Is a feat worth a spell? Is a spell worth a feat? Let's find out. Today's feature is built on the Fighter chassis, only instead of getting bonus feats, it gets persistent spells.
Basically, I was wondering if a Fighter could be a viable class is each feat was the equivalent of a good spell. The simplest way to do that is to just convert each feat into a spell.
I think I just made a warlock.
FighterTable: The Fighter
Base Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +0 +0 Eternal Spell (1st)
2nd +2 +3 +0 +0 Eternal Spell (1st)
3rd +3 +3 +1 +1
4th +4 +4 +1 +1 Eternal Spell (2nd)
5th +5 +4 +1 +1
6th +6/+1 +5 +2 +2 Eternal Spell (3rd)
7th +7/+2 +5 +2 +2
8th +8/+3 +6 +2 +2 Eternal Spell (4th)
9th +9/+4 +6 +3 +3
10th +10/+5 +7 +3 +3 Eternal Spell (5th)
11th +11/+6/+1 +7 +3 +3
12th +12/+7/+2 +8 +4 +4 Eternal Spell (6th)
13th +13/+8/+3 +8 +4 +4
14th +14/+9/+4 +9 +4 +4 Eternal Spell (7th)
15th +15/+10/+5 +9 +5 +5
16th +16/+11/+6/+1 +10 +5 +5 Eternal Spell (8th)
17th +17/+12/+7/+2 +10 +5 +5
18th +18/+13/+8/+3 +11 +6 +6 Eternal Spell (9th)
19th +19/+14/+9/+4 +11 +6 +6
20th +20/+15/+10/+5 +12 +6 +6 Eternal Spell (9th)
Alignment: Any.
Hit Die: d10
Class Skills: The fighter’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (religion) (Int), Ride (Dex), Spellcraft (Int), and Swim (Str).
Skill Points at 1st Level: (2 + Int modifier) ×4
Skill Points at Each Additional Level: 2 + Int modifier
Class Features
All of the following are class features of the fighter.
Weapon and Armor Proficiency
A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Eternal Spell (Sp)
At 1st level, a fighter gains a semi-permanent spell effect usable at will. This spell can any non-dischargeable spell from the cleric spell list with a duration of 1 round or greater, and with personal range, touch range, or any fixed range. In addition, the maximum spell level that can be selected is equal to one half the character's effective fighter level, minimum 1, maximum 9, or the fighter's Wisdom score minus 10, whichever is less. Spells with expensive material components or experience point costs cannot be selected as eternal spells.
The fighter can cast this spell on himself as a spell-like ability at will, but may only select himself as the spell's target. The spell's duration is changed to 24 hours and it is considered dismissible. The fighter need not concentrate on spells such as detect magic or detect thoughts to be aware of the mere presence of absence of the things detected, but he must still concentrate to gain additional information as normal. Concentration on such a spell is a standard action that does not provoke an attack of opportunity. The caster level of an eternal spell is equal to the fighter's effective fighter level. The save DCs of the eternal spells are Wisdom-based.
At 1st level, a fighter gets an eternal spell. The fighter gains an additional eternal spell at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These eternal spells must be drawn from the spells noted as fighter eternal spells (described above). A fighter must still meet all prerequisites for an eternal, including ability score minimums and spell level maximums.
New FeatsExtra Eternal Spell
Prerequisites: Fighter level 4th, eternal spell.
Benefit: Choose a fighter eternal spell. You gain that as an additional eternal spell. You must meet the prerequisites as normal.
Special: You can select this feat multiple times. Each time, you can choose a new eternal spell to gain.
Eternal Domain (AKA: Exotic Domain Proficiency)
Prerequisites: Caster level 1st.
Benefit: Choose a domain. You may select eternal spells from that domain as though they were on the cleric spell list. They must still qualify otherwise as eternal spells, as normal.
Special: You can select this feat multiple times. Each time, you can choose a new domain to select eternal spells from.
