Fulminator
Hit Points
Hit Dice: d6 per Fulminator level
Hit Points at first Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Fulminator level after 1st
Proficiences
Armor: light armor
Weapons: quarterstaffs, darts, daggers, shortbows
Tools: none
Saving Throws: Intelligence, Dexterity
Skills: Choose two from Arcana, History, Acrobatics, Investigation, Athletics, and Religion.
Overview & Creation
Collaboration between the arcane arts and technological mastery has given way to Fulminators. Fulminators utilise both sides of the coin to harness their power, and in turn experience the full pros and cons of each as they use it to project weaponry which is enhanced by their arcane capabilities. A Fulminator's 'Arcane focus' is their helmet, which they make themselves out of semi-precious materials. Each Fulminator's helmet is unique and has intricate markings along the inside which coarse through the material and across the outside, these markings provide a Fulminator with a connection to the arcane. The barrier between normal-hood and Fulminator status is the years of research it takes a Fulminator to understand what markings will allow them to tap into the arcane. Prior to and during these years of research, Fulminators often take up a diminished form of monkish discipline in where they master physical weaponry.
When building an Fulminator, be aware that your primary modifier for attacks is your intelligence, although you'll only benefit from these affects if you can hit your targets in the first place. It's recommended that your maximise your statistics around your 'To-hit's and '+mod's.
Class Features
Projected Weapon:
At 1st level, you learn how to project a weapon in your hands. It's a free action to project your weapon and draw it, but an action to change the type that you're using. You can either project one weapon or two light weapons, and if your projection requires ammunition, you can only form a maximum of 20 in an encounter. Your weapon is treated identically to the normal version of the weapon, but on hit, you instead add your intelligence modifier to the damage instead of the usual ability modifier.
A projected weapon cannot be enchanted, but the means for projection can. Any permanent enhancement to your projected weaponry requires you to modify the means and not the weapons themselves. If you find an item which has been enchanted you can spend time analyzing it in an attempt to utilize the enchantment yourself. You spend 8 hours doing nothing other than inspecting and cross-referencing the item with books and scrolls to learn about it (A long rest cannot be had during this time). At the end the GM will explain the results, which range from:
✱
You learn nothing.
✱
You learn the enchantment is too powerful for you to understand, and therefore that you cannot utilize it.
✱
You learn what the enchantment is but cannot utilize it yourself.
✱
You learn that the enchantment cannot be used by anything other than the original item.
✱
You learn what the enchantment is.
If you learn what the enchantment is, you can spend an amount of gold (As determined by the quality of the item) to enhance your means of projection & gain the benefit from it, even if the weapon isn't necessarily of the same type. If you inspect a cursed weapon in this way, you still receive the curse.
Spellcasting:
See section 'Spellcasting'
Cantrips-
At 1st level, you know two cantrips of your choice from the Fulminator spell list. You learn additional cantrips of your choice at higher levels.
Fulminator Helmet-
At 1st level, your helmet is imbued with a power surge which allows you to regain one spell slot of any level below 6th as a bonus action. Doing so will render all of the bonuses to your projected weapon/weapons inert for 1d4 turns and give you one level of exhaustion. The bonuses removed include all of your favored projection features and the intelligence damage modifier on hit. The replacement modifier is the usual one for the type of weapon you're using. At 5th level, you can regain 2 from unique level slots, at 10th you can regain 3 from unique level slots and at 15th you can regain 4 from unique level slots
Spellcasting Ability-
Intelligence is your spellcasting ability for your Fulminator spells since you learn your Fulminator spells through craftsmanship and research. You use your Intelligence whenever a spell refers to your spellcasting ability. Also, you use your Intelligence modifier when setting the saving throw DC for a Fulminator 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
Spellcasting Focus-
You use an arcane focus (found in chapter 5) as a spellcasting focus for your Fulminator spells.
