Fighter
Base Class: Fighter

A Sword Mage is a Psychic that can conjure and manipulate swords at will. Whether this be from a curse, a pact with a Deity, or they got it from Birth, is up to the Player. This class uses the Fighter's Intelligence Modifier to use its Swords effectively. 

Call To Arms

These Swords deal 1d6 + Intelligent modifier on a hit. And use your intelligence modifier to hit. 
You can use a bonus action to magically manifest your swords in an unoccupied space you can see within 15 feet of you. These Swords are magical, translucent, gray swords last until it is destroyed, until you dismiss it as a bonus action, or until you're incapacitated.
 

Your swords have an AC of 14 + your Proficiency Bonus, 1 Hit Point, and immunity to all conditions. If it must make a saving throw, it uses your saving throw bonus for the roll. On your turn, you can mentally command the swords to move up to 30 feet in any direction (no action required). If your sword is ever more than 30 feet from you at the end of your turn, it is destroyed. 
 
As a bonus action, you can teleport; magically swapping places with one of your swords at the cost of 15 feet of your movement, regardless of the distance between the two of you. 
When you take the Attack action on your turn, any attack you make with that action can originate from your space or one of the swords spaces. You make this choice for each attack. 
When a creature that you can see within 5 feet of your sword moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the Sword's space. 

 

Unleash Incarnation

Whenever you take the Attack action, you can make one additional melee attack from the sword's position. 
 
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest. 

Shielded

Starting at 7th level, you may replace any number of swords with Shields. A singular Ally within 5ft of your shield can benefit from its bonus. In addition, as a reaction you may reduce the damage of an attack towards one of your allies by 1d8+ your fighter level. You may use this feature a number of times equal to your intelligence modifier (a minimum of once.) You regain all expended uses when you finish a long rest. You may only benefit from one shield.  

Improved Telekinetic Mastery

Starting at 10th Level, you have improved your ability to control your shields and blades. Your blades now count as magical for the purpose of overcoming resistance, in addition they are now +1. As an action, you may turn all your swords into shields to form a ring around you that goes up to half of your height and goes 360 degrees around you. Giving you half cover. If you use this against a spell and if you pass the save, instead of taking half damage you take no damage. You may hold this form for a number of rounds equal to your intelligence modifier. Once you use this feature you cannot do so until you finish a long rest. 

  

Reclaim Potential

Starting at 15th level, you have learned to absorb the fleeting magic of your sword. When a sword of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 + your Constitution modifier, provided you do not already have temporary hit points. 
 
You can use this feature a number of times equal to your intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest. 

Last Attempt

 Starting at 18th level, As you gain more swords in your arsenal, you can now make all your swords fuse together into one giant sword, as a bonus action, you can make one attack roll against one Large creature or larger. If you hit, the enemy must make a Constitution saving throw. If it fails, it takes 12d8 magical slashing damage. Once you use this feature you cannot use is again until you finish a long rest. 

 

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