Feats
War Caster:
-You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
-You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
-When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Favorite Spell:
-When you cast your favorite spell, you can imbue it with a harmless but impressive visual effect of your choice, such as a shower of sparks or a flurry of illusory doves.
-When you cast your favorite spell using a spell slot, you can treat it as if you cast it using a spell slot of one level higher, up to a maximum of 9th level.
-Your favorite spell can’t be counterspelled.
-You can cast your favorite spell once at its lowest level without using a spell slot. Once you use this ability, you can’t do so again until you finish a long rest.
Class Features:
Fighting Style:
-Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Second Wind:
-You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
-Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge:
-Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
-Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Weapon Bond:
-At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
-Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
-You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Extra Attack
War Magic:
-Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
Racial Features
Darkvision:
-Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Relentless Endurance:
-When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Savage Attacks:
-When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Dark Gift, Living Shadow
Grasping Shadow:
-You learn the Mage Hand cantrip if you don't already know it, and require no components to cast it. The hand created by the spell is shadowy but is not bound to your actual shadow. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (your choice when you gain this Dark Gift).
Shadow Strike:
-When you make a melee attack roll, you can increase your reach for that attack by 10 feet. Your shadow stretches and delivers the attack as if it were you. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Ominous Will:
-Immediately after you make an attack roll, an ability check, or a saving throw and roll a 1 on the d20, your shadow exerts a will of its own and might assist or hinder you or those around you. The next time you or a creature within 30 feet of you that you can see makes an attack roll, an ability check, or a saving throw, roll a d4. If the number is odd, reduce the total by the number rolled. If the number is even, increase the total by the number rolled. Once this effect occurs, it can't happen again until you finish a short or long rest.
Features & Traits