Base Class: Fighter
Scriblades or Scribe Blade fighters are capable to scribing and using spell scrolls and magical effects with their special techniques and enchantment methods. Scribe Blades are fighters who expertised about quick weapon enchantments and physical magical effects for using them in combat, they have very unique fighting styles and usually they trained for beeing an anti-mage or anti-caster type half caster hunters. They can use magic but not with a spellcasting way.
Combat Codex
Beginning when you choose this archetype at 3rd level, you upgrade your fighting style with an unusual aspects for fighters. You create a codex and this codex has pages equal to your proficiency bonus, also if codex must uses a self DC for an effect it is 8 + Your Proficiency bonus + your Intelligence modifier. You can use one page of your Combat Codex as a bonus action for giving help action to an ally within 15 feet of you, and you can add chapters in to your Combat Codex, you can choose 2 options from chapters at 3rd level, one of more at 5th, 7th ,11th, 15th and 18th levels. You can recover all of your pages at long rest.
Advanced Enchant Chapter
You can use your Enchant Chapter feature for enchanting spellcasting focuses, whenever you enchant a spellcasting focus the caster who uses it gain a +1 magical bonus to it's spell attack rolls and saving throws. Also you can use Enchant Chapter feature as a bonus action instead of an attack action.
Advanced Summoning Chapter
You can summon Weapons have Two-Handed, Polearm and Heavy property when you use your Summoning Chapter feature.
Bestiary Chapter
You can spend one page from your Codex for learning vulnerabilities, resistances and immunities of a target who is in your line of sight as an action.
Detection Chapter
You can cast the Detect Evil and Good, Detect Magic and Detect Poison and Disease spells once per a page spended from your Combat Codex. The Spellcasting ability for these spells is your Intelligence modifier.
Enchant Chapter
You can use your magical source for enchanting a weapon within nearby, As an action or attack action you can choose a weapon in radius of at least 15 feet of you to giving the weapon to a +1 magical bonus for round(s) equal to your Intelligence modifier (minimum of 1), but you cannot use this ability on the same object before 10 minutes passes. And while your target is ecnhanted the user of this weapon can use the weapon as a spell casting focus.
History Chapter
You gain proficiency to your Intelligence skill chekcs (History, Investigation) if you already not, also whenever you roll an Intelligence skill check (History, Investigation) you can use one page from your Combat Codex as an action for setting the minimum natural roll to 12 for one Intelligence skill check (History, Investigation).
Improved Enchant Chapter
When you use your Enchant Chapter feature you can choose armours for enchanting them, also your enchantment time increases to 1 minute.
Improved Summoning Chapter
When you use your Summoning Chapter you summon a weapon has a +1 magical bonus on it.
Inspiration Chapter
When you use your second wind feature you can spend one page from your Combat Codex for choosing targets equal to your Intelligence modifier (minimum of 1) for using you second wind feature on them too.
Overdetection Chapter
You can cast Detect Thoughts and Clairvoyance spells once per a page spended from your Combat Codex. The Spellcasting ability for these spells is your Intelligence modifier.
Perfect Enchant Chapter
Whenever you use Enchant Chapter feature the echant is a +2 instead of a +1.
Ritual Chapter
You can spend 10 minutes for investigating a spell has ritual tag for scribing the spell to one page of your codex, the scribed spell can be usable for the duration of you keep the spell in the same page.
Sequel Chapter
The Number of your Pages in your Combat Codex increases equal to your Intelligence modifier.
Smite Chapter
Whenever you hit a creature with a successful melee weapon attack you can spend one page from your Combat Codex and deal extra force damage to target equal to 8 x your Intelligence modifier.
Summoning Chapter
You can use one page of your Combat Codex for preparing it for summoning a magical weapon as a bonus action. The summoned weapon uses your Intelligence modifier instead of your strength or dexterity and whenever you lose or off hand the summoned weapon you can use your bonus action for summoning it to your hand or codex. You can summon one weapon at the same time and if another creature try to use the weapon, summoned weapon will be turned to your Combat Codex immediately. You cannot summon weapons have polearm, two-handed or heavy property.
War Chapter
Whenever you use action surge feature you can spend 1 Page from your Combat Codex for choosing targets equal to your Intelligence modifier (minimum of 1) for using you second wind feature on them too. But you can use this chapter once per a long rest.
Scroll Reader
Starting at 3rd level, you can use spell scrolls with you Intelligence modifier, also you gain proficiency for Forgery Kits.
Mind Improvement
Starting at 7th level, you gain proficiency for your Intelligence Saving Throws, also you can add your Intelligence to your Initiative rolls. And you can use spell scrolls as an attack action instead of an action.
Mage Bane
Starting at 10th level, whenever a creature try to cast a spell while in your melee attack range you can use your reaction for making an opportunity attack against that target, also the target takes disadvantage on this spell's roll.
Thrill of Enchanter
At 15th level, whenever you try to coppy or craft a spell scroll you halve the time and gold requirement, and when you use a spell scroll you must roll a d20 if you roll 20 from that roll the spell scroll not spent.
Counter Caster
At 18th level, you can cast counterspell and dispell magic once per a long rest at minimum level slot and your spellcasting ability for these spells is Intelligence.
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