Ore Adept
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
During a long rest, you are able to absorb an amount of Ore equal to your fighter level. Ore that has been absorbed must be used within one day or it will be dissipated and unusable.
Flare Ore
You are able to make use of the Ore you have absorbed to enhance yourself as outlined below using one point of ore.
- Send a bolt of pure magical energy at one target of your choice. The range for this attack is 30 feet and it does 4 (1d6) + your Strength modifier force damage.
- Cast the Detect Magic spell
- 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 Strength modifier in that elements damage. This effect ends on your next hit or after one minute.
- You can cast the Absorb Elements spell.
- You can cast the Light spell.
- As an action, grant yourself Darkvision up to 60 feet.
Roll | Effect |
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1 | You cast the Faerie Fire spell. |
2 | You gain 2 (1d4) + your proficiency modifier in temporary hit points. |
3 | 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 | 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 | Your limbs become stretchy. Until the end of your next turn, your reach is increased by 5 feet. |
6 | You emit an intensely strong odor for one hour. All creatures within 10 feet of you have disadvantage on attack rolls, saving throws, and skill checks. Creatures have advantage on rolls to track you by smell. |
7 | You glow a bright purple providing 5 feet of bright light and an additional 5 feet of dim light. |
8 | Roll twice on this table ignoring rolls of 8. |
Burn Ore
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 points of ore to use the abilities below.
- You can cast Charm Person" or Heroism".
- You can add an additional 7(2d6) Psychic damage to one successful attack.
- 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
- 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.
Roll | Effect |
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