Ore Adept

Fighter Martial Archetype

Ore Adepts learn to use Æther Ore to enhance their combat by drawing on the magical energies contained within. They do not have a uniting moral code, only the knowledge and practice of using Ore.

Spell save DC = 8 + your proficiency bonus + your Constitution modifier for spells and spell like effects of this subclass.

Spell Components you do not require spell components to use spell and spell like effects of this subclass.

Absorb Ore

3rd-level Ore Adept feature

During a short or long rest, you absorb unrefined or refined ore, converting it into a number of Ore Points based on the Ore’s refinement level. You can have a total number of Ore Points (across all Ore types) equal to your Fighter level.

Flare Ore

3rd-level Ore Adept feature

You are able to make use of the Ore you have absorbed to enhance yourself as outlined below using one point of ore.

Ore Effects
Ægis Ore
As a Bonus Action you surround yourself with a protective magical barrier, you gain a +2 to your Armor Class for 10 minutes.

Cloud Ore
Using an Action, you steel your mind against attack and have advantage on saving throws versus being charmed, frightened, or possessed for 1 minute.

Crystal Ore
  • Focusing as an Action, you gain advantage on one knowledge based roll.
  • You can cast the Identify

Quiet Ore
You can cast the Calm Emotions or Friends spell.

Raw Ore
  • When you take the Attack action, you can replace one of the attacks, sending a bolt of pure magical energy to heal or harm one target of your choice. The range for this attack is 30 feet and it does 2d8 + your Constitution modifier force damage or heals the target for the same amount (your choice).
  • Cast the Detect Magic spell

Root Ore
  • When taking the attack action you can infuse your arm with the power of a element you can see. On your next hit you add 1d6 + your Constitution modifier in that elements damage. This effect ends on your next hit or after one minute.
  • You can cast the Absorb Elements spell.

Shadow Ore
  • You can cast the Light spell.
  • As an action, grant yourself Darkvision up to 60 feet. If you already have Darkvision it is increased by 60 feet instead.

Trickster Ore

Using an Action, roll on the table below:

Roll Name Effect
1 Glitter Bomb Glowing glitter explodes from your body in a 20ft cube. Any creature within the cube must make a Dex Save against your Ore Adept DC. If they fail, they are covered in magical glowing glitter and are unable to benefit from being invisible.
2 Minor Aid Roll a number of d4 equal to your Constitution modifier. Heal that many hit points and gain that many max hit points until the end of your next long rest.
3 Sleep You cast the Sleep spell at a level equal to half your fighter level minus 1. The spell affects all creatures in the area centered on you except yourself.
4 Tosser A number of items equal to your proficiency modifier are affected by the Catapult spell launching in a random direction. Roll 1d3 to determine the direction 1:N, 2:E, 3:S, 4:W.
5 Fantastic Your limbs become stretchy. Until the end of your next turn, your reach is increased by 5 feet.
6 SBD You release one of the smelliest farts you’ve had the displeasure of smelling (and it lingers on you). You emit an intensely strong odor for one hour. All creatures within 10 feet of you when this effect occurs must make a Constitution saving throw, on a failure they have the Poisoned condition for the next hour. Creatures have advantage on rolls to track you by smell.
7 Blind Your body releases a blinding light. All creatures that can see within 30ft of you must make a Con save against your Ore Adept DC. On a failure, they are blinded for 1 minute. They can repeat the save at the end of their turns to end the condition. You continue to glow a random, bright color providing 5 feet of bright light and an additional 5 feet of dim light for 1 hour.
8 Trickster Surge
  • First Time Rolling: Inform the DM you rolled the Secret Result
  • Subsequent Rolls: For the next minute, an extreme surge of magic flows through you. Roll once on this table when you first roll this result and at the start of your turn, replacing the prior effect with a new one. If you roll Trickster Surge again during this minute, roll on this table twice and choose which effect.

Burn Ore

7th-level Ore Adept feature

Having spent a lot of time working with Æther Ore, you have become able to more efficiently tap into its power. This allows you to activate more powerful abilities using the same amount of Ore. In addition to the abilities you already have from Flare Ore, you can use two Ore Points to use the abilities below. 

You can also spend an Ore Point in addition to the original cost to upcast any of the Spells of the Flare Ore feature by 1 level. As well as spend an Ore Point in addition to the original cost to add one additional damage/healing die to an effect of the Flare Ore feature if it deals damage/heals.

