Fighter
Base Class: Fighter

The wielders of Arcane Arms spent many years under the guidance of gifted teachers. These teachers were skilled with both spellcasting and martial prowess. As these brave Fighters advance through their training they begin to garner the attention of those of either a higher or lower plane of existence. And so one of these beings will take the Arcane Arms-person under their tutelage and teach them the ways of the Divine or the Infernal respectively. 

 

Sorcerous Schooling

At 3rd level you Choose Either Physical or Elemental. If Physical, you will make another choice. Either ForceAcid, or Thunder. Based on this choice, you will gain the ability to cast Either the Eldritch Blast (Force), Acid Splash (Acid), or Thunder Clap (Thunder) cantrips. If the choice is Elemental, you must make another choice. Either FireCold, or Lightning. The Sorcerous Blader will then gain the ability to cast either Fire Bolt (Fire),  Ray of Frost (Cold), or Shocking Grasp (Lightning) cantrips.

These cantrips use your Intelligence as their spell casting modifier and when calculating saves. 

Imbue Weapon

Start at 3rd Level as a bonus action, you can can Imbue a Melee weapon they are wielding to add 2d6 damage based on their choices in the Sorcerous School feature (Physical either ForceAcid, or ThunderElemental either FireCold, or Lightning) to the damage roll on an attack. The cantrip you gain from the Sorcerous Schooling adds its damage dice and damage type to a melee weapon attack.

This bonus damage can be applied a number of times equal to your Intelligence Modifier. You regain these uses on a short rest.

 

Weapon of Choice

Beginning at 5th level you have spent a significant amount of time wielding a specific type of melee weapon. And so from this point on if you are using a melee weapon that uses that same type of damage (Bludgeoning, Piercing, or Slashing) they may reroll 1s or 2s on the damage dice for the weapon damage but must use the new result.

You may also choose One currently Non-Magical weapon you own and spend at least one hour on a special ritual you create a special Bond with this weapon. This ritual can be completed during a Short Rest. 

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.

This summoning costs a Bonus Action to perform. This bond lasts for 8 hours starting at the completion of the ritual. 

Divine/Infernal Instruction

Starting at 7th level, you make a new choice Blessed or Cursed. If Blessed gain the ability to cast the Sacred Flame cantrip. If Cursed gain the ability to cast the Chill Touch cantrip.

These cantrips use the same casting modifier from the Sorcerous Schooling feature.

If Blessed you gain the option of adding Radiant damage to your options of Imbue Weapon bonus damage types. If Cursed gains the choice of Necrotic damage instead.

Improved Weapon of Choice

At 7th Level If the melee weapon you are using has the same base weapon type from the Weapon of Choice class feature and this weapon is a non-magical weapon, it is treated as magical for the purposes of overcoming resistances and gains a +1 to attack and damage rolls. This bonus improves to +2 at level 11.

You also gain the ability to create a bond with a second weapon during the same ritual.

 Bonus Feat: Mage Slayer

At 10th level you gain the following benefits: 

You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:

When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.

When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.

You have advantage on saving throws against spells cast by creatures within 5 feet of you.

Energy Weapon

At 15th level, if you have not created a bond with a Weapon of Choice, you may then spend a usage of that ritual as a Bonus Action to create a weapon of one of the same Energy types available from the Sorcerous SchoolingImbue Weapon, and Divine/Infernal Instruction features. The damage of these created weapons use the damage dice and types provided by the Sorcerous Schooling Feature. Imbue Weapon cannot be used with this Feature. These weapons have the Finesse and Versatile properties. If the Energy Weapon is wielded in 2 hands using the Versatile property, the damage dice increase by One extra. 

Energy Burst

At 18th level, If at the start of your turn if you have no remaining uses of Imbue Weapon you gain an additional use. You can only gain the benefits of this ability once per Long Rest.

Energy Burst

Energy Burst

At 18th level, If at the start of your turn if you have no remaining uses of Imbue Weapon you gain an additional use. You can only gain the benefits of this ability once per Long Rest.

Sorcerous Schooling

Sorcerous Schooling

At 3rd level you Choose Either Physical or Elemental. If Physical, you will make another choice. Either Force, Acid, or Thunder. Based on this choice, you will gain the ability to cast Either the Eldritch Blast (Force), Acid Splash (Acid), or Thunder Clap (Thunder) cantrips. If the choice is Elemental, you must make another choice. Either Fire, Cold, or Lightning. The Sorcerous Blader will then gain the ability to cast either Fire Bolt (Fire),  Ray of Frost (Cold), or Shocking Grasp (Lightning) cantrips.

