Base Class: Fighter
Spellfire Warriors endeavor to suffuse themselves with raw magic—undergoing perilous rites, investigating sites brimming with arcane power, and seeking out objects infused with primal energies. Once they have absorbed sufficient power, Spellfire Warriors harness it through physical discipline and channel it into a chosen weapon. On the battlefield, they cut through foes with incandescent blades and unleash dread blasts of eldritch energy. These warriors can be found guarding temples devoted to the gods of magic, serving as shock troopers in fey armies, and amassing gold and jewels as mercenaries in the employ of high lords—though many, riven by the ordeals that made them, wander, looking for adventure, purpose, or distraction.
Eldritch Weapon
At 3rd level, you can perform an eight-hour ritual to imbue a single melee weapon or a set of any two light weapons with raw magic.* To perform the ritual, these weapons must be nonmagical. Your eldritch weapon is magical for the purpose of overcoming resistance to piercing, bludgeoning, and slashing damage. It increases in power as you level, becoming +1, +2, and +3 at levels 5, 11, and 17, respectively. If you lose your eldritch weapon or if it is destroyed, you must perform another ritual to create a new one. Only you can wield the weapon and gain its effects.
*If you have the unarmed fighting fighting style or the dual wielder feat, then your fists and feet or any two single-handed weapons, respectively, can be the subject of the ritual.
Eldritch Blast
As long as you are wielding your eldritch weapon, you can cast the eldritch blast cantrip. Your eldritch weapon is the spellcasting focus. Use strength or dexterity as your spellcasting ability for this cantrip, and add your strength or dexterity modifier to damage rolls.
Eldritch Blast (Dexterity)
You can cast eldritch blast using dexterity as your spellcasting ability.
Eldritch Blast (Strength)
You can cast eldritch blast using strength as your spellcasting ability.
Eldritch Invocation
You gain one of the following eldritch invocations: repelling blast, eldritch spear, grasp of Hadar, or lance of lethargy. If you later take the eldritch adept feat, you can select another of these four invocations even if you do not have any warlock levels.
Eldritch Spear
When you cast eldritch blast, its range is 300 feet.
Grasp of Hadar
Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you.
Lance of Lethargy
Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.
Repelling Blast
When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
Mana Surge
At 7th level, as a bonus action, you channel a surge of power into your eldritch blast and eldritch weapon attacks. For one minute, as if concentrating on a spell, add 1d6 force damage to all damage rolls for these attacks. You can use mana surge a number of times equal to your proficiency bonus. All uses are restored after a long rest.
Eldritch Versatility
When taking the attack action with your eldritch weapon, you can replace any number of melee attacks with a single beam of your eldritch blast. If dual wielding eldritch weapons, you can also replace your bonus action attack with a beam.
Spellfire Smite
Starting at 10th level, when you hit with your eldritch weapon or eldritch blast, you can choose to deal an additional 6d8 force damage. You can use spellfire smite once. Its use is restored after a short or long rest. At level 15, you can use spellfire smite twice before taking a short or long rest. You can smite only once per turn.
Weavebreaker's Fury
At 15th level, while wielding your eldritch weapon, you can, once per turn, cast eldritch blast as a bonus action. If desired, you can then cast it again as an action. You can use weavebreaker's fury a number of times equal to your proficiency bonus. All uses are restored after a long rest.
Mana Explosion
At 18th level, you can unleash an explosion of raw magic. All creatures within a 30-foot-radius sphere automatically take 10d8 force damage, are pushed 20 feet directly away from you, and are stunned until the end of their next turn. You can use mana explosion once. Its use is restored after a long rest.
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Posted Sep 9, 2022This is my first attempt at a subclass, and I haven't been able to playtest it yet. I see a few adds. Has anyone given it a shot?