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# Fighter ### Mysticist Mysticists are figthers that instead of relying only on their physical prowless they reaserch into easily repeatable, reliable magic that can be used throughout the day. ## Bottomless Sleave Starting at 3rd level, your research into reliable, reproducible magic bears fruit. You learn 3 Wizard cantrips, and you learn 1 additional cantrip at levels 7 and 15. Intelligence is your spellcasting modifier. You also gain proficiency in Arcana. You can choose Wizard cantrips and spells when gaining access to new ones throughout this class. You can use Wizard spell scrolls as if you were a Wizard. The maximum level of spell you can cast for the purpose of scroll usage 1st at level 3, 2nd at level 7, 3rd at level 10, 4th at level 15 and 5th at level 15. (For spells above that level, you must make an ability check as normal.) ## Casterarm Also at 3rd level, you can create a casterarm as a 30 minute long ritual. Any weapon can become a casterarm. You can have only one casterarm at a time. A casterarm's damage type is changed to force, and it cannot be disarmed against your will. You can use your equip action to activate recall on it until the start of your next turn. As long as recall is active, as part of your attack, before or after the attack is made, the weapon appears in your hand. The maximum distance from which your casterarm can be teleported to your hand is 5 times your Fighter level in feet. The casterarm also can be used as an arcane focus. ## Arcane Trick Starting at 7th level the arcane knowledge you gathered can be utilized to create smaller, temporary magic. You learn two 1st-level spells and two 2nd-level spells. Once per long rest, you can cast one 1st-level and one 2nd-level spell without expending a spell slot. ## Occult Lore Also at 7th level your knowledge expands allowing you to learn an eldrich invocation. You count as a 4th level warlock for any prerequisites. Also if the invocation expends a warlock spellslot you can expend a free spellslot use with the same level from this class instead. ## Arcane Adept Starting on 10th level your arcane might grows. You learn 2 3rd and 2 4th level spells. You can cast one 3rd and one 4th level spell for free once a day. \columnbreak ## Amped Casterarm Your connection to your casterarm strengthens as you do. At 10th level at the end of a short or long rest you can chose to amp your casterarm. Only one amp can be active at a time, and you can chose from the following options: * Bend Space: space itslef seems to bend around your casterarm. Its reach increases by 5 ft if its melee, or it ignores half cover and treats three fourth cover as half cover if its ranged. * Shatter: Whit each hit, your casterarm shatters reality in its wake. On each hit it deals an additional 1d4 force damage. * Focus: Holding your casterarm helps you focus on the arcane. As long as your casterarm is equipped you can add your inteligence modifier to one damage or healing roll of a spell or cantrip. * Ward: Your casterarm protects you against harm as long as its powered. When casting a cantrip or a spell you gain one charge and you can have up to two charges at the same time. The charges remain for 1 minute after casting. When rolling a saving throw you as a reaction you can expand all cahrges to add d4s to the save equival to the number of charges expanded. * Rift step: Your casterarm can pucture a hole into reality allowing you to once per short or long rest cast misty step whitout expending a spellslot. ## Arcane Tenacity Starting at 15th level your relentless magic allows you to cast one 1st and 2nd level spell per long rest, cast one 1st and 2nd level spell per shortrest. Also you learn one 1st and one 2nd level spell. ## Occult Mastery You accumulated so knowledge so wast about the arcane, few match. On 15th level you learn an eldrich invocation. You count as a 10th level warlock for any prerequisites. Also if the invocation expends a warlock spellslot you can expend a free spellslot use with the same level from this class instead. ## Arcane Secret At level 15 near endless magic is Finally reached. You learn an additional 1st and 2nd level spell, can cast two 1st per short or long rest, and once a day as an action can chose a cantrip you do not know. Untill the end of your next long rest you can cast it.