Fighter
Base Class: Fighter

Level 3: Sorcery of the Sword
When you select this archetype, you gain access to a pool of sorcery points equal to your fighter level. You can spend these points alongside sorcery points you have from other sources and to use abilities of this subclass.

You can spend a maximum of 2 sorcery points on a single ability at level 3, and increasing by 1 when you reach 5th, 9th, 13th, and 17th levels in this class. When an ability calls for a save, your DC is 8 + PB + your charisma modifier.

Level 3: Elemental Strike
As a bonus action, you can spend 1 sorcery point to imbue your weapon with elemental energy. For the next minute, your weapon attacks deal an extra 1d6 damage of the chosen element. And your weapon gains a number of charges equal to your proficiency bonus. You can only imbue one weapon at a time with this energy.

As a bonus action on your turn, you may expend one charge from your elemental weapon, releasing additional energy after dealing elemental damage to a target of your melee attack as detailed below:
Air (Bludgeoning): You can choose to have the target make a strength saving throw against your spell save DC, being pushed back 10 ft on a failure.
Lightning: The target cannot take reactions until the start of its turn.
Thunder: The target is wreathed in thunder energy. If it willingly moves 5ft or more before the start of your next turn, it receives 1d6 of thunder damage for each time you hit it with with your elemental weapon this turn.
Fire: Flames jump from your blade to hit one creature of your choice within 5ft of your target for 1d6 + your charisma modifier fire damage.
Cold: The target’s speed is reduced by 10ft until the start of your next turn.

Level 3: Elemental Fury
The fury of the elements runs through your veins and can be unleashed at your call. On one of your turns, you may forgo one of your attacks granted by the attack action to spend sorcery points up to your ability maximum and discharge all the elemental energy from your weapon, removing the elemental strike benefit from it. All enemies within 5 xPB ft must make a Dexterity save against your ability save DC, taking 1d6 damage for each sorcery point spent, and half on a successful save.

Level 7: Metamagic Sorcery
You learn three metamagic sword sorcery options and can use this feature a number of times equal to your profiency bonus per long rest

Quickened Strike: When you cast your elemental strike on a melee weapon you are holding, you may spend an additional sorcery point to give it the quickened attribute. On your turn, when you attack using your elemental infused weapon, you may perform an additional attack as a bonus action.

Empowered Strike: When you cast your elemental strike on a melee weapon you are holding, you may spend an additional sorcery point to give it the Empowered attribute. On your turn, when you strike critically using your elemental infused weapon, the elemental dice from your elemental strike do maximum damage.

Transmuted Strike: When you cast your elemental strike on a melee weapon you are holding, you may spend an additional sorcery point to give it the transmuted attribute. At the start of each of your turns, you may change the selected element for your elemental strike ability.

Level 10: Elemental Attunement
You gain resistance to the damage type selected by your Elemental Strike ability while it is active.


Level 15: Elemental Mastery
You gain the ability to perform one of the following abilities as a bonus action by spending the indicated number of sorcery points. Spending additional sorcery points in the ability’s casting increases the damage by 1d6 per additional sorcery point, up to your Elemental Connection maximum.
* Spend 3 sorcery points to create a 20-foot cube of fire, cold, acid, or lightning energy that deals 6d6 damage to creatures within the area. Creatures in the area must make a Dexterity saving throw against your spell save DC or take the full damage, half on a successful save.
* Spend 4 sorcery points to create a 30-foot cone of air, earth, fire, or water that deals 8d6 damage to creatures within the area. Creatures in the area must make a Dexterity saving throw against your spell save DC or take the full damage, half on a successful save.
* Spend 5 sorcery points to create a 60-foot line of energy that deals 10d6 damage of one of the elemental damage types. Creatures in the area must make a Dexterity saving throw against your spell save DC or take the full damage, half on a successful save.

Level 18: Elemental Avatar
As an action, you can spend 9 sorcery points to transform into an elemental avatar of your chosen element type. You gain the following benefits for 1 minute:
* You have resistance to all damage except for bludgeoning, piercing, and slashing damage from nonmagical weapons.
* You can move through nonmagical difficult terrain without penalty and have a climb and swim speed equal to your walking speed.
* Your melee weapon attacks deal an additional 1d10 damage of your chosen element type.
* Your Elemental Mastery abilities cost one less sorcery point

Sorcery of the Sword

Level 3: Sorcery of the Sword

When you select this archetype, you gain access to a pool of sorcery points equal to your fighter level. You can spend these points alongside sorcery points you have from other sources and to use abilities of this subclass.

