Fighter
Base Class: Fighter

Fighters who have dabbled in studies of magic as well as how to wield a weapon in combat. They have the ability to imbue their weapons with elemental properties for additional power, and channel spells through using their weapon as a medium. Deftly weaving through the battlefield they can hit enemies where it hurts them the most. Not only are these fighters well versed in using magic offensively, they also known how to defensively counteract against magic and spells. 

Spellcasting

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The Spell Fencer Spellcasting table shows how many spell slots you have to cast your wizard 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 wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.

The Spells Known column of the Spell Fencer Spellcasting table shows when you learn more wizard 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 wizard spells you know with another spell of your choice from the wizard 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 wizard 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 wizard 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

Spell Fencer 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

Arcane Knowledge

When you choose this Martial Archetype at level 3, you gain a proficiency in the Arcana skill.

Elemental Channeling

Starting at 3rd level, as a bonus action, while you are not wearing heavy armor, you can expend a spell slot to imbue a melee weapon, that lacks the Heavy property, with magical energy. This energy manifest itself as an additional 1d6 of damage to the target on hit for a 1st-level spell slot, plus 1d6 for each spell level higher than first, to a maximum of 4d6.The damage type becomes the damage type of a spell you have prepared, of either: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. This effect remains until the start of your next turn.

While under this effect your weapon is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Elemental Resistance

Starting at level 7, you gain Proficiency a proficiency in Intelligence saving throws. If you already have a proficiency in Intelligence saving throws, choose between Charisma or Wisdom instead. 


Additionally,  when you activate Elemental Channeling you also gain a resistance to the damage type that you selected for the duration of the effect.

Charisma

If you already have a proficiency in Intelligence saving throws you may take a proficiency in Charisma saving throws instead. 

Intelligence

Gain a Proficiency in Intelligence Saving Throws

Wisdom

If you already have a proficiency in Intelligence saving throws you may take a proficiency in Wisdom saving throws instead. 

Weaponized Casting

When you reach 10th level in this class, you may cast a spell, while not wearing heavy armor and while using a non-heavy melee weapon as your focus. When casting this way, the spell's range becomes Touch and is delivered through your weapon making contact (part of the same action). The cast time of the spell remains what it originally was and you resolve the effects of the spell as written.

When casting a spell this way you may use your Dexterity or Strength as your spell casting ability, instead of your regular spell casting ability. Any spells that are cast this way and have an Area of Effect, have the area centered on the target and you automatically succeed on any saving throws from this spell. 

You can use this feature a number of times equal to your proficiency modifier per long rest. 

Dexterity

When casting spells using Weaponized Casting you use your Dexterity Modifier.

Strength

When casting spells using Weaponized Casting you use your Strength Modifier.

Enchanted Parry

At Level 15, when a spell within 10ft. of you is being cast and you are wielding a melee weapon that lacks the heavy property but not wearing heavy armor, you may use your reaction to dash into striking range and attempt to stop the spell. You make an ability check using your Weaponize Casting ability modifier. The DC equals 10+ (the level of the spell cast).  On a success you have the spell countered, similar to how Counterspell would work. 

Whether this succeeds or not, your weapon automatically gains the effects of Elemental Channeling without having to expend a spell slot. The level of the spell slot, for the sake of the Elemental Channeling ability, is equal to the level of the spell that was cast (max 4d6 for 4 level or higher). The damage type becomes the damage type of the spell cast of either: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. If the spell cast does not have one of these damage types you may choose a damage type from the spells you know and have prepare and use that instead. This effect remains until the end of your next turn. 

You can use this feature twice per short rest.

Magical Mobility

When you reach the 18th level in this class, hitting a creature with your weapon while under the effect of Elemental Channeling, increases your walking speed by 10 ft. for the remainder of your turn. Each individual hit of your weapon while under Elemental Channeling adds an additional 10 ft. for the rest of your turn. 

Previous Versions

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