Fighter
Base Class: Fighter

The archetypal Shadow Swordsman is a fighter who has studied magic to be able to use the shadows to enhance their fighting style and devastate their opponent. Those who stride down this path learn techniques and skills that make them more elusive and faster in battle while having the ability to compound attacks that leave their enemies departing this world.

A shadow swordsman can use disengage or hide as an action in combat without provoking an attack of opportunity as long as he is in darkness or touching a shadow that is not his own.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

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 Shadow Swordman 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 Shadow Swordman 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

Shadow Swordman 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

Weapon Bond

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.

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, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Shadow Magic

Shadow Step

At the 3rd level grants the user the ability to step though the shadows and appear anywhere that they can see within a range of 30 feet, the location is not in direct sunlight or a source of light.

Shadow Bind

At 3rd level, the user has the ability to choose a target it can see within a range of 10 feet, that target becomes bound by its own shadow restrained it for 3 rounds and the target gets a -10 to its AC until the effect wears off.

Shadow Attack

At 3rd level, if the user has a bonded weapon, they when they attack with that weapon, on a hit that weapon deals an additional (1d6 + Int bonus) magical slashing damage. on a miss the shadow still does (1d6 + Int bonus) magical slashing damage.   

Shadow Kill

At 7th level, the user can create a Shadowy Duplicate which they can control. The Shadowy Duplicate has half of the users HP and the user can freely swap positions with the Shadowy Duplicate.

Shadow Dance

At 10th level, when the user attacks with a bonded weapon, the user must roll 1d4 if the results are even, half of the damage delt is spread in a cone shape area towards enemies within a range of 20 feet.

Shadow Mastery Upgraded to Darkness Magic

At 10th level, all shadow magic spells and abilities that deal magic damage now deal darkness damage (acid and necrotic damage).

Targets that are hit with darkness magic must make a Dex and Con saving throw with a DC 15, if save fails then target takes 2D6 + 3 of darkness damage (acid and necrotic) for 3 rounds.

Black Curse

At 15th level, shoots a black orb to a target area that explodes with darkness energy with a 15-foot radius. everyone in range becomes paralyzed for two rounds, as well as taking a -5 on any roll to attack for 3 rounds while dealing 1d4 + proficiency times intelligence bonus.

Darkness Slash

 At 18th level, as long as the user has a bonded weapon, they can make a slashing motion in the air towards the enemy, producing a wave of dark energy that attacks the enemy in a cone shape or straight line in a range of 20 feet for 6d10 + half of dexterity score + int modifier darkness damage.

 

War Magic

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Defensive Blade

At 10th level, defensive blade can be activated as a reaction to attacks and surprise attacks. Defensive Blade reduces all damage the user takes to 0 for 30 secs and increases melee range to 15 feet for the duration.

While Defensive Blade is active all melee attacks made by the user is counted as magical and does 2d8 + proficiency + int bonus.

Arcane Charge

At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.

Improved War Magic

Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

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