Base Class: Fighter
You discover you have inate spellcasting powers welling up within you. After strenuous training you've learned ways to augment your combat.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.
Cantrips
You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.
Spell Slots
The Duskblade Spellcasting table shows how many spell slots you have to cast your sorcerer 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 three 1st-level sorcerer spells of your choice, two of which you must choose from the abjuration and evocation spells on the sorcerer spell list.
The Spells Known column of the Duskblade Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Intelligence is your spellcasting ability for your sorcerer spells, since you learn your spells through practice 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 sorcerer 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
Duskblade Spellcasting
|
Fighter Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
2 |
3 |
2 |
— |
— |
— |
|
4th |
2 |
4 |
3 |
— |
— |
— |
|
5th |
2 |
4 |
3 |
— |
— |
— |
|
6th |
2 |
4 |
3 |
— |
— |
— |
|
7th |
2 |
5 |
4 |
2 |
— |
— |
|
8th |
2 |
6 |
4 |
2 |
— |
— |
|
9th |
2 |
6 |
4 |
2 |
— |
— |
|
10th |
3 |
7 |
4 |
3 |
— |
— |
|
11th |
3 |
8 |
4 |
3 |
— |
— |
|
12th |
3 |
8 |
4 |
3 |
— |
— |
|
13th |
3 |
9 |
4 |
3 |
2 |
— |
|
14th |
3 |
10 |
4 |
3 |
2 |
— |
|
15th |
3 |
10 |
4 |
3 |
2 |
— |
|
16th |
3 |
11 |
4 |
3 |
3 |
— |
|
17th |
3 |
11 |
4 |
3 |
3 |
— |
|
18th |
3 |
11 |
4 |
3 |
3 |
— |
|
19th |
3 |
12 |
4 |
3 |
3 |
1 |
|
20th |
3 |
13 |
4 |
3 |
3 |
1 |
Duskblade Metamagic
Starting at level 3 you learn to tap into your inner power and to utilize it to augment your combat prowess.
- You gain a number of sorcery points equal to one third your Fighter level rounded down. You may use these points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.
- You gain the Metamagic option Arcane Channeling: You may spend 1 Sorcery Point when you take the attack action to cast a cantrip into your weapon. The spell must require either a melee spell attack or a ranged spell attack. Each melee weapon attack that hits during this attack action will apply that spell effect to the melee target. Multiple strikes get multiple applications of the spell but you still count it as casting that spell only once. You can not use any other Metamagic options during this Action. You cannot be wearing heavy armor to use this Metamagic. Starting at level 15 there is no armor restriction.
Swift Casting
Beginning at 7th level, you learn to weave magic and combat together fluidly, you gain the Metamagic option Quicken Spell.
- When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Furthermore, when you take the attack action, you may forego one of your melee weapon attacks to cast a cantrip. You cannot use this during the same action you use Arcane Channeling nor Improved Arcane Channeling.
Arcane Strike
At 10th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Arcane Recharge
At 15th level, you can tap into yet another hidden well of power deep within yourself.
When you use your Action Surge ability, you regain one of your spent Sorcery Points.
Improved Arcane Channeling
Starting at 18th level, you gain the Metamagic option Improved Arcane Channeling: you may spend 2 Sorcery Points when you take the attack action to cast a spell into your weapon. The spell must require either a melee spell attack or a ranged spell attack. Each melee weapon attack that hits during this attack action will apply that spell effect to the melee target. Multiple strikes get multiple applications of the spell but you still count it as casting that spell only once. You can not use any other Metamagic during this action.
Previous Versions
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