll. Roll your hit die and you gain the rolled number as your bonus. If you should roll maximum on your hit die then treat the attack as a critical hit.   18th Level Feature
Blood Mastery
You have mastered the use of your own blood to fuel your abilities. You can use your fighter subclass features without expending hit dice a number of times equal to your Constitution modifier (minimum of 1). You regain all uses of this feature after finishing a long rest.
Pirate Marauder
Pirate Marauders are seasoned fighters who have mastered the art of combat on the forbidden seas. They are fearless swashbucklers, skilled with both weapons and the rigging of ships. These fighters thrive in chaotic battles, seeking plunder and glory as they sail the underdeep infested waters.

3rd Level Features
Pirate Knowledge
You gain proficiency with navigator's tools, water vehicles, and the Acrobatics skill if you don't already have it. Additionally, you gain proficiency with pirate weapons, which can range from cannons to cutlass. All weapons that have the finesse property count as pirate weapons.   Sea Legs
Your time spent aboard ships has granted you remarkable agility and balance. You gain advantage on Dexterity saving throws against traps and effects that you can perceive.   7th Level Feature
Plunderer's Strike
Your attacks carry the spirit of piracy, allowing you to strike with calculated ruthlessness. Once per turn, when you hit a creature with a melee weapon attack, you can choose to deal additional damage equal to half your fighter level (rounded down) to the target.   On a critical hit, you deal your full fighter level instead of half and the hit creature cannot take reactions until the start of your next turn.   10th Level Feature
Shipboard Maneuvers
You've learned to effectively navigate the confines of a ship's deck during combat. Whenever you use your Action Surge feature, you gain an additional bonus action, you can use an object with this bonus action otherwise it functions as a normal bonus action.   15th Level Feature
Plunderer's Resilience
Your piratical experiences have made you a master of Intimidation. You gain proficiency in Charisma saving throws, and you can add your Dexterity modifier to your Intimidation checks.   In addition, you reduce damage from bludgeoning, piercing, and Slashing equal to your proficiency modifer (if you have resistance, then reduce damage first then half).   18th Level Feature
Captain's Authority
You've become a formidable leader on and off the battlefield. As a bonus action, choose creatures equal to your Charisma modifier (not including yourself), the chosen creatures and yourself gain advantage on their next attack roll and temporary hit points equal to d10 plus your fighter level.   You can use this feature equal to your Charisma modifier, and regain expended uses on a short or long rest.
Sword Saint
3rd Level Features
Mastery of Weapons
Starting at 3rd level, you have honed your skills with non-magical weapons to a remarkable degree, granting you expertise in their use. Whenever you make an attack roll using a non-magical weapon with which you are proficient, you can add double your proficiency bonus to the attack roll. This bonus applies to both melee and ranged weapon attacks.   Additionally, you gain the following benefits:  
  • Masterful Strikes: Your precision with non-magical weapons allows you to make devastating strikes. Whenever you score a critical hit with a non-magical weapon, you can roll an additional weapon damage die and add it to the damage total.
  • Weapon Mastery: Your deep understanding of non-magical weapons allows you to maintain them with exceptional care. Non-magical weapons you wield do not suffer from wear and tear, and they have a reduced chance of breaking or becoming damaged during combat or other rigorous activities.
  Once per short rest, as an action, you can repair a non-magical weapon you are holding, restoring it to its pristine condition. If the weapon was damaged or broken, it is restored to full functionality.   Blade Aura
Also at 3rd level, you gain the ability to channel your inner energy, known as Aura, into your weapon, infusing it with additional power. As a bonus action on your turn, you can activate your Blade Aura, expending one use of your Aura. While your Blade Aura is active, your weapon gains the following benefits:  
  • Aura Strikes: Your weapon crackles with elemental energy. Whenever you hit with a melee attack using your weapon, you deal an additional 1d4 damage of a type of your choice: acid, cold, fire, lightning, or thunder. The damage type must be chosen when you activate your Blade Aura, and it lasts until your Blade Aura ends.