Favoured projection:
When you reach 2nd level, you choose a favored project from the list of available weapons. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
Ability Score Improvement
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
Favoured Projection Feature:
At 6th level, you gain a feature granted by your Favoured Projection
Ability Score Improvement
When you reach 8th 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.
If your DM allows the use of feats, you may instead take a feat.
Favoured Projection Feature:
At 10th level, you gain a feature granted by your Favoured Projection
Ability Score Improvement
When you reach 12th 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.
If your DM allows the use of feats, you may instead take a feat.
Favoured Projection Feature:
At 14th level, you gain a feature granted by your Favoured Projection
Ability Score Improvement
When you reach 16th 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.
If your DM allows the use of feats, you may instead take a feat.
Dedicated Technologist
At 18th level, you gain advantage on concentration throws and intelligence saving throws.
Ability Score Improvement
When you reach 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.
If your DM allows the use of feats, you may instead take a feat.
Despite the odds
At 20th level, you reach your maximum potential. Upon taking damage which would knock you unconscious or kill you instantly, you roll 1d4-1. The result is how many turns you stay up until you fall unconscious or die. During this time, you're invulnerable and cannot be healed. Also during these turns, you also project a duplicate of yourself that is as capable as you are. Your duplicate shares your exact statistics and will copy every action and bonus action you take.
Starting Equipment
(a) a quarterstaff or (b) a dagger
(a) a scholar's pack or (b) an explorer's pack
an Arcane focus (helmet)
Alternatively, you may start with 2d4 × 10 gp to buy your own equipment and an Arcane focus (Helmet- Compulsory).
Spellcasting
As a beneficiary of the arcane, you have a helmet which you use to cast spells. See chapter 10 for the general rules of spellcasting, and the reference sheet for the Fulminator Spell list. Your spell slots are the same as a Wizard's 'per-level'. All of your known spells are always prepared
Subclass Options
Favoured Projection: Quarterstaff:
Hand Shake-
Beginning when you select this favor at 2nd level, you learn how to use your projections to defend yourself against attacks. You gain a +1 bonus to AC. You also gain proficiency in acrobatics. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
Intense review-
Starting at 2nd level, you can treat your Quarterstaff projection as a finesse weapon. When you make an attack against a target that successfully hits, the target also takes lightning damage equal to your Fulminator level.
Combat weave-
Starting at 6th level, attacking an enemy creature consecutively each turn will increase your AC by +1 against it to a maximum of +3. Rolling a 20 on a hit against a target who is experiencing this will restore health equal to your Fulminator level + your Constitution modifier
Elemental Mitigation-
Beginning at 10th level, once every short rest, as a reaction you can absorb half the damage from an acid, cold, fire, lightning, or thunder attack and doing so will give you resistance against the triggering type of damage for 1 minute.
Bo Mastery-
Starting at 14th level, as a reaction, you can turn a crit made against you into a normal attack. Doing so gives you one level of exhaustion. If you attack the target which crit you afterward and hit, you can roll your crit die alongside the hit and deal the result in lightning damage to them.
Favoured Projection: Dart:
Hail apprentice-
Beginning when you select this favor at 2nd level, you dedicate yourself to dart-mastery and learn how to quickly use the projectiles. When you take the attack action with your favored weapon, you do two attacks instead of one. You may also take a bonus attack action with your favored weapon, though this attack will not benefit from any of the features you gain from this subclass unless listed otherwise. This increases to three at 6th level, four at 10th level and five at 14th level.
Additionally, your maximum ammunition available increases by +2 at each of these intervals.
It's important to denote how much ammunition you've projected during an encounter and to manage this carefully as a player.
Seering pain-
Starting at 2nd level, your darts arc between one another when connecting to a creature. Consecutive attacks made against the same target on one turn will deal additional damage and increase your chance of hitting them. Each attack made against the same target on one turn will give you +1 to hit, going up to a maximum of +3.
