Fundamental Force Fighter (5e Class)

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Fundamental Force Fighter[edit]

Chased by thugs, an elf needs to get to safety before she is caught. Turning a corner in the cramped streets of the city, she stops and composes herself. Focusing on her studies, she manipulates the light around her, bending it around her form rather than letting it bounce off her. She fades from view, just before the thugs catch up. They look directly at her, yet she cannot be seen.

A human is in a great battle, fighting for his life. He is knocked to the ground and an axe is coming down straight on his head. With a wave of his hand and some intense thinking, the molecules that make up the air bind together stronger, creating an impromptu barrier that blocks the axe strike. The human rolls away from the attack, ready to continue the fight.

A dwarf crosses a bridge in the dead of night and is faced with several guards approaching him. As they demand to know who he is, with a flick of the dwarf's wrist the guards are flung straight up into the air. Now helpless, floating in mid-air above the bridge, the guards have no idea what is going on as the dwarf keeps walking along.

There are a few fundamental forces that govern all of what we know. Control them, incorporate them into your fighting style and you can become a great warrior with power over anything in this plane.

Controlling the Fundamental Forces of Nature[edit]

There are four fundamental forces of nature in the universe, which cannot be reduced into anything more basic. Gravity - pulls one mass towards another, essentially keeps you from floating off into the sky. Electromagnetism - holds atoms together, stopping gravity from pulling you through the ground. Electricity, magnetism, and light are all produced by this force. Weak nuclear force and strong nuclear force - controls respectively the decay and holding together of the nuclei of atoms. Without these forces, everything would disintegrate and float apart. Controlling these forces could potentially mean being able to create or destroy anything at all.

Creating a Fundamental Force Fighter[edit]

Nuclear, gravitational and electromagnetism - the fundamental forces of nature.

When creating a Fundamental Force Fighter, ask yourself how you discovered the theory of the fundamental forces. How would an in-depth knowledge of these forces help you? In what way could you use this knowledge to improve your combat skills? If you had to choose, which force would you find the most interesting or useful to you?

Quick Build

You can make a Fundamental Force Fighter quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Sage or Soldier background.

Class Features

As a Fundamental Force Fighter you gain the following class features.

Hit Points

Hit Dice: 1d10 per Fundamental Force Fighter level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Fundamental Force Fighter level after 1st

Proficiencies

Armor: Light Armor, Medium Armor
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two from Acrobatics, Arcana, Athletics, History and Investigation

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) one martial melee weapon or (b) one simple melee weapon
  • (a) a short bow and a quiver with 20 arrows or (b) a light crossbow and a case with 20 bolts or (c) one simple melee weapon
  • (a) an explorer's pack or (b) a scholar's pack
  • (a) leather armor or (b) scale mail armor
  • a component pouch
  • If you are using starting wealth, you have 5d4 x 10 gp in funds.

Table: The Fundamental Force Fighter

Level Proficiency
Bonus
Features Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Fighting Style
2nd +2 Spellcasting, Fundamental Force Focus 2 2
3rd +2 Atomic Repairing 3 3
4th +2 Ability Score Improvement 4 3
5th +3 Extra Attack 5 4 2
6th +3 Fundamental Force Focus feature 6 4 2
7th +3 Researcher's Eye 7 4 3
8th +3 Ability Score Improvement 8 4 3
9th +4 9 4 3 2
10th +4 Improved Critical 10 4 3 2
11th +4 Fundamental Force Focus feature 11 4 3 3
12th +4 Ability Score Improvement 11 4 3 3
13th +5 12 4 3 3 1
14th +5 Extra Attack (2) 12 4 3 3 1
15th +5 Innate Resistance 13 4 3 3 2
16th +5 Ability Score Improvement 13 4 3 3 2
17th +6 14 4 3 3 3 1
18th +6 Fundamental Force Focus feature 14 4 3 3 3 1
19th +6 Ability Score Improvement 15 4 3 3 3 2
20th +6 Fundamental Force Focus feature, Application of Force 15 4 3 3 3 2

Fighting Style[edit]

At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing Armor, you gain a +1 bonus to AC

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Spellcasting[edit]

By the time you reach 2nd level, you have learned that magic and the fundamental forces sometime intertwine, with your research giving you access to certain spells. See chapter 10 for the general rules of spellcasting.