Ore Effects
Ægis Ore
You can create a stronger barrier around yourself with more time and ore, using an action you gain a +3 to your Armor Class and advantage on Strength, Constitution, and Dexterity saving throws for 10 minutes.

Cloud Ore
  • You can cast Charm Person" or Heroism".
  • You can add an additional 7(2d6) Psychic damage to one successful attack.

Crystal Ore
  • As an action, you open your mind to hidden secrets about the world around you. For the next 10 minutes, you gain a sense of the location of hidden traps and doors within 30ft of you. You have advantage at Perception and Investigation checks to find them.
  • You can cast the Comprehend Languages" spell.

Quiet Ore
  • Using a reaction, you cause an attack by a creature against you to lose its emphasis. You take half of the damage dealt by the attack.
  • You can cast the Resilient Sphere spell

Raw Ore
You use an action to attack a creature that you have an unobstructed view of within 60 feet of you. You travel in a straight line, not incurring opportunity attacks, not spending any of your normal movement, and land next to the creature making an attack roll at advantage and add 2d6+Con modifier to the damage.

Root Ore
As a bonus action, you send a wave of pure magical energy out from yourself in a 10 foot radius. All creatures you choose within the area of affect take 3d6 force damage and must make a Constitution check against your Ore Adept DC or be pushed back 10 feet. On a success they take half of the damage and are not pushed back.

Shadow Ore
  • You can cast the Darkness spell
  • When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness.

Trickster Ore

Using an Action, roll a d10 on the table below:

Roll Name Effect
1 Honing Your weapon’s sharpness increases considerably, increase the size of your weapon’s damage die by 1 until the end of your next long rest. If your weapon does 1d12 damage, the die changes to 2d8 damage.
2 Castling You swap places with a creature you can see within 60ft of you. If the creature is unwilling,  they must make a Charisma saving throw against your Ore Adept DC. You can use this again as a bonus action for the next minute.
3 Take and Give You take 2d4 force damage, increase your AC by the damage taken to a maximum of 30 for the next 5 rounds
4 Rejuvenate You suddenly feel as if you rested for an hour, you regain all Fighter Class resources you would normally gain from a short rest (You cannot use Hit Dice to restore HP)
5 Gossamer Hair suddenly grows in places you weren’t expecting, especially from your ears. Until the  end of your next Long Rest, you have advantage on Perception checks relying on hearing as  the new multicolored and long hair from your ears picks up the quietest of sounds. Anyone  within 5ft of you has disadvantage on attack rolls against you due hearing the quietest  movements of their through the wind. For the duration, you have disadvantage on  Intimidation checks.
6 Grimm Your skin becomes hard as rock, with various stones forming on you for 1 minute. You gain  resistance to slashing, piercing, and bludgeoning damage. The rocks fall off after the  minute, searching them gives you a chance to find gemstones or even raw æther ore of varying quality.
7 Storm All creatures within 60ft of you suddenly become invisible as if they all were targets of the Invisibility spell.
8 Warding Wind Powerful and protective winds begin to surround you. The *Warding Wind* spell is applied to you for 5 rounds.
9 Great Molasses Flood Molasses pops into existence in a 15ft cube around you, causing the space to be difficult terrain.
10 Trickster Surge
  • First Time Rolling: Secret Permanent Boon
  • Subsequent Rolls: For the next minute, an extreme surge of magic flows through you.
    When you trigger this effect and at the start of your turns, either roll once on the 7th level table or roll twice on the 3rd level table. You choose which effect to trigger. If you roll Trickster Surge again during this minute, roll twice on the table and select the desired effect.

Imbue Æther

10th-level Ore Adept Feature

You are able to temporarily imbue an object with the power of ore.

At the end of a long rest, You can spend one Ore Point in addition to its normal cost, choosing one nonmagical item and imbue the chosen effect into it. If you imbue Trickery Ore into the item, the effect will not be known until triggered.

Any creature holding the item can trigger its effect using the appropriate time required by the ability it is imbued with. Once used, the item becomes nonmagical again.

You can have a total number of items Imbued with effects equal to your Proficiency Modifier.

Weave Reconnector

10th-level Ore Adept Feature

Your command of Ore allows you to do things beyond what others dream of.