You can spend a maximum of 2 sorcery points on a single ability at level 3, and increasing by 1 when you reach 5th, 9th, 13th, and 17th levels in this class.  When an ability calls for a save, your DC is 8 + PB + your charisma modifier.

Elemental Strike

Level 3:  Elemental Strike

As a bonus action, you can spend 1 sorcery point to imbue your weapon with elemental energy. For the next minute, your weapon attacks deal an extra 1d6 damage of the chosen element. And your weapon gains a number of charges equal to your proficiency bonus. You can only imbue one weapon at a time with this energy.

 

As a bonus action on your turn, you may expend one charge from your elemental weapon, releasing additional energy after dealing elemental damage to a target of your melee attack as detailed below:

Air (Bludgeoning): You can choose to have the target make a strength saving throw against your spell save DC, being pushed back 10 ft on a failure.

Lightning: The target cannot take reactions until the start of its turn.

Thunder: The target is wreathed in thunder energy. If it willingly moves 5ft or more before the start of your next turn, it receives 1d6 of thunder damage for each time you hit it with with your elemental weapon this turn.

Fire: Flames jump from your blade to hit one creature of your choice within 5ft of your target for 1d6 + your charisma modifier fire damage.

Cold: The target’s speed is reduced by 10ft until the start of your next turn.

Elemental Fury

Level 3: Elemental Fury

The fury of the elements runs through your veins and can be unleashed at your call. On one of your turns, you may forgo one of your attacks granted by the attack action to spend sorcery points up to your ability maximum and discharge all the elemental energy from your weapon, removing the elemental strike benefit from it. All enemies within 5 xPB ft must make a Dexterity save against your ability save DC, taking 1d6 damage for each sorcery point spent, and half on a successful save.

Metamagic Sorcery

Level 7: Metamagic Sorcery

You learn three metamagic sword sorcery options and can use this feature a number of times equal to your profiency bonus per long rest

 

Quickened Strike: When you cast your elemental strike on a melee weapon you are holding, you may spend an additional sorcery point to give it the quickened attribute. On your turn, when you attack using your elemental infused weapon, you may perform an additional attack as a bonus action.

 

Empowered Strike: When you cast your elemental strike on a melee weapon you are holding, you may spend an additional sorcery point to give it the Empowered attribute. On your turn, when you strike critically using your elemental infused weapon, the elemental dice from your elemental strike do maximum damage.

 

Transmuted Strike: When you cast your elemental strike on a melee weapon you are holding, you may spend an additional sorcery point to give it the transmuted  attribute. At the start of each of your turns, you may change the selected element for your elemental strike ability.

Elemental Atunement

Level 10: Elemental Attunement

You gain resistance to the damage type selected by your Elemental Strike ability while it is active.

Elemental Mastery

Level 15 Elemental Mastery

While your weapon in imbued with elemental power granted by your Elemental Strike ability, you gain the ability to perform one of the following abilities as a bonus action by spending the indicated number of sorcery points. Spending additional sorcery points in the ability’s casting increases the damage by 1d6 per additional sorcery point, up to your Sorcery of the Sword maximum.

* Spend 3 sorcery points to create a 20-foot cube within 60 feet of you of fire, cold, acid, or lightning energy that deals 6d6 damage to creatures within the area. Creatures in the area must make a Dexterity saving throw against your spell save DC or take the full damage, half on a successful save.

* Spend 4 sorcery points to create a 30-foot cone of air, earth, fire, or water that deals 8d6 damage to creatures within the area. Creatures in the area must make a Dexterity saving throw against your spell save DC or take the full damage, half on a successful save.

* Spend 5 sorcery points to create a 60-foot line of energy that deals 10d6 damage of one of the elemental damage types. Creatures in the area must make a Dexterity saving throw against your spell save DC or take the full damage, half on a successful save.

Elemental Avatar

 Level 18: Elemental Avatar

As an action, you can spend 9 sorcery points to transform into an elemental avatar of your chosen element type. You gain the following benefits for 1 minute:

* You have resistance to all damage except for bludgeoning, piercing, and slashing damage from nonmagical weapons.

* You can move through nonmagical difficult terrain without penalty and have a climb and swim speed equal to your walking speed.

* Your melee weapon attacks deal an additional 1d10 damage of your chosen element type.

* Your Elemental Mastery abilities cost one less sorcery point

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