Legendary Fighter v1.1
Legendary Fighter v1.1
Legendary Fighter v1.1
War Magic
Upon reaching 6th level, you are able to blend your combat
with magic seamlessly. Whenever you take the attack action,
you may replace one of your attacks with a cantrip.
Magus Strike
Beginning at 10th level, your steel aids your sorcery. After
hitting a creature with a weapon attack, that creature has
disadvantage on its next saving throw against one of your
Magus Spells before the end of your next turn.
Arcane Charge
Once you reach 14th level, you become capable of moving
across the battlefield in flashes of magical energy. As a bonus
action on your turn and by expending a Mastery Die, you may
teleport to an unoccupied space that you can see.
The range of this teleport is equal to 5 times the number
rolled on your Mastery die in feet.
Arcana Knight
At 18th level, your leftover magic begins to fuel your martial
abilities. Whenever you expend a spell slot of 3rd level or
higher, you regain one expended Mastery die.
Mayhem Magic
Beginning at 21st level, your mastery over magic and steel
heightens. When you take the attack action, you may use your
bonus action to cast a spell of 3rd level or lower.
Quick Recharge
Finally at 25th level, your magic recovers at an astonishing
rate. Whenever you finish a short rest, you recover all of your
spell slots of 3rd level or lower.
Prodigy Archetype
Some people are just naturally gifted when it comes to
things. Some are natural geniuses that can learn things with
little effort, some are natural adepts at magic who practically
have it flowing through them, and some... Are immediate
experts when it comes to martial combat.
Prodigious Skill
As a prodigy, you do not need any sort of special abilities or
techniques to be a master at your craft. Whenever you would
gain an Archetype feature (Levels 3, 6, 10, 14, 18, 21 and 25)
you instead gain the Ability Score Improvement feature.
This functions exactly as a normal Ability Score
improvement, you can increase your stats or you can select a
non-legendary feat.
Inspiration
This was inspired by u/DarkAureole and their
Fighterer subclass, which is a joke subclass they
made with their twitch chat.
With Legendary PCs I felt this was fitting as a
potential option to allow for further customization,
so I added it as one of the subclass options!
Rune Knight Runic Mastery
Rune Knights enhance their martial prowess using the At 10th level, you may invoke each Rune you know from Rune
supernatural power of runes, an ancient practice that Carver twice, rather than once in between rests.
originated with giants. Rune cutters can be found among any
family of giants, and you likely learned your methods first or Everlasting Size
second hand from such a mystical artisan. Whether you Once you reach 14th level, you begin to grow more
found the giant's work carved into a hill or cave, learned of accustomed to your larger stature. There is no longer a time
the runes from a sage, or met the giant in person, you studied limit on your Giants Might feature, and you may use it any
the giant's craft and learned how to apply magic runes to number of times between rests.
empower your equipment.
Master Invoker
Giants Might Beginning at 18th level, you become a true adept at invoking
Upon choosing this archetype at 3rd level, you have learned the runes. You may invoke a rune you know on your turn
how to imbue yourself with the might of giants. As a bonus without requiring any action, you may only invoke one rune
action, you magically gain the following benefits: per turn.
If you are smaller than Large, you become Large, along
with anything you are wearing. If you lack the room to Titan
become Large, your size doesn't change. While you are At 21st level, you receive another growth spurt! When you
large, your reach increases by 5-feet. grow from Giants Might, you may choose to become Huge
You have advantage on Strength checks and Strength instead of large if there is enough room to do so. If you do,
saving throws. your reach is increased by 10-feet rather than 5.
Your melee weapon attacks deal 1d6 bonus damage. This Master Rune
increases to 1d8 at Fighter level 14, and 1d10 at Fighter Finally at 25th level, you have perfected one of your runes
level 21. into its purest form... Choose one of the following features,
which can not be changed after it is chosen:
These benefits last for a minute, until you fall unconscious, Haug. You are permanently under the effects of the Hill
or you use a bonus action to end the state. You may use this Runes invoked effects while in Giants Might.
feature twice, and you regain all expended uses of it upon Ild. While in your Giants Might feature, your weapon
completing a long rest. attacks deal an additional 1d6 fire damage on hit.
Ise. You are permanently under the effects of the Frost
Rune Carver Runes invoked effects while in Giants Might.
Additionally at 3rd level, you can use magic runes to enhance Skye. While in your Giants Might feature, you have a flying
your gear. You learn two runes of your choice, from among speed equal to your walking speed.
the runes described on the next page, and each time you gain Stein. While in your Giants Might feature, if a creature is
a level in this class, you can replace one rune you know with not immune to being Charmed, it has disadvantage on attack
a different one from this feature. At Fighter levels 7, 10, 14, rolls against you.
and 21, you learn an additional rune. Uvar. You are permanently under the effects of the Storm
Whenever you finish a long rest, you can touch a number of Runes invoked effects while in Giants Might.
objects equal to the number of runes you know, and you
inscribe a different rune onto each of the objects. To be
eligible, an object must be a weapon, a suit of armor, a shield,
a piece of jewelry, or something else you can wear or hold in
a hand. Your rune remains on an object until you finish a long
rest, and an object can bear only one of your runes at a time.
In addition to this, you gain proficiency in smith's tools, and
you learn to speak, read and write Giant.