Seizing the opportunity-
Starting at 6th level, you gain advantage on all dexterity saving throws. Succeeding on a saving throw grants you a reaction attack against the target that imposed it.
Perfect connection-
Beginning at 10th level, If every attack in your attack action made with your favored weapon connects with one target, you can roll 1d4 for every attack made and add that in lightning damage to the target. If you then take a bonus action attack, you get to add your intelligence damage modifier if it hits.
Dart Mastery-
Starting at 14th level, your crit range for your favored weapon is lowered to 19.
Favoured Projection: Daggers
Hard catch-
Beginning when you select this favor at 2nd level, you use the finesse of your weapons to gain power over your enemies. You use a set of two daggers as your projected weapon. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn. Additionally, if a melee attack made against you misses, you can use your reaction to attack that creature.
Templeman-
Starting at 2nd level, you gain a unique form of your power surge. You no longer regain any spell slots and instead receive the following benefits whenever you do it.
✱ You gain 10ft of additional movement and can jump twice as high.
✱ The first attack any unique enemy makes against you is done so with disadvantage and your attacks no longer lose their ability modifiers.
✱ You make all dexterity & intelligence saving throws with advantage.
✱ Your sight and its range are changed to blindsight.
L'Ultima Diligenza-
Starting at 6th level when you're targeted by a ranged attack, you can use your reaction to throw a dagger and intercept it to avoid all damage. Doing so gives you one level of exhaustion and stops you from being able to re-project the dagger used until you take a short rest. If you do this twice, you will be completely unable to project any weaponry again until you take a short rest.
Strikethrough-
Starting at 10th level, reaction attacks granted by your 2nd level feature and opportunity attacks have their damage doubled against unique targets.
The Vault-
Beginning at 14th level, you can call down a shower of projected daggers to surround an enemy each time you power surge. The shower of daggers occupies a 5ft wide cube, and if a creature starts their turn inside of the cube, you can take two attack actions against them as if you were standing next to them. A disengage action does not work against this feature and If they try and move away from the blades, you can make one weapon attack against them.
Favoured Projection: Energy
Versione Integrale-
Beginning when you select this favor at 2nd level, you change your dominant lean toward the arcane. Your 'Preferred weapon' is arcs of lightning which extend out from your hands. Your hit includes your proficiency bonus+Int, and your damage is only your intelligence modifier. The range of this attack is 30/60ft and once you make one successful attack against a target you can forgo rolling to hit the same creature and instead just deal your intelligence damage to them. An attack made at the extended range which hits won't allow you to maintain the arc on your next turn. When attacked by any creature other than the one which you're doing this to, you must roll to maintain concentration or you will lose the connection. You cannot crit with this weapon on any hit other than the first.
Neve-
Starting at 2nd level, your power surge is reduced to two uses every Long rest and you no longer gain exhaustion stacks for expending it. Upon activation, you receive additional benefits that last for 1 minute.
✱ You gain 40 ft of flying movement and don't provoke opportunity attacks.
✱ You gain advantage on all magic saving throws and cannot be knocked prone.
✱ When you make an Intelligence check, you can replace the number you roll with a 10.
✱ You can buff any cantrip you use to be cast at 1st level spell.
La Resa-
Beginning at 6th level, whilst your power surge is active you have advantage on rolls to maintain concentration and gain a +5 to the roll. If the damage taken is lightning, you don't have to roll to maintain concentration at all.
Mystic and Severe-
Starting at 10th level, landing three of your base weapon attacks against a creature consecutively will require them to make a constitution save versus your spell DC. If they fail, they'll be paralyzed and will need to repeat the save at the end of each of their turns to free themselves. If you score a crit against a creature, the same applies.
Tarantella-
At 14th level, your power surge gains additional benefits:
✱ Once per encounter, you can mark a creature as a high threat. You and up to three allied creatures gain true sight against it and heal for your Int modifier whenever any of you land an attack against it on your turn.
✱You gain temporary health equal to your level+ your int modifier upon activation