Magic Man
Magic Man[edit]
Fighter Archetype
- Demonic Affinity
Starting at 3rd level, you know how to speak, read and write in abyssal. In addition, you have advantage in all your Wisdom (Insight) and Charisma checks made in relation to fiend (demons).
- Sword Trick
At 3rd level, when you choose this archetype, you gain the ability to swallow a sword and store it in your body. While it is stored, you cannot be disarmed of it. As a bonus action, you can regurgitate it and attack with it, gaining advantage on the first attack made with that sword this turn. .
When you do so, flames erupt from the place you just left, and all creatures in a 5-foot radius must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or take 1d6 fire damage. This increases to 2d6 at 5th level, 3d6 at 11th level and 4d6 at 17th level.
You may do this an amount of times equal to your proficiency bonus, regaining all uses at the end of a long rest.
- Flame Whip
At 3rd level, you gain the ability to summon a magical abyssal whip to your hand. The whip have the properties of a regular whip, but causes additional 1d4 fire damage. The additional fire damage increases to 1d6 at 5th level. At 11th level, the slashing damage caused by the whip becomes 1d6 (instead of 1d4).
In addition, once per turn, when you hit a creature with the whip, you can force the target to make a contested Strength (Athletics) check, or be pushed to an unoccupied space within 5 feet of you.
You also gain a special bonus action, that allow you to make an attack with your flame whip. You can use this bonus action a number of times equal to your Strength modifier, and regain your uses after completing a long rest.
- Enhanced Senses
At 7th level, you gain fiendish eyes that grant you the ability to see trough normal and magical darkness up to a range of 120 feet.
In addition, you can communicate telepathically with any creature that can understand a language, up to the same range.
- Scaled Skin
At 10th level, you gain resistance to fire and poison damage, and advantage on saving throws against the poisoned condition.
- Leathery Wings
Starting at 15th level, you grow a pair of abhorrent leathery wings, that grant you a flying speed equal to your movement speed.
- Fiery Aura
When you reach the 18th level, you can use your bonus action to activate an aura of fire. At start of your turn, any creature within 5 feet takes fire damage equal to your Constitution modifier (minimum of 0 damage). In addition, any flammable objects in the aura that aren't being worn or carried ignite.
The aura lasts until you're incapacitated or you dismiss it as a bonus action. Once dismissed, you can't summon this aura again until you finish a short or a long rest.
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