Artagon
2017-04-29, 12:51 AM
Masonic Warrior
A fighter sub-class
In times of antiquity, the nations of man battled one another, whether through political in-fighting or all out war. Some of these conflicts were for territory or religion, and still others were simply for pride. Mages were conscripted to do the bidding of their nations. That is, until the mages of various realms managed to meet in secret, working to find peace. This worked, but not in a way they expected. Hearing of their meetings the nations united at last, against a common enemy -- the magi. Crushed and relegated to the role of common workers, closely supervised, magi labored with their magic to rebuild city walls and other reconstruction projects. It was years before any were able to meet mages of other nations and cultures again.
When the mages gathered again, to commiserate and share stories, they developed one rule, one principle that must always be followed. No politics, no nations, no religion. These topics were never to be discussed, to prevent any whiff of disloyalty to be sensed by their home nations. As another precaution they also welcomed into their ranks warriors who could watch over their meeting halls and dissuade non-members from crashing their meetings.
Over time these mages, forced into doing menial magic, such as stone shaping and lifting, began to develop their own structure, their own secret beliefs, and because of this the Masons (so named due to their place in society) were born. While they did invite trusted warriors into their ranks, those warriors did not long stay uninitiated to the ways of magic. They learned secrets that they shared amongst their ranks, codifying a secret training that would allow them to better guard the halls, and also guard against their more learned brethren. These are the Masonic Warriors.
Masonic Warrior Style
When you choose this Archetype at level 3 you gain the Masonic Warrior fighting style in place of the fighting style chosen at 1st level:
While wielding a weapon in one hand and nothing in your off-hand you may use your bonus action to conjure a 'Spell Blast'.
Spell Blast - You unleash a burst of pure magic from your hand at one target up to 60 feet away. Make a spell attack with Charisma as your casting stat. If it hits you deal 1d6+Cha modifier force damage.
Arcane Secret
At 3rd level you gain four uses of Arcane Secret per short or long rest. You gain one additional use per rest at 7th level and again at 15th level. You may only use one option per turn. You learn 3 of the following options at 3rd level and may choose two additional secrets at 10th. If the ability calls for a save, the DC for the effect is 8 + Proficiency bonus + Charisma Modifier.
Force Field - When an enemy hits you or an ally within 30’ with an attack you may call up your magic to sheathe them in protective magics. Expend one use of Arcane Secret as a reaction to give the target of the attack resistance to damage until the start of your next turn.
Homing Blast - You may expend one use of your Arcane Secret as part of your Spell Blast attack to grant advantage on the attack. Additionally, the Homing Blast does +1d6 force damage to the target if it hits.
Spell Burst - When you hit with Spell Blast you may use your reaction to expend a use of Arcane Secret and cause it to explode in a 15' radius around the target, dealing Cha modifier force damage to each secondary target caught in the burst.
Chain Blast - When you hit with your Spell Blast you may use your reaction to expend a use of Arcane Secret and target two additional creatures within 20' of the primary target. Make another Spell Blast attack against the new targets.
Spellsword Charge - You may expend one use of Arcane Secret as an action to move up to 30' to an unoccupied square which you can see, ignoring all terrain between you and the target. This movement does not generate attacks of opportunity. At the end of your movement all enemies adjacent to your new square make a Dexterity save or take Cha modifier force damage. This damage increases by 1d8 at 6th, 12th, and 18th level.
Leaching Blast - As a reaction to dealing damage with your spell blast, you may expend a use of Arcane Secret to gain temporary HP equal to the damage which was dealt.
Enchanted Blade - You may expend a use of Arcane Secret as a bonus action to enchant your blade until the start of your next turn. While your weapon is enchanted it gains 5' of reach and uses your Charisma modifier instead of your strength for both attack and damage. This is especially effective vs Large or larger creatures, causing the weapon to do an additional +1d4 weapon damage on hit against them.
Herculean Strength - You may expend a use of Arcane Secret while making a strength check to count as a creature 2 sizes larger and have advantage on that check. You are exhausted until the end of your next turn.
Spell Snare - As a bonus action you may expend a use of Arcane Secret to use Spell blast against a creature up to 30’ away. If it hits you may deal 2d6+Cha modifier and pull that target up to 10’ closer. A Strength save negates the movement.
Mystery of Silence - As a bonus action you may target one creature within 60 feet. The target is silenced for 1 minute unless they make a Wisdom save. They may make an additional save at the end of their turn. Successfully saving ends the effect.
Grimoire Blade
At 7th level you may spend downtime inscribing power words onto your weapon. You gain the ability to cast ritual magic from the wizard spell list, using your weapon as your spell book. You may have up to 4 rituals inscribed into your weapon at any time. Inscribing rituals into a new weapon causes them to vanish from your old one. The spells you inscribe may be of a level up to half your character level. Your weapon now counts as a magic weapon for the purpose of bypassing resistance.
All-Seeing Eye
At 10th level, your unusual connection to the web of magic in the world allows the Masonic Warrior to expand his senses. You may cast Arcane Eye without components by using your weapon as a focus. This Arcane Eye is unique in that it may detect magic innately as per the spell. You may use this ability once before taking a long rest.
Blazing Star Body
At 15th level your body begins to exhibit the signs of prolonged magic exposure. With your unique training you are able to focus this energy into star shaped runes that appear under your skin. These runes serve as an anchor for magic, allowing you to absorb deadly magic. You gain advantage on saving throws against spells and spell-like abilities.
Grand Mystery
At 18th level you have unlocked a secret beyond the ken of all but the most powerful of mages. Choose one Abjuration or Divination spell up to 7th level. You may use this spell once per long rest. If it can be cast at higher levels, it is always cast at 7th level.
