Fighter
Base Class: Fighter

These warriors engage in the study of arcane magic to assist in their own combat ability. They do not gain access to spell slots, rather they are granted spell-like abilities. The weapons they can bond with and cast are limited to that of single-handed melee weapons, fitting their more precise fighting style. Starting from level 3, they can begin to enchant their weapon with any conventional element (acid, cold, fire, lightning, or thunder) and make attacks with for a minute with added damage from these elements. Any saves or casting done through this multiclass use the Intelligence modifier + Proficiency + 8.  

While the basis of the Spell Fencer is simple, they are encourage to think tactically and plan according before each fight. They can combine their wits and their strength to overcome any opponent. Their style is that of balance. 

Builds can either go into Strength or Dexterity, the only limiter being no large weapons. They can either build for two weapon fighting or dueling, with various other builds in between. Constitution is important for any fighter, but Intelligence also plays a role in their ability to enchant their weapon.

Fighter filler

This is a filler for the July 2020 Bug in DnDbeyond. Sorry!

Studies for the blade

At 3rd level, you learn magical theory that allow you to bind magic to your blade, this means intense study of the arcane. You gain proficiency in the Arcana. Also as an action you can choose one weapon that you can touch. If it is a magic weapon, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any.

Weapon Bond

This ability is similar to the Eldritch Knight's one. To use the Elemental Blade Ability, you must have the weapons bonded.

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. The weapon must have the Melee and one-handed properties.

Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Elemental Strike

At 3rd level, you learn to unleash special magical effects with your weapon of choice. When you gain this feature, you gain the ability to momentarily enchant your weapon with the elements (acid, cold, fire, lightning, or thunder).

As a bonus action, you can apply one of the above elements to your weapon, and for the duration it gains a bonus d4 of that damage. You have Int. modifier. number of uses. The affect lasts for a minute or until you dispel it. To regain use of this ability, you must long rest.

Since the energy you are conjuring in your blade is very powerful, you must have one free hand to cast it on the weapon, meaning one cannot have a shield, second weapon equipped or any other item in their hand to maintain their focus on the blade. (Caveat: War Caster can cancel this limitation out.) Also, the ability requires akin to that of spell casting, so you will need to make concentration saves every time you take damage or are otherwise interrupted during the spell. see Concentration.

As you level up as a Spell Fencer, so too does the damage die added by Elemental Blade. The increases occur at 7th, 15th, and 18th. It die increases from a d4 to d6, d8, and d10.  

Arcane Aegis

 Starting at 7th level, your concentration improves, allowing you to channel the magic of elemental blade defensively as well. When your elemental blade ability is active, you create an elemental veil that acts a shield. you maintain it by holding your hand with an open palm, so one hand must be empty (regardless of the feat War Caster). You use the same hand as the one to activate and maintain your elemental strike so they can work in unison.

It can be manifested in five forms. These forms must cannot correspond with the current blade type active to prevent elemental overload. You have your intelligence modifier number of uses (minimum of 1) of this ability. It lasts for 1 minute or earlier if you choose to end it. Dismissing the Aegis is a free action.

Ice: A thick sheet of ice in the shape of a shield is conjured. It provides a set amount of hit points it will block before shattering. Both the shield and you have resistance to slashing damage. If you so choose, you can use the shield to take incoming damage. Once shattered, it can not be reformed although it remains active until you dismiss it. Its hit points are equal to your Intelligence modifier times your fighter level. 

Fire: A mantle of fire lights forms a shield in front of your palm, providing +2 AC for you. As an action, you can choose to shove with shield, but instead of pushing your foe, you create the effects of Burning Hands. You can only use this once per use of the Aegis.

Acid: A gaseous acid oozes in the air around the shield, causing any attacks to be met with -1 penalty to hit and damage. As an action, you cause the enemy to make a Dexterity saving throw or be at disadvantage for all attacks made with one of their weapons as you permanently damage their ability to wield it via corrosion. This can be remedied with the mending cantrip.

Electricity: A frame of crackling electricity appears granting the ability to cast Shocking Grasp as a single attack. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Constitution saving throw in an attempt to stun the foe. The foes has disadvantage if they are using either a metal weapon or unarmed attack. On a failed save the attacker is stunned for their next turn. You can only use this this once per use of the Aegis. This feature has no effect on creatures resistant or immune to Electric type damage. 

Thunder: In place of the shield, your sword emanates a faint buzzing sound. When an enemy attacks you, you can use your reaction to cause a loud boom as they are forced to make a strength save or be knocked 15 feet back. As an added effect you can also deal 3d6 thunder damage. The ability will trigger a thunderous boom that can be heard 300 feet away (with no obstructions) and can only be used once per Aegis activation.

Spell Strike

At 7th level, your ability to infuse your weapon with magic improves. Whenever you strike an enemy while your blade is enchanted, you may choose to end your Elemental blade and deal 4d6 damage of whatever type of your weapon is currently enchanted with. Doing so dispels the magic on the blade immediately and ends the elemental blade ability. 

Fencer's Armor

When the Spell Fencer actives their elemental blade, they can also analyze the situation and imbue on themselves a defense against the elements. This extends to every type of magical damage. the elemental applied on their armor is based on what arcane aegis they have up and lasts for the duration of their elemental blade ability.

Parry Riposte

At 18th level, as a reaction to being melee attacked, you may make an attack role against your opponent. If the roll you made is lower than their attack roll, then nothing happens. If the attack roll you made is higher than theirs, you can reduce the damage of the attack by half. This is the Parry. If that attack roll also beats their AC you may roll for damage against them as you would for a normal attack. This is the Riposte. If your attack roll beats there AC, but not their attack roll, you fail to parry and therefore can't riposte.

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