Runic Barrier
Upon reaching 6th level, you learn to sacrifice your runes for
defense. When you or a creature within 60-feet of you is hit
with an attack, you may expend your reaction to reduce the
damage taken to 0.
In order to use this feature, you must remove a rune off of
an item benefiting from it.
Runes Skye (Cloud Rune)
The following runes are available to you when you learn a This rune's magic emulates the deceptiveness of a cloud giant.
rune. If a rune has a level requirement, you must be at least While wearing or carrying an object inscribed with this rune,
that level in this class to learn the rune. If a rune requires a you have advantage on Dexterity (Sleight of Hand) checks and
saving throw, your Rune Magic save DC equals 8 + your Charisma (Deception) checks.
proficiency bonus + your Constitution modifier. In addition, when you or a creature you can see within 30
feet of you is hit by an attack roll, you can use your reaction to
Haug (Hill Rune)
invoke the rune and cause that attack to target a different
This rune's magic bestows a resilience reminiscent of a hill
creature within 30 feet of you (other than the attacker), using
giant. While wearing or carrying an object inscribed with this
the same roll. This magic can transfer the attack regardless of
rune, you have advantage on saving throws against being
the attack's range. Once you invoke the rune, you can't do so
poisoned, and you have resistance against poison damage.
again until you finish a short or long rest.
In addition, you can invoke the rune as a bonus action,
gaining resistance to bludgeoning, piercing, and slashing
damage for 1 minute. Once you invoke the rune, you can't do Stein (Stone Rune)
so again until you finish a short or long rest. This rune's magic channels the insightfulness of a stone giant.
While wearing or carrying an object inscribed with this rune,
you have advantage on Wisdom (Insight) checks, and you have
Ild (Fire Rune)
darkvision out to a range of 60 feet. If you already have
This rune's magic channels the masterful craftsmanship of fire
darkvision, its range increases by 30 feet.
giant smiths. While wearing or carrying an object inscribed
In addition, when a creature you can see ends its turn within
with this rune, your proficiency bonus is doubled for any
30 feet of you, you can use your reaction to invoke the rune
ability check you make that uses your proficiency with a tool.
and force the creature to make a Wisdom saving throw. Unless
In addition, when you hit a creature with a weapon attack,
the save succeeds, the creature is charmed by you for 1
you can invoke the rune to summon fiery shackles: the target
minute. While charmed in this way, the creature has a speed of
must succeed on a Strength saving throw or be restrained for
0 and is incapacitated, descending into a dreamy stupor. The
1 minute. While restrained by the shackles, the target takes
effect ends if the charmed creature takes any damage or if
2d6 fire damage at the start of each of its turns. The target can
someone else uses an action to shake the creature out of its
repeat the saving throw at the end of each of its turns,
haze. Once you invoke the rune, you can't do so again until
banishing the shackles on a success. Once you invoke the
you finish a short or long rest.
rune, you can't do so again until you finish a short or long rest.
Martial Superiority
Cost: 1 Legendary Action
The next time you make a Strength, Dexterity or
Constitution saving throw before the beginning of your next
turn, you have advantage on the roll.
Supreme Grit
Cost: 1 Legendary Action
You tough yourself out, reducing all damage you take by
your Strength Modifier (Minimum of 1) until the end of your
next turn.
True Mastery
Cost: 2 Legendary Actions
The next time you would expend a mastery die before the
end of your next turn, you instead do not need to expend one.
Changelog
Version 1.1.1 (April 13th 2023)
A very minor update that every legendary class is receiving,
increasing their hit points
Hit die is now 2d10, you now add double your
Constitution modifier for each level.
Version 1.1 (March 4th 2023)
The second release that largely aimed at adding onto the
existing class and fixing issues that were pointed out.
Updated Master of War to have two more features:
Gaining a temporary mastery die at the start of each of
your turns and recovering an expended mastery die every
10 minutes.
Added 2 new subclasses: Brute and Juggernaut
Fixed up various subclasses (Many incorrectly stated that
you gained one of their features at 7th level, when it
should've been 6th level-one even stated 15th level instead
of 14th level.
The Cavaliar subclass War Mount feature now adds the
Mastery die to the mounts attack or damage roll (Your
choice). You also must now be mounted to your Bonded
Mount to use the As One feature.
The Magus subclass now has a 10th level feature.
Added 12 new Regular Maneuvers: Change Target, Cheap
Shot, Navigator's Sense, Overwhelm Shield, Rampage,
Ripping Strike, Sieging Blow, Speech, Tendon Cutter,
Tinker's Experience and Tripping Strike!
Added 4 new Advanced Maneuvers: Blade Rush, Terra
Breaker, Water Impalement and Wind Slash!
Added the Resilient Body combat trait.
Reformatted the combat traits to be more in line with how
the other class documents look.
Fixed various typos throughout the document!
Stain Credit
In all of my homebrew I use watercolor stains created by
u/flamableconcrete aka Jared Ondricek. These brews and
PDFs would not look nearly as nice without his creations, so
huge thank you to him! You can find all stains I use on his
website, watercolors.giantsoup.com.
Other Homebrew
You may recognize me for other homebrews such as the
Siphoner class and my project to turn every league of legends
champion into a subclass, if you want to be alerted as soon as
all of those are publically available, join the discord!
https://discord.gg/c4T35TqbqT
28