Base Class: Fighter
Through the arts of sword fighting, you seem to have gained a unique magical proficiency allowing you to cast spells through your sword like a real mage.
Spellcasting
At the 3rd level, you have gained the ability to cast spells through your fighting skill allowing you to utilise the sorcerer spell list and cast spells using your charisma modifier for any Difficulty Class' and your Spell To Hits.
Cantrips
You learn two cantrips of your choice from the sorcerer spell list. You know an additional sorcerer cantrip of your choice at the 10th level.
Spell Slots
The Sword Caster 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 the shield using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level sorcerer spells of your choice.
The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach the 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at the 8th, 14th, and 20th levels can come from any magic school.
Whenever you gain a level in this class, you can replace one of the sorcerer's spells you know with another spell of your choice from the wizard spell list.
Spellcasting Ability
Intelligence is your spellcasting ability for your sorcerer spells since you learn your spells through study and memorisation. 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 wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Magic Blade Edge
At the 3rd Level upon learning how to utilise magic, you have gained two new benefits the first being that as long as you have used your sword to cast a spell within the last minute your weapon becomes a magical weapon with a bonus of +1 to your to hit and damage. The secondary benefit is that you can now cast cantrips through the blade meaning that when you successfully hit you can choose a cantrip of your choice to coat the blade making it do additional damage associated with the cantrip's damage however you require your weapon to be considered a magical weapon and removes any +1 bonuses to damage.
At the 7th level, you become a +2 to your to hit and damage, and at 15th level becoming a +3 to your to hit and damage.
Fluid Casting
At the 7th level, you have learned to fluidly cast your spells allowing you to cast a singular cantrip or action spell that targets only one creature as part of your attack action.
Flexible Blade
At the 10th level, you gain additional benefits to your magical weapon from your Magic Blade Edge feature however you can only have one active during your Magic Blade Edge feature activating the benefit when it activates.
All Out Strikes. Any bonus to your To Hit carries over to damage but is lost from your to hits meaning if you have a +2 weapon its bonus to damage becomes a +4 while to hit it becomes a +0.
Pure Focus. Any bonus to your Damage carries over to hits but is lost from your damage meaning if you have a +2 weapon its bonus to your to-hit becomes a +4 while damage becomes a +0.
Sharpness. When you make an attack and get a Nat 20 your opponent can make a constitution saving throw(DC is half of the slashing damage) and on a failure, they lose a limb depicted by a d4 1 removing a left arm, 2 removing a left leg, 3 removings a right leg, 4 removing a right arm. Additionally, it does double damage to objects.
Amplified Strikes
At 15th level, you have learned to utilise magical energies for an extra bolster of force to your attacks while your Magic Blade Edge doing an additional d10 of force damage while its active and you can utilise a spell slot for 1st level or higher to increase the force damage adding an extra d10 of damage which goes up by a d10 per level above 1st and if you do use a spell slot to do this you can choose to force a strength save from the creature against your spell save DC and on a failure they are knocked by an amount of feet equal to the spell level value multiplied by 10.
Perpetual Blade
At 18th level. while your Magic Blade Edge feature is active you can choose to use your action to release it creating a cone of pure force causing all creatures within a 20-foot cone to make a Strength saving throw(Spell Save DC) and on a success, they get knocked prone and moved back 15 feet and then taking an amount of force damage equal to 10d6 however it loses a dice of damage per turns passed. On a success, creatures take no damage or are affected by any effects from this feature.
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