Fighter
Base Class: Fighter

Many of those with Sorcerous potential choose to pursue other paths. Some even go as far to ignore or repress their abilities until later in life. Many of those who pursue martial prowess and cannot contain their sorcerous potential become Soul Blades. 

A Soul Blade has the ability to channel their inherent magic into their weapons and create magnificent, and deadly, elemental effects.

Elemental Affinity

At 3rd level you select one energy type that your inherent magic manifests into, choosing between either Cold, Fire, or Lightning. This Choice determines the Damage Type you deal when using Elemental Invocations. It also will determine what later Soul Blade Features will do for you.

Cold

Your Elemental Invocations and other Soul Blade Features deal Cold Damage.

Fire

Your Elemental Invocations and other Soul Blade Features deal Fire Damage.

Lightning

Your Elemental Invocations and other Soul Blade Features deal Lightning Damage.

Arcane Lore

At 3rd level you choose to gain proficiency in either the Arcana OR Nature skill. In addition you learn to speak, read, and write Draconic.

Arcana

You are proficient in the Arcana skill.

Nature

You are proficient in the Nature skill.

Soul Blade's 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.

Elemental Invocations

Invocations. At 3rd level you gain a number of Soul Charges equal to your Charisma Modifier. These Charges can be expended to activate a number of Elemental Invocations. Each Invocation costs one Soul Charge to use unless otherwise specified its description. Your Soul Charges are all restored after finishing a Short or Long Rest.

You learn 2 Elemental Invocations of your choice at 3rd Level. You learn 1 addition Invocation of your choice at 7th, 10th, and 15th level.

Saving Throws and Spells. For any Invocation that requires your target to make a Saving Throw, the save DC is 8 + your proficiency bonus + your Charisma Modifier. Charisma is your spellcasting ability for any spells granted to you by an Invocation. You may use your Bonded Weapon as an Arcane Focus for any Spells you learn from Elemental Invocations.

At 15th level your maximum number of Soul Charges is equal to 2 times your Charisma Modifier.

Blade Bolt

When taking the Attack Action, you may use one of your attacks to throw your Bonded Weapon up to 20 feet. Treat this like an attack with a thrown weapon.

Cantrip: Fire Bolt

You learn Fire Bolt as a Cantrip. You do not need to expend a Soul Charge to use your Cantrip.

Prerequisite: Elemental Affinity - Fire

Cantrip: Ray of Frost

You learn Ray of Frost as a Cantrip. You do not need to expend a Soul Charge to use your Cantrip.

Prerequisite: Elemental Affinity - Cold

Cantrip: Shocking Grasp

You learn Shocking Grasp as a Cantrip. You do not need to expend a Soul Charge to use your Cantrip.

Prerequisite: Elemental Affinity - Lightning

Elemental Rebuke

Whenever an enemy within 5 feet of you deals damage to you, you may use your Reaction to expend a Soul Charge and make that enemy make a Dexterity saving throw. If they fail their saving throw, that enemy takes 2d8 damage of your Elemental Affinity type. On a successful save they take half damage.

Energized Nova

As an Action you may create a burst of sorcerous energy around you. Each creature within 5 feet of you must make a Dexterity saving throw. On a failed save a creature takes 2d6 damage of your Elemental Affinity type. On a successful save, the creature takes half as much damage.

At 7th level this ability deals 4d6 damage.

Fury Step

As an Action you deal 2d8 damage of your Elemental Affinity type to all Creatures within 10 ft of you before teleporting into any unoccupied space up to 30 feet away. You must finish a Long Rest before you can use this Invocation again.

Prerequisite: 7th level

Soul Strike

When making an Attack Action with your Bonded Weapon, you may expend a Soul Charge to add 1d8 damage of your Elemental Affinity damage type to all of your Attacks in that Action. You must choose to do this before rolling to hit.

The damage dealt per Attack from this Invocation goes up to 2d8 at 7th level.

Elemental Embrace

At 7th level you gain additional abilities based on your Elemental Affinity choice.

Cold

You gain resistance to Cold damage. You don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.

Fire

You gain resistance to Fire damage. You don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire.

Lightning

You gain resistance to lightning damage. You may choose not to be adversely affected by wind, no matter how strong it might be. You may convert up to 20 feet of your movement into Flight. If you are airborn at the end of a turn in which you do this, you fall unless you have another method of sustaining the flight.

Empowered Blade

At 10th level, as long as you have an unused Elemental Charge, your Attacks with your Bonded Weapon may deal an additional 1d6 of your chosen Damage Type from your Elemental Affinity.

This Damage increases to 1d8 at 15th level.

Energetic Harmony

At 15th level, you gain immunity to your chosen Damage Type from your Elemental Affinity.

Cold

Gain Immunity to Cold Damage.

Fire

Gain Immunity to Fire Damage.

Lightning

Gain Immunity to Lightning Damage.

Of Might and Magic

At 18th level, if you used your Action to use an Elemental Invocation, you can make one melee weapon attack as a Bonus Action.

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