Fighter
Base Class: Fighter

The blood of Mythical beings flows through the veins of a Mythblade granting them access to spells.  Stories of their prowess on the battlefield travel far and wide many believe these stories to be full of exaggeration until they meet a Mythblade on the battlefield and realize just how wrong they are.

 

Legend blade

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 draw your blood with the weapon and name the blade to forge the bond. A bonded weapon counts as magical for the purposes of bypassing resistances.

Once you have bonded a weapon to yourself, it counts as a spellcasting focus. Any modifier to weapon attacks or damage on the weapon also count as towards spells. In addition you can have the blade deal it's damage as your mythical blood type by speaking its name to toggle the ability on and off. 

You can have a single bonded weapons, If you attempt to bond with a second weapon, you must break the bond with first one.

 

Mythical blood

The blood coursing through your veins comes from a creature of legend. Choose a damage type, spells you cast can be transmuted to that type for free.

 

Acid

Blood type.

Cold

Blood type.

Fire

Blood type.

Force

Blood type.

Lightning

Blood type.

Necrotic

Blood type.

Poison

Blood type.

Psychic

Blood type.

Radiant

Blood type.

Thunder

Blood type.

 

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 sorcerer spell list.

Cantrips

You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.

Spell points

The Mythblade Spellcasting table shows how many spell points you have to cast your sorcerer spells of 1st level and higher. To cast one of these spells, you must expend a number of points required to cast the spell’s level or higher. You regain all expended spell points when you finish a long rest.

Spells Known of 1st-Level and Higher

You know two 1st-level sorcerer spells of your choice, one of which you must choose from the transmutation or evocation spells on the sorcerer spell list.

The Spells Known column of the Mythblade  Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an transmutation 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 7th, 13th, and 19th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer 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, 7th, 13th, or 19th level from any school of magic.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since you learn your spells through study and memorization. You use your charisma whenever a spell refers to your spellcasting ability. In addition, you use your charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your charisma modifier

Spell attack modifier = your proficiency bonus + your charisma modifier.

Mythblade  Spellcasting Table


+-------+----------+--------+--------+----------+
| Level | Cantrips | Spells | Spell  | Max Cast |
|       |  Known   | Known  | Points | Level    |
+-------+----------+--------+--------+----------+
| 3     | 2        | 2      | 6      | 1st      |
+-------+----------+--------+--------+----------+
| 4     | 2        | 2      | 8      | 1st      |
+-------+----------+--------+--------+----------+
| 5     | 2        | 3      | 10     | 1st      |
+-------+----------+--------+--------+----------+
| 6     | 2        | 3      | 12     | 1st      |
+-------+----------+--------+--------+----------+
| 7     | 2        | 4      | 14     | 2nd      |
+-------+----------+--------+--------+----------+
| 8     | 2        | 4      | 16     | 2nd      |
+-------+----------+--------+--------+----------+
| 9     | 2        | 5      | 18     | 2nd      |
+-------+----------+--------+--------+----------+
| 10    | 3        | 5      | 20     | 2nd      |
+-------+----------+--------+--------+----------+
| 11    | 3        | 6      | 22     | 2nd      |
+-------+----------+--------+--------+----------+
| 12    | 3        | 6      | 24     | 2nd      |
+-------+----------+--------+--------+----------+
| 13    | 3        | 7      | 26     | 3rd      |
+-------+----------+--------+--------+----------+
| 14    | 3        | 7      | 28     | 3rd      |
+-------+----------+--------+--------+----------+
| 15    | 3        | 8      | 30     | 3rd      |
+-------+----------+--------+--------+----------+
| 16    | 3        | 8      | 32     | 3rd      |
+-------+----------+--------+--------+----------+
| 17    | 3        | 9      | 34     | 3rd      |
+-------+----------+--------+--------+----------+
| 18    | 3        | 9      | 36     | 3rd      |
+-------+----------+--------+--------+----------+
| 19    | 3        | 10     | 38     | 4th      |
+-------+----------+--------+--------+----------+
| 20    | 3        | 10     | 40     | 4th      |
+-------+----------+--------+--------+----------+

+-------+-------+
| Spell | Point |
| Level | Cost  |
+-------+-------+
| 1     | 2     |
+-------+-------+
| 2     | 3     |
+-------+-------+
| 3     | 5     |
+-------+-------+
| 4     | 6     |
+-------+-------+

 

Meta Magic

At 7th level, you gain the ability to twist your spells to suit your needs. You gain one of the following Metamagic options of your choice. You gain another one at 15th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

 

Careful spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 spell point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

 

Distant spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 spell point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 spell point to make the range of the spell 30 feet.

 

Empowered spell

When you roll damage for a spell, you can spend 1 spell point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

 

Extended spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 spell point to double its duration, to a maximum duration of 24 hours.

 

Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 spell points to give one target of the spell disadvantage on its first saving throw made against the spell.

 

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 spell points to change the casting time to 1 bonus action for this casting.

 

Seeking Spell

If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll.

You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.

 

Subtle Spell

When you cast a spell, you can spend 1 spell point to cast it without any somatic or verbal components.

 

Transmuted Spell

When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.

 

Twinned Spell

When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of spell points equal to the spell’s level to target a second creature in range with the same spell (1 spell point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.

 

Arcane Aura

At 10th level, you can sense traces of your magic on creatures hit by it. When you hit a creature with a spell, you have advantage on attacks made against it until the end of you next turn.

 

Meta Magic

At 15th level, you gain a second metamagic ability.

 

Meta Strikes

Starting at 18th level, when you use your meta magic on your attacks as if they were spells. Treat your attack action as if it were a cantrip for cost.

 

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