Alternative Class FeaturesEternal Spell Monk
Loses: Bonus feats at 1st (other than Improved Unarmed Strike), 2nd, and 6th level, flurry of blows, fast movement, ki strike, slow fall.
Gains: You gain the eternal spell ability of a fighter, except that you can also target your unarmed strikes. You may add your monk levels to your effective fighter level for the purposes of this ability.
Eternal Spell Ranger
Loses: Track, Endurance, combat style, improved combat style, combat style mastery, swift tracker.
Gains: At each of 1st, 2nd, 4th, 6th, 8th, and 11th level, you gain an eternal spell drawn from the druid spell list. This functions exactly as the fighter's eternal spell ability, except that the spells must be drawn from the druid spell list instead of the cleric spell list. You may add your ranger levels to your effective fighter level for the purposes of this ability.
Eternal Spell Rogue
Loses: Sneak attack, trap sense.
Gains: You gain the eternal spell ability of a fighter, except that you gain spells from the assassin and bard spell lists instead of the cleric spell list, and that you can only select spells up to one third your effective fighter level instead of one half. You may add your rogue levels to your effective fighter level for the purposes of this ability.
Some of the good PHB options:
1st
Protection From Evil series
Shield of Faith
Divine Favor
Sanctuary
Bless
Obscuring Mist
2nd
Aid
Resist Energy
Delay Poison
3rd
Meld Into Stone
Water Breathing
Water Walk
Prayer
Magic Circle Against Evil series
4th
Air Walk
Death Ward
Divine Power
Freedom of Movement
Spell Immunity
Tongues
Neutralize Poison (if you're worried about Delay Poison running out)
5th
Righteous Might
Spell Resistance
True Seeing
6th
Antilife Shell
Find the Path
7th
Ethereal Jaunt
8th
Antimagic Field
Holy Aura series
Greater Spell Immunity
9th
Astral Projection
Viable Domain Spells:
Air
3 - Gaseous Form
Animal
9 - Shapechange
Earth
6 - Stoneskin
8 - Iron Body
Fire
2 - Produce Flame
5 - Fire Shield
Knowledge
1 - Detect Secret Doors
2 - Detect Thoughts
9 - Foresight
Luck
7 - Spell Turning
8 - Moment of Prescience
Magic
7 - Spell Turning
8 - Protection from Spells
Plant
2 - Barkskin
6 - Repel Wood
Protection
9 - Prismatic Sphere
Strength
1 - Enlarge Person
6 - Stoneskin
Sun
4 - Fire Shield
7 - Sunbeam
9 - Prismatic Sphere
Travel
1 - Longstrider
3 - Fly
8 - Phase Door
Trickery
1 - Disguise Self
2 - Invisibility
3 - Nondetection
5 - False Vision
9 - Time Stop (depending on whether it's 1d4+1 rounds duration or simply relative time/instantaneous)
Sample "Fighter"
Human Fighter 20
Elite array, just for kicks
Str 14 (13+1 level)
Dex 12
Con 14
Int 10
Wis 19 (15+4 level)
Cha 8
Feats:
H - Eternal Domain (Sun)
1 - Eternal Domain (Trickery)
3 - Eternal Domain (Animal)
6 - Extra Eternal Spell ()
9 - Extra Eternal Spell ()
12 - Extra Eternal Spell ()
15 - Extra Eternal Spell ()
18 - Extra Eternal Spell ()
Eternal Spells:
1 - Divine Favor
2 - Obscuring Mist
4 - Resist Energy
6 - Magic Circle Against Evil
6B - Invisibility
8 - Air Walk
9B - Freedom of Movement
10 - Righteous Might
12 - Antilife Shell
12B - True Seeing
14 - Ethereal Jaunt
15B - Sunbeam
16 - Antimagic Field
18 - Astral Projection
18B - Shapechange
20 - Prismatic Sphere