Fighter
Base Class: Fighter

Revealing the mystical power within your blades, a Mystic Swordsman is a fighter who augments their physical might with magic-infused weapon strikes and resembles the magic of some wizards traditions. The warriors who decided to follow this path, refine both swords and mind to achieve the perfect balance between them.

 

As Mystic Swordsman, you might have honed your magical abilities through solo discipline, unlocked by your urge to live and adapt in the most chaotic cenarios in the battlefield. To achieve that purpose, you tried to learn and adapt the magic of some casters classes(like wizards, sorcerers and warlocks), by studying, analyzing and improving. 

 
 Source: Voices from My Head
 

Spellcasting

 

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
You can use a weapon that you are holding as an arcane focus.

Spell Slots

 The Mystic Swordsman Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. 

For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.

 

Spells Known of 1st Level and Higher

 You know two 1st-level spells of your choice, but every spell you learn from this subclass needs to be from the abjuration or evocation school from the wizard, sorcerer or warlock spell list, and they can’t be rituals.

 

The Spells Known column of the Mystic Swordsman Spellcasting table shows when you learn more spells of 1st level or higher, but they need to be a level for which you have spell slots. For instance, when you reach 6th level in this class, you can learn one new spell of 1st or 2nd level.

 

Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the wizard, sorcerer or warlock spell list, with the same restrictions. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell.

 

Spellcasting Ability

 Intelligence is your spellcasting ability for your spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

 

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier


Spell attack modifier = your proficiency bonus + your Intelligence modifier

Mystic Strategies

 

At 3rd level, your time of physical and mental training provided him with the ability to utilize magic to form more effective combat forces. This power is represented by Mystic Dices(d6), which are used when you use spell slots for your strategies.    

When you reach certain levels in this class, the size of your Mystic Dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

The Strategies below use your Mystic Dices: 

Magic overflow: You learned new ways to force magic into your body beyond what you could normally handle. As a bonus action, you can expend a number of Hit dice equal to one third of your fighter level(rounded down) and then roll it: You regain spell slots that have a combined level that is equal to the amount of the Hit Dice expended, but you lose HP equal to half(rounded up) the number rolled. 

You can’t use this Mystic Strategy if the number of your actual Hit Points are less than the maximum value you can roll(after all the calculations are applied), and only once per short or long rest.

Sharp Magic. You can propel your weapons with magic. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one spell slot and then roll a Mystic Dice for each level it has: Deal fire, thunder, cold, force or poison damage(your choice) to the target equal to the number(s) rolled plus your Intelligence modifier. As you level up in this subclass, more alternatives  types of damage are added to your selection: Psychic and Necrotic at level 11th and Radiant at level 15th

 

Study of Magical Wars

 

By the 7th level, You have gained more Mystic Strategies, detailed below:  

Arcane Resilience: The tougher fights you have faced have made you learn how to stand up in front of adversities by increasing the vitality of your body. Whenever you take damage, you can use your reaction to expend one spell slot and roll one die: Increase your maximum Hit Points by the number rolled plus your Intelligence modifier (minimum reduction of 1), which stays until the start of your next turn. In the start of your turn, if your current HP is higher than your base maximum HP because of this effect, you turn the extra value into temporary hit points

 

Improved Sharp Magic: When you deal damage to a target with your sharp magic in a melee attack on your turn, you can do force effects based in the type of damage you chose, which are:

Fire: You can force the target to make a Constitution Saving Throw against your Sharp Magic DC. If the save fails, the target is ignited. Until a creature takes an action to douse the fire, the target takes your Mystic Dice fire damage at the start of each of its turns.The damage dealt by this feature Increases as you level up: 1 Mystic Dice at level 7th, 2 at level 11th and 3 at level 15th.


Poison: You can force the target to make a Constitution Saving Throw against your Sharp Magic DC. If the save fails, the target is poisoned. At the start of each of their turns, it must make the Saving Throw again: On a successful save, the poison ends, but in a failed save, the target takes your Mystic Dice poison damage.The damage dealt by this feature Increases as you level up: 1 Mystic Dice at level 7th, 2 at level 11th and 3 at level 15th.

Cold: You can force the target to make a Strength Saving Throw against your Sharp Magic DC. If the save fails, the target is restrained by ice. When the creature takes the attack action, it can replace 1 attack to break free from the ice.

Force:You can force the target to make a Wisdom saving throw against your Sharp Magic DC. If the save fails,you can move the target up to 10 feet in any direction horizontally. 


Thunder: You can force the target to make a Strength saving throw against your Sharp Magic DC. If the save fails, you can knock the target prone.

Psychic (11th level only):You can force the target to make a Wisdom saving throw against your Sharp Magic DC. If the save fails, the target is charmed until you or your allies do anything harmful to it.

Necrotic (11th level only):You can force the target to make a Wisdom saving throw against your Sharp Magic DC. If the save fails, the target is frightened of you until the start of your next turn.

Radiant(15th level only): You can force the target to make a Wisdom saving throw against your Sharp Magic DC. If the save fails, the target is blinded until the start of your next turn.

Sharp magic DC : 7 + your proficiency bonus + your Intelligence modifier + the spell level used

If the target has resistance to the damage you deal, they have advantage on the saving throw, and if they have immunity, it automatically succeeds. You can only have one enemy with these conditions at 7th level, two at 11th and three at 17th.

  

 

Magical Pace

 

At 10th level, the adversities of the battlefield taught you how to walk in the sky. As a bonus action, you can expend a spell slot to gain flying speed equal to your walking speed that lasts for 10 minute, during which you can walk in the air. You can use this bonus action a number of times equal to half your proficiency bonus(rounded up), and you regain all expended uses when you finish a long rest.

 

Prodigy of the Battlefield

 

At 15th level, your experiences in the battle and your study increases your precision to find weak spots more easily. You can add half(rounded up) of your Intelligence modifier (minimum of +1) to the attack rolls of your melee weapon attacks.

 

Master of the Arcane Wars

 

At 18th level, you have mastered the balance between magic and the sword. Now the Magic Overflow ability doesn’t make you lose HP and also, every time you use Sharp Magic, you can cast a knowed spell for free as part of the same action that attends the following restrictions:

  • It has a level equal or lower than the spell slot consumed for the activation of Sharp Magic. If the spell selected has a lower level, upcast it.

 

  • Have a Self or Self(area) range 

 

  • Have a casting time of 1 action

 

  • Don't use concentration and it isn't a ritual.

The spell dont deal damage to you or your allies. In addition to that, you can change the type of damage dealt by the spell to the same you used in your sharp magic.

 

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