  • Aura Surge: Your connection to the Aura allows you to surge with energy disrupting a creature's vitality. Once per turn, when you hit a creature with a weapon attack using your aura blade. They cannot regain hit points until the start of your next turn.
  • Aura Fortification: Your Blade Aura bolsters your defences. While your Blade Aura is active, you gain resistance to the damage type chosen for your Aura Strikes.
  Your Blade Aura lasts for 1 minute or until you dismiss it as a bonus action. You can use this feature equal to your proficiency modifier, you regain all uses on your next short or long rest.   7th Level Feature
Mastery of Arms
At 7th level, your dedication to martial prowess reaches new heights, granting you unparalleled mastery over your chosen weapons. You gain the following benefits:  
  • Weapon Specialisation: Choose two weapon types in which you are proficient. You gain a +1 bonus to attack rolls made with those weapons as long as they are non-magical.
  • Whirling Strikes: Your combat skills enable you to strike multiple foes with deadly efficiency. Whenever you take the Attack action on your turn, you can make additional weapon attacks against different creatures within reach. Attack rolls you make during this feature's benefit are made with disadvantage. For example, if there are 4 creatures within your reach you can attack one as normal then the other 3 once at disadvantage.
  • Imbued Strikes: Your strikes carry an innate magical essence that allows them to bypass certain immunities. Whenever you hit a creature that is normally immune or resistant to non-magical attacks or damage, your weapons damage counts as magical for the purpose of overcoming resistances and immunities.
  10th Level Feature
Improved Blade Aura
At 10th level, your connection to the ancient art of the sword reaches its pinnacle, empowering your blade aura with potent effects. Your Blade Aura gains the following improvements:  
  • Blade Resonance: You can resonate a creature's aura into a negative state which weakens them against your attack. Once per turn, when you hit a creature with a weapon attack, you can expend one use of your Blade Aura to cause the creature to become vulnerable to the triggering damage.
  • Aura Deflection: Your Blade Aura now provides defensive benefits to you. Whenever you are hit by an attack, you can use your reaction to make a weapon attack against the attacker. Your attack roll gains a bonus equals to half your fighter level, and the damage is the element of your blade aura.
  15th Level Feature
Blade of Radiant Fury
At 15th level, you can channel your inner strength and infuse your weapon with radiant energy, unleashing a devastating strike that bypasses immunities. As an action, you can choose to activate the Blade of Radiant Fury. When you do so, your weapon begins to glow with radiant energy, illuminating the surrounding area with a brilliant light.   While the Blade of Radiant Fury is active, you forgo making any additional attacks granted by your Extra Attack feature. Instead, you channel all your martial prowess into a single strike. Make a weapon attack with advantage against a creature within range. On a hit, the target takes additional damage equal to 10 times your fighter level + Attacks forgoed, and this damage is considered radiant damage.   Furthermore, the Blade of Radiant Fury bypasses any resistances, immunities, the target might have, including those against radiant damage or non-magical attacks.   After using the Blade of Radiant Fury, you can't use it again until you finish a long rest.   18th Level Feature
Mimicry of the Master
At 18th level, your mastery of combat extends beyond physical prowess. You have honed your observational skills and adaptability to a remarkable degree. You gain the ability to temporarily mimic a skill or feature of another creature. To do so, you must observe the creature using that skill or feature for at most 1 minute.   As an action, you can make a skill check that uses an ability score of your choice that uses Intelligence, Wisdom, or Charisma. The DC for this ability check is determined by the DM based on the complexity of the skill or feature you wish to mimic. If you succeed, you gain the use of that skill or feature for a duration of 8 hours.   The effects of the mimicry depend on the skill or feature being copied. For example:  
  • If you observe a creature casting a spell, you can mimic that spell and cast it using your own spellcasting ability, if applicable.
  • If you observe a creature using a special ability or feature, you can replicate that ability or feature, gaining its effects for the duration.
  You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after finishing a long rest.
Chrono Striker
Adherents of the time god's path, these Fighters pledge their service in exchange for a divine boon. Bestowed with a Watch, a conduit of their innate power, they channel temporal energy through their actions.