A fighter sub-class
In times of antiquity, the nations of man battled one another, whether through political in-fighting or all out war. Some of these conflicts were for territory or religion, and still others were simply for pride. Mages were conscripted to do the bidding of their nations. That is, until the mages of various realms managed to meet in secret, working to find peace. This worked, but not in a way they expected. Hearing of their meetings the nations united at last, against a common enemy -- the magi. Crushed and relegated to the role of common workers, closely supervised, magi labored with their magic to rebuild city walls and other reconstruction projects. It was years before any were able to meet mages of other nations and cultures again.
When the mages gathered again, to commiserate and share stories, they developed one rule, one principle that must always be followed. No politics, no nations, no religion. These topics were never to be discussed, to prevent any whiff of disloyalty to be sensed by their home nations. As another precaution they also welcomed into their ranks warriors who could watch over their meeting halls and dissuade non-members from crashing their meetings.
Over time these mages, forced into doing menial magic, such as stone shaping and lifting, began to develop their own structure, their own secret beliefs, and because of this the Masons (so named due to their place in society) were born. While they did invite trusted warriors into their ranks, those warriors did not long stay uninitiated to the ways of magic. They learned secrets that they shared amongst their ranks, codifying a secret training that would allow them to better guard the halls, and also guard against their more learned brethren. These are the Masonic Warriors.
Masonic Warrior Style
When you choose this Archetype at level 3 you gain the Masonic Warrior fighting style in place of the fighting style chosen at 1st level:
While wielding a weapon in one hand and nothing in your off-hand you may use your bonus action to conjure a 'Spell Blast'.
Spell Blast - You unleash a burst of pure magic from your hand at one target up to 60 feet away. Make a spell attack with Charisma as your casting stat. If it hits you deal 1d6+Cha modifier force damage.
Arcane Secret
At 3rd level you gain four uses of Arcane Secret per short or long rest. You gain one additional use per rest at 7th level and again at 15th level. You may only use one option per turn. You learn 3 of the following options at 3rd level and may choose two additional secrets at 10th. If the ability calls for a save, the DC for the effect is 8 + Proficiency bonus + Charisma Modifier.
Force Field - When an enemy hits you or an ally within 30’ with an attack you may call up your magic to sheathe them in protective magics. Expend one use of Arcane Secret as a reaction to give the target of the attack resistance to damage until the start of your next turn.
Homing Blast - You may expend one use of your Arcane Secret as part of your Spell Blast attack to grant advantage on the attack. Additionally, the Homing Blast does +1d6 force damage to the target if it hits.
Spell Burst - When you hit with Spell Blast you may use your reaction to expend a use of Arcane Secret and cause it to explode in a 15' radius around the target, dealing Cha modifier force damage to each secondary target caught in the burst.
Chain Blast - When you hit with your Spell Blast you may use your reaction to expend a use of Arcane Secret and target two additional creatures within 20' of the primary target. Make another Spell Blast attack against the new targets.
Spellsword Charge - You may expend one use of Arcane Secret as an action to move up to 30' to an unoccupied square which you can see, ignoring all terrain between you and the target. This movement does not generate attacks of opportunity. At the end of your movement all enemies adjacent to your new square make a Dexterity save or take Cha modifier force damage. This damage increases by 1d8 at 6th, 12th, and 18th level.
Leaching Blast - As a reaction to dealing damage with your spell blast, you may expend a use of Arcane Secret to gain temporary HP equal to the damage which was dealt.
Enchanted Blade - You may expend a use of Arcane Secret as a bonus action to enchant your blade until the start of your next turn. While your weapon is enchanted it gains 5' of reach and uses your Charisma modifier instead of your strength for both attack and damage. This is especially effective vs Large or larger creatures, causing the weapon to do an additional +1d4 weapon damage on hit against them.
Herculean Strength - You may expend a use of Arcane Secret while making a strength check to count as a creature 2 sizes larger and have advantage on that check. You are exhausted until the end of your next turn.
Spell Snare - As a bonus action you may expend a use of Arcane Secret to use Spell blast against a creature up to 30’ away. If it hits you may deal 2d6+Cha modifier and pull that target up to 10’ closer. A Strength save negates the movement.
Mystery of Silence - As a bonus action you may target one creature within 60 feet. The target is silenced for 1 minute unless they make a Wisdom save. They may make an additional save at the end of their turn. Successfully saving ends the effect.
Grimoire Blade
At 7th level you may spend downtime inscribing power words onto your weapon. You gain the ability to cast ritual magic from the wizard spell list, using your weapon as your spell book. You may have up to 4 rituals inscribed into your weapon at any time. Inscribing rituals into a new weapon causes them to vanish from your old one. The spells you inscribe may be of a level up to half your character level. Your weapon now counts as a magic weapon for the purpose of bypassing resistance.
All-Seeing Eye
At 10th level, your unusual connection to the web of magic in the world allows the Masonic Warrior to expand his senses. You may cast Arcane Eye without components by using your weapon as a focus. This Arcane Eye is unique in that it may detect magic innately as per the spell. You may use this ability once before taking a long rest.
Blazing Star Body
At 15th level your body begins to exhibit the signs of prolonged magic exposure. With your unique training you are able to focus this energy into star shaped runes that appear under your skin. These runes serve as an anchor for magic, allowing you to absorb deadly magic. You gain advantage on saving throws against spells and spell-like abilities.
Grand Mystery
At 18th level you have unlocked a secret beyond the ken of all but the most powerful of mages. Choose one Abjuration or Divination spell up to 7th level. You may use this spell once per long rest. If it can be cast at higher levels, it is always cast at 7th level.