Base Class: Wizard
Your specialized doctrine allows you to visualize the threat of reality and manipulate it, molding it to your will with your cutting weapons as specialized tools for this work, which function as the channel of this primordial elemental power.
enhanced mage armor
You get the spell mage armor in case you dont have it previously, and can cast it once without use a spell slot. you recover this use after a short rest. this spell is always prepared and doesnt count to your prepared spells.
as long as you have both your elemental blade and mage armor activated, you get the next effects
-You get resistance to the element of your elemental blade
-You recieve an extra CA bonus equal to half the level of the spell slot used on your elemental blade
-you get a bonus on your iniciative equal to your inteligence modifier
you get proficiency with martial weapons, and can use your inteligence modifier to the attack and damage rolls of a elemental blade
elemental blade
you can use your bonus action and a lvl 1 spell slot in order to cover your weapon with elemental energy. your weapon attacks deal 1d4 extra magic damage (type of damage chosen between fire, frost, ligthning or acid). this weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. thiis effect lasts 1 hour
At Higher Levels: When you use this feature using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 2nd.
elemental overload
whenever you use your attack action, you can use your bonus action to spend a spell slot, dealing an special attack with your elemental blade. if it hits, deals normal weapon damage plus a special effect, related to the element of your elemental blade
fire: Each creature in a 15-foot cone must make a Dexterity saving throw. A target takes 1d6 fire damage on a failed save, or half as much damage on a successful one. the damage increases in 1d6 per lvl of the spell slot spend.
frost: Each hostile creature in a 15-foot-radius sphere must make a Constitution saving throw. on a failed save, its speed is halved until the end of its next turn.
ligthning: the target must make a constitution saving throw. on a failed save, it became stunned until the end of its next turn
acid: the target must make a dexterity saving throw. on a failed save, it take 1d4 acid damage per lvl of the spell slot, and must make the saving throw at the end of every turn. on a failed save, it takes 1d4 acid damage per lvl of the spell slot. on a successful one, the effect ends
magic weaver
you can use your bonus action to change the element of your elemental blade. you can use this effect times equal to your proficiency bonus and recover all the uses after a long rest.
you get 2 more elements to use in your elemental blade: necrotic and force. the effects of the elemental overload for this elements is:
necrotic: every hostile creature in a 20-feet-radius have to make a dexterity saving throw. on a failed save, it takes 1d4 of necrotic damage for every lvl of the spell slot used, or half in a successful one. you gain temporal hit points equal to half the damage until the end of your next turn.
force: all creatures on a 15-foot- cube in front of you must make a Strength saving throw. on a failed saved, it got pushed 10-feet away of you and became prome.
elemental mastery
you get inmunity to the element of your elemental blade, also, whenever you make an elemental overload, you can use an extra spell slot of lvl 2 or higher to enhance the effect in one of this way:
-double the area of effect
-increase the damage dice one categorie
-the saving throw is make with disavantage
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Posted Jun 27, 2021To all who previously saw the element saber, sorry. i forgot to add some details wich made it way weaker than the expected. i wish you all luck and fun with this work