  3rd Level Features
Chrono Counter
Starting at 3rd level, a wristwatch bearing inscribed Roman Numeral Tallys from 1 to 13 becomes an integral part of your being. To use your features, this timepiece must be worn or carried on your person.   The Watch resets to 1 at the end of each long rest and is constrained within the range of 1 to 13. It cannot go above 13 or descend below 1.   Upon landing a successful weapon attack against a creature, the watch's counter increases by 1. Moreover, a critical hit causes the counter to increase by 2 increments instead of 1.   Temporal Essence Release
At 3rd level, using your innate connection to the temporal forces, you can take a bonus action to expend tally marks from your counter to activate effects. These effects persist until the end of your turn. You have access to the following options:  
  • Chrono-Burst: By expending 1 tally mark, your next successful weapon attack infuses with half your fighter level (rounded down) in force damage.
  • Chrono-Shift: By expending 3 tally marks, you gain an extra attack when you use the Attack action.
  • Chrono-Jolt: By expending 6 tally marks, you accelerate your body's perception of time, gaining the benefits of the haste spell without the subsequent fatigue.
  • Temporal Deflection: By expending 2 tally marks, you manipulate the flow of time around you, gaining a +5 bonus to your AC until the end of your turn.
  • Temporal Echo: By expending 1 tally marks, a fleeting echo of yourself appears, granting advantage on your next attack roll.
  • Temporal Surge (7th Level Choice): By expending 13 tally marks, a surge of temporal energy courses through you, allowing you to take an additional turn immediately after you end your current turn.
  • Temporal Ruin (7th Level Choice): By expending X tally marks, you etch a temporal shimmer onto your weapon, granting a +X bonus to your attack rolls until the end of your turn. X equals the amount of Tallys expended.
  7th Level Feature
Temporal Mastery
At 7th level, your attunement to the Eternal Clock and connection to time deepens, granting you the ability to manipulate temporal energies with greater finesse. As a bonus action, you can expend 4 tally marks from your counter to enter a state of Temporal Mastery. During this state, you gain the following benefits:  
  • Your movement speed is doubled.
  • You have advantage on Dexterity saving throws.
  • Once on each of your turns, when you make an attack roll or a saving throw, you can roll an additional d20 and choose which roll to use.
  • You can take an additional action on each of your turns, which can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
  The Temporal Mastery state lasts for 1 minute. Once this state ends, you cannot use it again until you finish a long rest.   10th Level Feature
Chrono-Paradox
Upon attaining the 10th level of your temporal prowess, you unlock the arcane secret of the Chrono-Paradox. As a bonus action, you can expend 8 tally marks from your counter to initiate this enigmatic state. During the Chrono-Paradox, you experience a heightened connection with the flow of time, granting you the following abilities:  
  • Your attacks become temporally charged. When you hit with a weapon attack, you can choose to expend 1 tally mark to force the target to make a Wisdom saving throw against your DC (8+profieincy+STR/DEX). On a failure, the target is stunned until the start of your next turn as they freeze in time.
  • Your movement does not provoke opportunity attacks, as you momentarily phase in and out of the temporal plane.
  • You gain advantage on saving throws against spells and effects that manipulate time or impose conditions that slow you.
  • When you take damage, you can use your reaction to expend 1 tally mark and roll a d10, subtracting the result from the damage taken.
  The Chrono-Paradox state persists for 1 minute. Once it concludes, you must complete a long rest before you can invoke it again.   Temporal Synchronicity
Also at 10th level, you have become adept at harmonizing your innate timekeeping with the rhythm of combat. At the beginning of each combat encounter, if you have fewer than your proficiency bonus in tally marks, you set your tally counter to be equal to your proficiency bonus.   This heightened connection to temporal energies also grants you advantage on initiative rolls and you can choose to expend 2 tally marks to reroll an initiative roll and must use the new result.   15th Level Feature
Future's Embrace
As you ascend to the 15th level of your journey through time, your mastery over temporal energies deepens even further. Alongside your existing Temporal Essence Release abilities, you gain access to an additional effect known as "Future's Embrace." This new option allows you to manipulate the threads of destiny in a unique way.   Future's Embrace: By expending 10 tally marks from your counter, you can invoke the power of Future's Embrace. For the next minute, you gain the following benefits:  
  • You have advantage on all attack rolls, ability checks, and saving throws.