These cantrips use your Intelligence as their spell casting modifier and when calculating saves. 

 

Elemental Cold

Sorcerous Schooling Cantrip Ray of Frost

Imbue Weapon: Bonus Cold Damage to Melee Weapon Attacks.

Elemental Fire

Sorcerous Schooling Cantrip Fire Bolt

Imbue Weapon: Bonus Fire Damage to Melee Weapon Attacks.

Elemental Lightning

Sorcerous Schooling Cantrip: Shocking Grasp

Imbue Weapon: Bonus Lightning Damage to Melee Weapon Attacks.

Physical - Acid

Sorcerous Schooling Cantrip: Acid Splash

Imbue Weapon: Bonus Acid Damage to Melee Weapon Attacks.

Physical - Force

Sorcerous Schooling Cantrip:  Eldritch Blast  cantrips

Imbue Weapon: Bonus Force Damage to Melee Weapon Attacks.

Physical - Thunder

Sorcerous Schooling Cantrip: Thunder Clap

Imbue Weapon: Bonus Thunder Damage to Melee Weapon Attacks.

Imbue Weapon

Imbue Weapon

Start at 3rd Level as a bonus action, you can can Imbue a Melee weapon they are wielding to add 2d6 damage based on their choices in the Sorcerous School of Blades feature (Physical either ForceAcid, or ThunderElemental either FireCold, or Lightning) to the damage roll on an attack. The cantrip you gain from the Sorcerous School adds its damage dice and damage type to a melee weapon attack.

This bonus damage can be applied a number of times equal to your Intelligence Modifier. You regain these uses on a short rest.

Weapon of Choice

Beginning at 5th level you have spent a significant amount of time wielding a specific type of melee weapon. And so from this point on if you are using a melee weapon that uses that same type of damage (Bludgeoning, Piercing, or Slashing) they may reroll 1s or 2s on the damage dice for the weapon damage but must use the new result.

You may also choose One currently Non-Magical weapon you own and spend at least one hour on a special ritual you create a special Bond with this weapon. This ritual can be completed during a Short Rest. 

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.

This summoning costs a Bonus Action to perform. This bond lasts for 8 hours starting at the completion of the ritual. 

Divine/Infernal Instruction

Starting at 7th level, you make a new choice Blessed or Cursed. If Blessed gain the ability to cast the Sacred Flame cantrip. If Cursed gain the ability to cast the Chill Touch cantrip.

These cantrips use the same casting modifier from the Sorcerous Schooling feature.

If Blessed you gain the option of adding Radiant damage to your options of Imbue Weapon bonus damage types. If Cursed gains the choice of Necrotic damage instead.

Divine Instruction

The ability to cast the Sacred Flame cantrip and Imbue Radiant damage to Melee Weapon Damage attacks.

Infernal Instruction

Infernal Instruction: Chill Touch Cantrip

Imbue Weapon: Necrotic Damage

Improved Weapon of Choice

At 7th Level If the melee weapon you are using has the same base weapon type from the Weapon of Choice class feature and this weapon is a non-magical weapon, it is treated as magical for the purposes of overcoming resistances and gains a +1 to attack and damage rolls. This bonus improves to +2 at level 11.

You also gain the ability to create a bond with a second weapon during the same ritual.

Bonus Feat - Mage Slayer

At 10th level you gain the following benefits: 

You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:

When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.

When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.

You have advantage on saving throws against spells cast by creatures within 5 feet of you.

Energy Weapon

Energy Weapon

At 15th level, if you have not created a bond with a Weapon of Choice, you may then spend a usage of that ritual as a Bonus Action to create a weapon of one of the same Energy types available from the Sorcerous SchoolingImbue Weapon, and Divine/Infernal Instruction features. The damage of these created weapons use the damage dice and types provided by the Sorcerous Schooling Feature. Imbue Weapon cannot be used with this Feature. These weapons have the Finesse and Versatile properties. If the Energy Weapon is wielded in 2 hands using the Versatile property, the damage dice increase by One extra. 

Previous Versions

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