Spell Slots

The Fundamental Force Fighter table shows how many spell slots you have to cast your Summoner 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.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the Fundamental Force Fighter Spell List. The Spells Known column of the Fundamental Force Fighter table shows when you learn more Fundamental Force Fighter spells of your choice. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the Fundamental Force Fighter spells you know and replace it with another spell from the Fundamental Force Fighter Spell List, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your Fundamental Force Fighter spells. 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 Fundamental Force Fighter 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.

Fundamental Force Focus[edit]

At 2nd level, you chose to focus on one of the fundamental forces of nature. Choose between Electromagnetic Force, Gravitational Force or Nuclear Force, all detailed at the end of the class description. Your choice grants you additional spell choices from 2nd level, as well as features at 6th, 11th, 18th and 20th level.

Force Focus Spells

Each fundamental force focus has a list of associated spells. You gain access to these spells at the levels specified in the fundamental force focus description. Once you gain access to one of these spells, they are added to the Fundamental Force Fighter Spell List. Learning one of the force focus spells counts against the number of spells you can know.

Atomic Repairing[edit]

A knowledge of the fundamental forces means you can bring atoms and molecules together, as well as tear them apart, letting you repair things. From 3rd level, you know the mending cantrip.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 14th level in this class.

Researcher's Eye[edit]

Your research into the inner workings of the universe has given you a greater eye for detail. From 7th level you gain proficiency in the Investigation skill. If you are already proficient in Investigation then your proficiency bonus in this skill is doubled.

Improved Critical[edit]

Your weapon practice and your fundamental force research have combined, enabling you to create destructive damage more easily. From 10th level, your weapon attacks score a critical hit on a roll of 19 or 20.

Innate Resistance[edit]

With all your investigation into the fundamental forces and the knowledge in your mind, your body has decided to adapt too. From 15th level, the atoms in your body can pull together stronger to protect you from damage. You now have resistance to all non-magical slashing, piercing, bludgeoning and fall damage.

Application of Force[edit]

You have managed to combine your knowledge of the fundamental forces with your fighting skills to tear apart your opponent more easily. At 20th level, you get a +2 bonus to all attack and damage rolls.


Fundamental Force Focus Choices[edit]

While trying to learn about and master all the fundamental forces is admirable, it can be a bit much for one person to take on all on their own. Focusing on just one area can still reap great benefits and not cause great headaches as you try to collect as much knowledge as possible inside your brain.

Electromagnetic Force[edit]

Electromagnetic force is what keeps atoms together. It is also for creating light and electricity. By focusing on this force, you become more adapt at creating or removing light, as well as creating lightning.

Force Focus Spells

You can add these spells to the Fundamental Force Fighter Spell List at the levels listed.

Electromagnetic Force Spells
Level Spells
2nd darkness, faerie fire
5th invisibility, flaming sphere
9th daylight, lightning bolt
13th sickening Radiance, shadow of moil
17th dawn, seeming
Magnetism

From 6th level, you have discovered the ability to attract and repel metal objects. You can use an action to pull one tiny object to you that is within 20 feet. You can also use an action to repel a tiny object held by you, up to 20 feet away. An object must be partially or entirely made of metal for this feature to be used.

Electric Charge

You can generate an electric charge in your hand and direct it into different objects. You have adapted this ability into giving you an advantage in combat. Once from 11th level, you can use a bonus action to charge your melee weapons with electricity for 1 minute. When you hit something with a metal melee weapon, it does an extra 1d6 lightning damage. If the metal melee weapon is light, it only does an extra 1d4 lightning damage. You regain use of this feature after a short or long rest.

Stronger Magnetism

From 18th level, your magnetism ability has grown stronger. You can now attract and repel small objects up to a distance of 20 feet. An object must be partially or entirely made of metal for this feature to be used.

Additionally, you have practiced using this power in combat. When you are attacked by a creature using a metal melee weapon, you can use your reaction to force it to make a strength saving throw. The DC for this is 8 + your proficiency bonus + your Intelligence modifier. On a failure, their attack fails and the weapon is pulled from them, dropping it at their feet. You can use this feature a number of times equal to your Intelligence modifier. You regain all uses after a long rest.

Electromagnetic Power

At 20th level, you can cast the spell crown of stars once. You need to finish a long rest before you can cast it again. Intelligence is your spellcasting ability for this spell.

Gravitational Force[edit]

Gravitational force is what pulls different objects together. By focusing on this force, you can manipulate the gravitational pull around, either increasing or decreasing it or perhaps even reverse it.

Force Focus Spells

You can add these spells to the Fundamental Force Fighter Spell List at the levels listed.