  • Once during this duration, when you make an attack roll, ability check, or saving throw and are dissatisfied with the result, you can use your reaction to expend 3 tally marks. Roll a d20 and add the result to your original roll as a bonus. You can do this after seeing the initial roll but before knowing the outcome.
  The Future's Embrace state lasts for 1 minute. Once it concludes, you must finish a long rest before you can utilize it again.   18th Level Feature
Temporal Mastery - Time Warp
At the zenith of your temporal journey, as you attain the 18th level of mastery, your connection to the fabric of time reaches its pinnacle.   Time Warp: By expending 13 tally marks from your counter, you can bend time itself to your will. As a bonus action, you invoke Time Warp, which emulates the effects of the spell "Time Stop" with a few differences:  
  • You can take an additional turn immediately after your current turn after the time stop, during which you can take any actions, including casting spells and attacking.
  • The duration of the time stop is 1 round.
  Upon using Time Warp, your tally marks are reset to 1, as the sheer magnitude of manipulating time's flow requires a fresh start. You can use this ability once per long rest, as harnessing such power demands an extended period of recovery.   Temporal Flux Mastery (18th Level Improvement)
Upon reaching the apex of your temporal journey at the 18th level, your understanding of the Temporal Flux ability deepens, allowing you to harness its power with even greater finesse.   At the end of a long rest, your tally counter is automatically set to its maximum value.
Warding Duelist
3rd Level Features
Guardian's Resilience
Starting at 3rd level, you have honed your combat skills to defend against incoming attacks with resilience. When you are attacked by a melee attack, you can use your reaction to tap into your defensive instincts, reducing the damage taken by 1d10 + your Strength modifier + your fighter level.   If the damage is reduced to 0 by this feature, you can immediately make a melee weapon attack against the creature that attacked you, as part of the same reaction.   This feature can be used a number of times equal to your Strength modifier (minimum of 1), and you regain expended uses after finishing a short or long rest.   Dueling Mastery
Also at 3rd level, your mastery over dueling grants you distinct advantages based on your choice of armament. You gain the following benefits:   If Wielding a Two-Handed Weapon:
When you wield a two-handed weapon, your strikes become more potent and threatening. You gain a +1 bonus to attack rolls made with two-handed weapons. Additionally, when you score a critical hit with a two-handed weapon, you can roll one additional weapon damage die when determining the extra damage for the critical hit.   If Wielding a One-Handed Weapon with a Shield:
When you wield a one-handed weapon and have a shield equipped, your defensive capabilities are heightened. You gain a +1 bonus to your Armor Class while wielding a one-handed weapon and a shield. Additionally, when you use your Guardian's Resilience feature, the damage reduction is increased by an additional bonus that the equipped shield gives. For example, a shield that gives a +2 AC bonus would be a +2 to your Guardian's Resilience calculation.   7th Level Feature
Retaliatory Strike
At 7th level, your defensive manoeuvres have become seamlessly integrated with your offensive prowess. When you successfully reduce damage to 0 using your Guardian's Resilience feature and make an attack with the feature, you can now add half of the total damage you prevented to the damage of your first counterattack of that turn.   10th Level Feature
Unyielding Assault
At 10th level, your combat instincts have reached a peak where you can retaliate even when still damaged. When you use your Guardian's Resilience feature, you can make a retaliatory strike regardless of whether the damage is reduced to 0.   If the damage is reduced, you still gain the benefits of the Retaliatory Strike feature, adding half of the total damage prevented to the damage of your counterattack. If the damage is reduced to 0, you can make two attacks with the same reaction instead of one.   15th Level Feature
Unrelenting Reprisal
At 15th level, your mastery over defensive techniques has reached its zenith. When you successfully reduce incoming damage to 0 using your Guardian's Resilience feature, you regain your reaction.   18th Level Feature
Master of the Duel
At 18th level, upon successfully reducing damage to 0 using your Guardian's Resilience feature, your reaction attack from the feature now inflicts maximum damage based on your weapon's dice, eliminating the need for rolling. However, it's important to note that this benefit specifically applies to damage originating from your weapons; additional damage sources such as Hunter's Mark or Smites are excluded from this feature.
