Base Class: Fighter
A warrior trained to bind raw elemental magic into their weapon, shifting between elemental forms to adapt on the battlefield.
Level 3: Spellblade Initiate
As a bonus action, you can shift your weapon into one stance you know by spending an arcane charge. Only one stance can be active at a time, and when your turn ends, your stance reverts to base stance unless you spend an arcane charge to keep your stance. Your weapon becomes magical while a stance is active.
Fire Stance: When you hit, deal extra fire damage equal to your intelligence modifier, if you reduce a creature to 0 HP while this stance is active, you gain temporary HP equal to 1d8 + Int. (2d8 at level 5 and 3d8 at level 11)
Frost Stance: When you hit, reduce the target’s speed by 10 feet until the start of your next turn, this effect can stack up to two times.
Storm Stance: Once per turn when you hit, you can move 15 feet without provoking opportunity attacks, additionally, you have advantage on Dexterity saving throws, you do not have to spend an arcane charge to keep this stance every turn, but this stance does end after 1 minute.
You have a number of Arcane Charges equal to your proficiency bonus + your intelligence modifier. You regain all charges on a long rest.
Level 3: Limited Spellcasting
You learn two cantrips from the Wizard spell list (Intelligence is your spellcasting ability)
You also learn three 1st-level spells
You do not have spell slots.
Casting a 1st-level spell costs 1 Arcane Charge, cantips are free.
Level 7: Elemental Flow
When you roll initiative, you may immediately activate a stance without using a bonus action.
Additionally, when you switch stances:
Fire: Gain advantage on your next attack
Frost: Gain +1 to AC and saves (except for death saves) until the start of your next turn
Storm: Increase your speed by 15 feet this turn
Level 10: Spellblade Spellcraft
You learn two additional spells, and now learn 2nd-level spells, these cost 2 arcane charges to cast.
Additionally, when you take the Attack action, you may replace one attack with casting a spell that has a casting time of 1 action.
The spell cannot target anyone that is outside of your melee range.
Level 15: Arcane mastery
You get access to one third-level spell, and can cast it by spending 3 arcane charges,
Aditionally, you recover one arcane charge after using action surge or second wind.
Level 18: Heightened Blade
Once per long rest, as a bonus action, you enter a heightened state for 1 minute, while active:
You can change stances once per turn without a bonus action.
You regain 1 Arcane Charge at the start of each of your turns.
The state ends early if you are incapacitated.
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