When in a Dead Zone of the Weave, as an action, you can spend 5 Ore Points of Trickster Ore to reconnect the Dead Zone to the Weave, causing a surge of magical energy. The area is now considered Twisted Weave and all spells cast must roll on the Wild Magic table. At the DMs discretion, the Twisted Weave may settle and stay reconnected or dissipate and revert to a Dead Zone over the course of 1d4 days. 

Using the Trickster Ore in this way automatically triggers the highest level of Trickster Surge available to you.

Immolate Ore

15th-level Ore Adept Feature

Having spent such a long time working with Æther Ore, you tap into the deepest power reserves of the Ore. Allowing you to activate extremely powerful abilities from the Ore you take in. In addition to the abilities you already have from Flare Ore and Burn Ore, you can use four Ore Points to use the abilities below. 

You can spend an Ore Point in addition to the original cost to increase the Spell Level for any Spells cast using Ore Points. Each additional Ore Point spent increases the Spell Level of the cast by 1.

Additionally, you can increase the number of damage/healing dice used for an effect of Flare or Burn Ore by 2 per additional Ore Point spent. You can spend a maximum of your Con Modifier in additional Ore Points.

Ore Effects
Ægis Ore
As a reaction, you can create a temporary *Wall of Force* in a 20ft radius that must contain you, protecting you and all within from harmful effects originating outside the Wall till the end of your next turn. Attacks originating within the Wall cannot harm those outside it. You can burn an additional Ore Point at the end of your next turn to prolong the Wall of Force for an additional round, limited only be the amount of Ægis Ore points within you.

Cloud Ore
As an bonus action, you can gain insight into the minds of all enemies around you. Until the end of your next turn you have advantage on all attack rolls and saving throws. Enemies have disadvantage with all attack rolls made against you and saving throws against your effects. You can burn an additional Ore Point at the end of the feature to increase the duration an additional round.

Crystal Ore
  • As a bonus action, you gain truesight up to 60ft, revealing the truth behind illusions, shapechangers, and other magical secrets.
  • You can spend 1 minute to cast Legend Lore.

Quiet Ore

As a bonus action, you calm the chaos around you. If you are in an altered pocket of Weave, for one minute, the 20ft radius centered on where you are when you activate this effect is treated as normal Weave.

Using the same bonus action, you impose a field of order around you. For the next minute, no creature (including yourself) within 20ft radius of you can be affected by Advantage or Disadvantage.


Raw Ore
  • As a bonus action, you pass on the magic within the Raw Ore to an ally. Select one ally you can touch that has spell slots, restore a spell slot of 5th level or lower, dividing the power amongst them (ex. Three 1st levels + one 2nd or one 4th + one 1st). A creature can only benefit from this once per long rest. 
  • As a reaction a spellcaster that you can see gains Advantage on a concentration check. If they fail the concentration check the regain the spent spell slot.

Root Ore
  • As a bonus action, give yourself or an ally you can touch resistance to one damage type of your choice from the following: Acid, Cold, Fire, Lightning, Thunder, or Poison. This resistance lasts until the end of your next long rest. You can apply this to the same target multiple times, selecting a different damage type. You can expend double the Ore Points to give yourself or an ally Immunity to the damage type. 
  • As a bonus action, you force a creature to make a Con Save against your Ore Adept DC. On failure, the creature has vulnerability to one of the above listed damage types.

Shadow Ore
  • As an action, you release a cone of all the prismatic colors of light, casting the Prismatic Spray spell. 
  • As a bonus action, you can give others darkvision. Select a creature you can touch, they gain 60ft of Darkvision or 15ft Blindsight (your choice) till the end of their next long rest. You target additional creatures within 10ft of you if you burn an additional point per additional creature. 
  • As a bonus action, you pull shadows from all around you, wrapping yourself in them for the next minute. While wrapped in shadow, you are considered heavily obscured to creatures requiring sight to see you. Bright light within 10ft of you becomes dim light, and dim light becomes darkness. You also gain resistance to Radiant Damage and when hit by an attack by a creature within 10ft of you, the shadows lash out, causing 3d6+Con modifier necrotic damage. 