Tarot Summoner
3rd Level Features
Soul Link Connection
Starting at 3rd level, you have formed a mystic bond with the arcane energies of the tarot. You gain proficiency in Arcana if you don't already have it. Additionally, you gain the ability to forge Soul links with your allies, enhancing your connection to your Tarot. As an action, you can designate one willing creature you can see within 30 feet of you to establish a Soul link. The link lasts until you finish a short or long rest, or until you establish a new link of the same Tarot. You can have a number of Soul links equal to your proficiency bonus at a time.   Tarot Awakening
At 3rd level, upon hitting a creature with an attack roll, if one of your Soul links is within 30 feet of you, you can summon your Tarot as a bonus action. The summoned Tarot manifests in a space of your choice within 10 feet of you and acts immediately after your bonus action, following your verbal commands. The Tarot does its effect related to the Soul link (If multiple then choose one) within 30ft of you then disappears. You can summon your Tarot a number of times equal to twice your proficiency bonus, and you regain all expended uses after finishing a long rest. The appearance of the Tarot is dependant on the Soul Link, their appearance is related to the Gods in the #HowTimeWorks section.  
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier

Tarot Abilities


NumberArcanaFeature
0FoolYou and your Soul link gain advantage on all next attack roll, ability check, or saving throws until the end of your next turn.
IMagicianYour Tarot conjures a mystical bolt of energy and hurls them at your enemy. Make a ranged spell attack against a creature within 60 feet of your Tarot. On a hit, the target takes 1d10 force damage. The damage increases to 2d10 at 5th level, 3d10 at 11th level, then 4d10 at 17th level.
IIPriestessYour Tarot channels healing energy to a creature it can see within 30 feet of it, restoring hit points equal to 2d8 plus your fighter level.
IIIEmpressYour Tarot unleashes a burst of flames in a 15-foot cone originating from itself. Each creature (besides yourself) in that area must make a Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. The damage increases to 3d6 at 5th level, 4d6 at 11th level, then 5d6 at 17th level.
IVEmperorYour Tarot conjures a gust of wind at a point you choose within 30 feet of it. Each creature in a 10-foot cube originating from that point must succeed on a Strength saving throw or be pushed 10 feet away from the point and knocked prone.
VHierophant/ApostleYou and your Soul link undergo the effect of Protection from Protection from Evil and Good spell for the next 10 minutes (No concentration).
VILoversYour Soul link can use their reaction to make a single weapon attack or cantrip cast.
VIIChariotYour Tarot marks a creature of your choice within 30ft of it, while marked the creature cannot hide from you and your Soul link. In addition, you and your Soul link deal an additional d6 damage on weapon damage.
VIIIJusticeYour Tarot swings their starlight blade towards a creature within 10ft of it, makes a melee spell attack, and on a hit it deals 2d8 radiant damage and one additional d8 if they are an undead or Fiend. The damage increases to 3d8 at 5th level, 4d8 at 11th level, then 5d8 at 17th level.
IXHermitYou Tarot blows their pipe and causes a fog to surround you in a 10ft aura, you and your Soul link can see through this fog as if it was normal however others see you as heavily obscured. This fog lasts until the end of your next turn.
XFortuneYour Tarot spins a thread and surrounds it over you or your Soul link (Your choice), the chosen creature then gains the effects of the Fortune's Favour spell for 1 minute or until it is used.
XIStrength/HungerYour Tarot conjures a 10ft radius of locus within 60ft of it, any creature inside must make a constitution saving throw. If the target fails the saving throw, the creatures take d8 necrotic damage and its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes. The damage increases to 2d8 at 5th level, 3d8 at 11th level, then 4d8 at 17th level.
