Fighter
Base Class: Fighter

The Duskblades are magical warriors who forgo traditional spellcasting in favor of using magic in it's most raw form. They augment both their offense and defense by using the elements of the world around them. While most mages scoff at the simplistic nature of their abilities, the unrefined power of their elemental magic is feared across the lands and they are sought after as soldiers and mercenaries. A master Duskblade can turn any situation to their advantage.

Elemental Bond

At 3rd level, you can create a magical bond between yourself and one weapon, imbuing the weapon with a spark of primordial energy. This ritual takes an hour.

Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. You can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

If you bond with a new weapon, your old bonded weapon is destroyed in the process.

 

Elemental Attunement

 

When you take this subclass at 3rd level, you gain the ability to attune yourself to one of the many elemental energies of the world. You may choose one element from the Tier 1 list and attune yourself to it. You may choose one element from Tier 2 at 7th level, and one element from Tier 3 at level 10.

When you take a long rest, you may switch any of your attuned elements with another element in the same or a lower tier.

You may use any element you are attuned to when activating Elemental Flare.

Tier 1

Fire, Ice, Lightning

Tier 2

Acid, Thunder

Tier 3

Radiant, Necrotic, Force 

Elemental Flare

You gain a Number of Flare Charges equal to your Intelligence Modifier + Proficiency. You regain all expended charges upon taking a long rest.

As a bonus action, you can spend a Flare Charge to wreath your body and bonded weapon in one element you have attuned to. For 1 Minute, you gain resistance to the element you choose and successful attacks with your bonded weapon deal an additional 1d4 of the damage type your wreathed element deals.

Your damage die increases to 1d6 at level 7 and 1d8 at level 10.

Overflow

Beginning at 7th level, when you use your Elemental flare ability, you may spend an extra flare charge to attempt to add another elemental damage die to your attack.

Roll a constitution saving throw DC 14. On a success, you add a second damage die to your attacks for the duration of your Elemental Flare. On failure, you lose both charges and take 2d4 damage of the element you are attempting to wreath yourself in. 

Energy Javelin

Starting at level 10, While you have Elemental Flare active, as an action, you can spend an elemental flare charge to release a burst of the elemental magic that you are wreathed in. 

You release a 30 ft x 5 ft line of elemental magic with a swing of your weapon. All creatures in that line make a dexterity saving throw against your Spell Save DC.

On a failed save, creatures in the line take 4d8 elemental damage, or half as much on a successful save.

You can spend additional Flare Charges to increase the damage of Energy Javelin. For every additional Flare Charge spent, increase the damage by 2d8.

You may also spend an additional Flare Charge to change the range of Energy Javelin to a 30ft cone.

Mystic Conversion

Starting at 15th level, while Elemental Flare is active, you can use use your reaction to absorb a damaging spell that targets you or a creature you can see within 30 ft. Make an intelligence save against the caster's Spell Save DC. On a successful roll, the target takes no damage and you regain 1 charge of Elemental Flare. You can use this ability a number of times equal to your proficiency bonus, you regain all expended uses upon taking a long rest.

Elemental Mastery

Starting at level 18, when you take a long rest you can attune to any 3 elements you choose, regardless of Tier. 

Any time you roll Initiative and have 0 Flare Charges, you immediately regain 2 Flare Charges.

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