Trickster Ore

Using an Action, roll a d12 on the table below:

Roll Name Effect
1 Fabulous Weapon Magical energies form around your weapon, making it glow a prismatic hue, every time you  roll damage with a weapon attack for the next minute, compare the die roll to the table  below. The damage type dealt is equal to the roll of the weapon damage die. If your weapon  uses two damage dice, you can add the result together or select the result of one.
Roll Effect
1 Add an additional Damage Die one size larger and determine damage type  with it. If your Damage Die is max size, do not increase it but continue adding additional Damage Dice as needed. (max size = d12)
2 Cold
3 Fire
4 Lightning
5 Poison
6 Thunder
7 Acid
8 Psychic
9 Radiant
10 Necrotic
11 Force
12 Your damage type stays the same (but considered magical). Deal your Proficiency modifier + Con modifier in Force damage to a creature within 15ft of the target of this attack.
2 Flame On Your body becomes superheated, for the next minute, any creature within 10ft of you that  hits you with a melee attack must take 3d6+your proficiency modifier fire damage.
3 Celerity You feel your body get a boost of speed you normally wouldn’t have. Your movement speed  increases by 15, Attacks of Opportunity against you triggered by movement are made at  disadvantage, and you gain an additional Action that can be used to make a single attack  (regardless of how many Extra Attacks you have), dash, dodge, or disengage actions.
4 Dead Zone n *Anti-Magic* field forms in a 30ft radius centered on you. The field lasts for 5 rounds and  moves with you.
5 Red Bull You manifest wings in the shape of your choosing, granting you a fly speed of 30ft (hover) for the next minute.
6 Eldrich Lash Black acidic tendrils lash out from you, all creatures within 30ft of you must make a Dex save  against your Ore Adept DC or take 6d4 Acid Damage, half as much on success. If they are  wearing armor and fail with an even number, their AC is reduced by 1. If they are wielding  weapons and fail with an odd number, their To Hit is reduced by 1. If the creature fails by 5 or  more, their AC or To Hit is reduced by 2 (based on even or odd).
7 Hit Me You become a magnet for all ammunition and magical energy. All Ranged Attack rolls made  against a target within 30ft of you target you instead for the next minute. These attacks still use the intended target's AC. You are resistant to all damage taken from attacks not aimed at you.
8 Zeitgeist A sac of acid forms in your mouth, as a bonus action for the next minute you can spit acid in  a line 30ft in front of you. Any creature in the line must make a Dex Save against your Ore  Adept DC. On a failure they take 2d4 acid damage and are covered in acid, taking 1d4  additional acid damage per turn. They can use their action to remove the acid.
9 Lucky? The scale that governs your cosmic luck is being messed with. Until the end of your next  long rest, before you learn the result of a roll, you can choose to reroll any attack roll, saving throw, or ability check. When you do so, the next roll you make must be  made at disadvantage, this roll is unable to benefit from advantage in any way. You can  repeat this cycle as much as you want before the end of your next long rest.
10 Bamf You connect with the pathways within the weave, teleporting to a spot you can see within  20ft. You can repeat this teleport as a bonus action for the next minute.
11 Shared Success The magic you unleash connects you to your allies, allowing you to share your successes  with them. Every time you hit a creature with an attack roll for the next minute, all creatures  of your choice within 30ft of you gain a Shared Success Die (1d4). The creature can  consume it to add to any attack roll, saving throw, or skill check they make in the next  10minutes. If you land a critical hit, creatures of your choice within 60ft gain two (or a  second) Shared Success Die. Otherwise, a creature can only hold one Shared Success Die  at a time.
12 Trickster Surge
  • First Time Rolling: Secret Permanent Boon
  • Subsequent Rolls:

    For the next minute, an extreme surge of magic flows through you.

    When you trigger this effect and at the start of your turns, either roll once on the 15th level table, roll twice on the 7th level table (choosing one effect), or roll thrice on the 3rd level table (choosing two effects). If you are level 20, increase the number of times rolled and the number of chosen effects for each table by 1. If you roll Trickster Surge again during this minute, roll twice on the table and select the desired effect.


Ore Specialist

18th-level Ore Adept Feature

Your mastery of Æther Ore has reached new heights, specializing in specific ore types and gaining permanent benefits from the Ore. 

Select an Ore Specialist Feat you do not already have. 

Persisting Ore

18th-level Ore Adept Feature

Sometimes, your body manages to retain the power of ore when you expend it. 

When you spend 4 or more Ore Points on an effect, you can roll a d100. If the result of the roll is lower than your Fighter Level, you retain half the spent Ore Points. When you successfully retain Ore Points in this manner, you cannot do so again until after the end of your next short rest.