XIIHanged ManYour Tarot conjures rope made of ethereal magic, the creature that you hit takes 2d8 bludgeoning damage and must make a dexterity saving throw or become restrained as rope wraps around their next. While restrained by the rope, the target takes 2d6 bludgeoning damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, cutting the rope on a success. You cannot have more than one creature restrained at a time with this feature.
XIIIDeathYour Tarot gives you or your Soul link a single black thread that lasts for 1 minute or until used again, while having this thread on your person, you or your Soul link have the spell Death Ward.
XXIAeonAeon Arcana abilities are unlocked at 7th level, please see the corresponding section for details.
XXIIWorldWorld Arcana abilities are unlocked at 18th level, please see the corresponding section for details.
  7th Level Feature
Wild Card
Starting at 7th level, your understanding of the Tarot deepens. Your soul links now extend to a range of 60ft instead of 30ft for the purpose of activating your Tarot. You gain a bonus to AC equal to the amount of Soul Links you have within 30ft of you.   Additional Tarot: Aeon
You gain a new Tarot that you can choose to Soul Link.   XXI Aeon: Your Tarot manifests as a towering construct, its form shaped by the energies of the Aeon Arcana. The number of arms your construct possesses is equal to your Intelligence score (minimum of 10). Choose a number of creatures equal to the number of arms within 30 feet of the construct.The chosen creatures then gain advantage on wisdom saves and death saves for 1 minute or until you use this feature again.   10th Level Feature
Tarot Fusion
Starting at 10th, your mastery over your Tarots deepens, allowing you to fuse it with another ally temporarily. As a bonus action, you can touch one willing Soul link creature you can see and expend one use of your Tarot Awakening feature. Your Tarot merges with the target creature, granting them the benefits of that Soul Link Tarot's ability when they hit a creature and use their bonus action to summon the Tarot. This fusion lasts for 1 minute, until you dismiss it as a bonus action, or until they use the Tarot once. You can use this feature once, regaining expended uses after finishing a long rest.   15th Level Feature
Shield of Tarots
Starting at 15th level, your Tarots are now blending with your own Will thus protecting you physically. Whenever you summon a Tarot, you gain temporary hit points equal to your fighter level.   18th Level Feature
Ultimate Tarot Arcana: The World
Starting at 18th level, you gain access to the Ultimate Tarot Arcana as you have fully blended with the Tarots and have gained their gift.   XXII World: You summon a lady whose eyes are blindfolded, and carries two ravens on her shoulder. She gives you a smile, as you state your Wish. Once you have used this Tarot, you cannot use it again until a long rest.
Angler Avenger
3rd Level Features
Soulbound Anglering
Starting at 3rd level, you develop a unique bond with your Fishing Pole that functions as a Hoopak. You can spend 1 hour performing a special ritual to summon your fishing pole. The damage die of the weapon scales by an additional die than a regular Hoopak; the melee weapon damage is d8, and the range damage is a d6.   Once you have summoned a fishing pole to yourself in this way, you can't be disarmed of that weapon unless you are incapacitated. Additionally, if the bonded weapon is on the same plane of existence, you can summon it to your hand as a bonus action on your turn, causing it to teleport instantly to you.   Extraordinary Bait
Also at 3rd level, you can use your Fishing Pole to summon magical bait onto the end of it. You learn two baits of your choice, from among the baits described below, and each time you gain a level in this class, you can replace one bait you know with a different one from this feature. When you reach certain levels in this class, you learn additional baits, as shown in the baits Known table.   You can apply a bait as a bonus action onto your fishing pole, and it remains active until you use the bait or finish a long rest. The maximum number of uses you can use is equal to double your proficiency modifier before regaining all expended uses on a short or long rest via fishing within the Fishing Plane.  

Baits Known


Fighter LevelNumber of Baits
3rd2
7th3
10th4
15th5
  The following bait is available to you when you learn a bait. If a bait has a level requirement, you must be at least that level in this class to apply the bait. If a bait requires a saving throw, your Fish Bait save DC equals 8 + your proficiency bonus + your Constitution modifier.  