Gravitational Force Spells
Level Spells
2nd catapult, feather fall
5th earthbind, levitate
9th fly, slow
13th freedom of movement, gravity hammer
17th maelstrom, telekinesis
Aura of Weight

From 6th level, you can use your action to activate an Aura of Weight, increasing the natural gravity around you. Once, for 1 minute, the area around you in a 20 foot radius will be difficult terrain, and when this used creatures within the radius take 1d8 damage. You regain use of this feature after a short or long rest.

Aura of Weightlessness

You can affect more than just the gravity around you now, you can affect the gravity in places you touch. From 11th level, once as a bonus action, you can touch a piece of solid ground. For 1 minute, the area around that point in a 20 foot radius will have reduced gravity. Jumps made in that area will be twice the normal distance. Anything that is pushed or pulled in that area will move twice as far. You regain use of this feature after a short or long rest.

Increased Aura of Weight

Practicing with your Aura of Weight, you have learned to focus the increased gravitational effect in smaller areas, increasing the force applied. From 18th level, when you are attacked by a creature inside your active Aura of Weight, you can use your reaction to force that creature to attack at disadvantage for its turn. You can use this feature a number of times equal to your Intelligence modifier. You regain all uses after a long rest.

Gravitational Power

At level 20, you can cast the spell reverse gravity once. You need to finish a long rest before you can cast it again. Intelligence is your spellcasting ability for this spell.

Nuclear Force[edit]

Nuclear force controls the breaking up and binding together of atom nuclei. Combining knowledge of this with magic, you can manipulate atoms into different forms or divide atoms and recombine them elsewhere.

Force Focus Spells

You can add these spells to the Fundamental Force Fighter Spell List at the levels listed.

Nuclear Force Spells
Level Spells
2nd enlarge/reduce, zephyr strike
5th heat metal, misty step
9th gaseous form, meld into stone
13th Otiluke's resilient sphere, polymorph
17th creation, passwall
Partial Body Phase

From 6th level, you can alter the alignment of atoms in some parts of your body, letting them phase through other objects. As an action, you can put an arm, leg or your head through an object that is up to 1 foot thick. You cannot pass other objects or your entire body through this object. You can interact with anything within reach on the other side of the object.

Area Phasing

With research and practice, you have developed a way to pass your entire body through an object. From 11th level as an action, you can touch an area of solid material that is up to a 5 foot cube. Once for 1 minute, anything can pass through this area as if there was nothing there. You must remaining touching or inside this area to maintain this effect. When this effect ends, anything inside the area is ejected to the nearest empty space and takes 1d6 force damage. You regain use of this feature after a short or long rest.

Quickened Partial Body Phase

Through using your partial body phase over and over again, you have increased the speed at which you can use this ability. From 18th level when you are hit by an attack, you can use your reaction to roll a d20. If you roll a 16 or higher, the attack misses as you phase out the attacked part of your body. You can use this feature a number of times equal to your Intelligence modifier. You regain all uses after a long rest.

Nuclear Power

At level 20, you can cast the spell disintegrate once. You need to finish a long rest before you can cast it again. Intelligence is your spellcasting ability for this spell.


Fundamental Force Fighter Spell List[edit]

You can learn any of the spells on the basic Fundamental Force Fighter spell list, as well as the additional spells based on your subclass.

1st Level

Absorb Elements, Burning Hands, Chaos Bolt, Create or Destroy Water, Detect Magic, Earth Tremor, Expeditious Retreat, Fog Cloud, Identify, Shield, Silent Image, Tenser's Floating Disk, Unseen Servant, Witch Bolt

2nd Level

Arcane Lock, Blur, Continual Flame, Gust of Wind, Hold Person, Knock, Maximilian's Earthen Grasp, Mirror Image, Pass without Trace, Rope Trick, Skywrite, Spider Climb

3rd Level

Call Lightning, Conjure Barrage, Erupting Earth, Haste, Leomund's Tiny Hut, Lightning Arrow, Moonbeam, Phantom Steed, Tiny Servant, Water Walk

4th Level

Banishment, Control Water, Dimension Door, Fabricate, Stone Shape, Stoneskin, Storm Sphere, Vitriolic Sphere, Watery Sphere

5th Level

Animate Objects, Hold Monster, Mislead, Swift Quiver, Transmute Rock, Tree Stride, Wall of Force, Wall of Light

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Fundamental Force Fighter class, you must meet these prerequisites: Strength 13 or Dexterity 13 or Intelligence 13

Proficiencies. When you multiclass into the Fundamental Force Fighter class, you gain the following proficiencies: Light Armor, Simple Weapons, Martial Weapons

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