  • Firefly Bait: When you hit a creature with an attack using the fishing pole with Firefly Bait attached, it takes an additional d8 fire damage, and the target must make a Dexterity saving throw or is set on fire. A creature on fire takes 1d4 fire damage at the start of each of its turns. The creature must use its action to extinguish the flames or an ally must use its action.
  • Frost-eye Bait: When you hit a creature with an attack using the fishing pole with Frost-eye Bait attached, it deals an additional 2d6 cold damage. The target's speed is reduced by 10 feet until the end of its next turn.
  • Luring Bait: When you hit a creature with an attack using the fishing pole with Luring Bait attached, you force the creature to make a Strength save or be pulled towards you by an amount of feet equal to 5 times your fighter level. Creatures that are two sizes larger than you have advantage on this save.
  • Thunder-Bug Bait: When you hit a creature with an attack using the fishing pole with Thunder-Bug Bait attached, it deals 2d8 thunder damage and it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
  • Explosive-Leaf Bait (7th level or Higher): When you attach Explosive-Leaf Bait to your fishing pole and make a successful attack with it, you can unleash a fiery explosion reminiscent of a miniature fireball. The explosion erupts in a 20-foot radius sphere centered on the target. Each creature in the area must make a Dexterity saving throw against your Fish Bait save DC, taking 6d6 fire damage on a failed save, or half as much damage on a successful one. Additionally, any flammable objects in the area not being worn or carried are ignited.
  • Sticky-Hand Bait (7th level or Higher): When you hit a creature with an attack roll using your fishing pole with Sticky-Hand Bait attached, you can immediately attempt a contested Athletics or Acrobatics check against the target's Athletics or Acrobatics check (target's choice). If you succeed, you may steal one item of your choice that they are wearing or holding.
  • Spiky-Tether Bait (10th level or Higher): When you hit a creature with an attack roll using your fishing pole with Spiky-Tether Bait attached, you attach your Rod to the target and on subsequent turns for 1 minute or until they are out of your Fishing Rods long range you can forgo rolling and instead automatically hit the target. You cannot apply other baits until you are no longer tethered to the creature.
  7th Level Feature
Limbus Fishing
At 7th level, you unlock the ability to fish into the mysterious Limbus plane, a realm where all copies of items exist. Once per long rest, by spending 1 hour engaged in this activity, you can cast your line into the depths of the Limbus and potentially retrieve a lost and forgotten item. Roll a d6 to determine the item;  

Limbus Fishing Table


RollItem
1Unfortunately, your line snags onto something worthless, and you pull up a pile of discarded debris or useless junk.
2A random common item of the DM's choice
3A random uncommon item of the DM's choice
4A 100gp pearl that glows with 10ft of light softly in the dark
5A random scroll of 3rd level or lower
6A DM inspiration in the form of a glowing orb that disappears when used (must be holding it)
7100gp of an assortment of gems such as sapphires, rubies, and opals
8A random Adamantine or Mithril armour (D2 to determine type)
9A random rare item of the DM's choice
10A random very rare item of the DM's choice
11A random legendary item of the DM's choice
12A scroll of Comet or a 9th level spell scroll of the DM's choice
  10th Level Feature
Angler Thy Enemy
Starting at 10th level, When you score a critical hit against an enemy with your Fishing Pole, you can choose to apply a second bait against the creature that isn’t your currently equipped bait, and it doesn’t expend a usage of your bait.   Limbus Fishing (Improved)
Also at 10th level, you can choose to roll a d8 instead of a d6 for your limbus fishing table, and you can use Limbus Fishing twice per long rest instead of once.   15th Level Feature
A True Angler
Starting at 15th level, your Fishing Pole becomes stronger and made of a more durable material. Your Fishing Poles weapon die increases again; The melee weapon damage is d12, and the range damage is a d8.   Whenever you expend a bait, you gain temporary hit points equal to your fighter level.   Limbus Fishing (Improved)
Also at 15th level, you can choose to roll a d10 instead of a d8 for your limbus fishing table, and you can use Limbus Fishing thrice per long rest instead of once.   18th Level Feature
Organ Fishing
At 18th level, your expertise with your fishing pole reaches a level of surgical precision, allowing you to target specific organs of your foes with deadly accuracy. When you hit a creature with a ranged attack using your fishing pole, you can choose to perform a surgical strike, aiming for a vital organ. The creature must make a Constitution saving throw against your Fish Bait save DC. On a failed save, you successfully fish out one of their random organs, but it doesn't seem to kill them as you pull out an ethereal copy. Instead, it deals 10d10 force damage, and the creature suffers from a debilitating effect based on the random organ extracted:  

Organ Table


RollEffect
BrainThe creature is Stunned until the end of its next turn, and its intelligence score is reduced by 10 to a minimum of 1.
LungThe creature is unable to breathe properly, causing it to be Paralysed until the start of your next turn.
LiverThe creature suffers from severe internal bleeding, taking ongoing damage equal to your Fighter Level at the start of each of its turns for 1 minute.
  After the saving throw fails, you can't use this feature again until you finish a long rest.   Limbus Fishing (Improved)
Also at 18th level, you can choose to roll a d12 instead of a d0 for your limbus fishing table, and you can use Limbus Fishing four times per long rest instead of once.
Gunblade Luminary
3rd Level Features
Forbidden Pact Magic
When you reach 3rd level, your arcane research and the magic bestowed on you by your forbidden rituals have given you facility with spells.   Cantrips
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at 10th level.   Spell Slots
The Warlock table shows how many spell slots you have to cast your warlock 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 warlock 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.   Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.   The Spells Known is equal to your fighter level up to a max of 10 known spells.   Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.   Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, so 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   Forbidden Gunblade Ritual
Starting at 3rd level, you gain the ability to perform a ritual to transform a melee weapon into a gunblade. The process takes 1 hour of concentration. Choose a melee weapon that you are proficient with as the base for your gunblade. Once transformed, the weapon acts as a melee weapon of your choice and a ranged weapon with the properties of a longbow. When used as a ranged weapon, it deals 2d6 piercing damage and has a range of 150/600 feet. You can only have one gunblade at a time.   Gunblades Training
Also at 3rd level you gain proficiency with firearms and ammunition. Additionally, you can add your Strength modifier to the attack and damage rolls instead of Dexterity when used as a ranged weapon.   7th Level Feature
Arcane Marksman
At 7th level, you learn to infuse your gunblade strikes with arcane energy. When you hit a creature with a ranged attack using your gunblade, you can choose to expend a spell slot to deal additional force damage equal to d8 per level of the spell slot expended. The extra damage is of the same type as the weapon's damage.   Additionally, you gain the ability to channel your spells through your gunblade. You can ignore the range of a spell and instead use the range of your gunblade as the spell's range. The spell must require an attack roll or specify a target. If the spell has a range of self, it affects only you. If the spell requires a saving throw, the target makes the saving throw against your spell save DC. You must have a gunblade in hand to use this feature.   10th Level Feature
Bullet Storm
At 10th level, you have mastered the art of going past your weapons limits. When you hit a creature with an attack roll using your gunblade, you can choose to expend a spell slot to unleash a flurry of additional attacks. The number of additional attacks you gain equals the level of the expended spell slot (Up a max of 5) however it must only target the first creature you hit. Each additional attack counts as part of the same action. You can use this feature once as your gunblade overheats, and you regain expended uses after finishing a short or long rest.   15th Level Feature
Mindwarp Drain
At 15th level, your skill with the gunblade allows you to unleash a devastating mental assault on your foes. When you hit a creature with an attack made with your gunblade, you can choose to use your bonus action to apply this effect. The target must then make an Intelligence saving throw against your spell save DC. On a failed save, the target's Intelligence score is reduced by 2 until the end of its next turn, you regain an expended spell slot. You can use this feature once, and you regain expended uses after finishing a short or long rest.   18th Level Feature
Master of Dual Forms
At 18th level, you have achieved mastery over both the melee and ranged capabilities of your gunblade. When you roll initiative and have your gunblade in its melee or ranged form, you can choose to change it to the other form. Additionally, you can now have two gunblades and both gain the light property regardless of weapon type.

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