Through extensive magical and martial training, this feat allows you to charge your sword with magical energy.
As a bonus action, you can charge your Sword (or whatever it is you're using) with magical energy from a cantrip on your spell list. You cannot use that cantrip until either your weapon charges are all used up, or you dismiss the remaining charges as an action.
You can give your weapon 3 charges of a cantrip, each attack you land will do the bonus damage, the listed effect and consume a charge. At 0 charges, your weapon returns to it's original damage type and you can use the cantrip again.
On your turn, after you've rolled to attack, you can use your reaction to expend all 3 charges at once, dealing no weapon damage and getting no bonus from your STR/DEX modifiers, and deal all the bonus damage and effects the three charges would have done, instantly (and sometimes with extra effects!). However, you will also take half of this damage yourself (as well as the full bonus effects).
Works with:
Acid Splash -> Acid Edge: Attacks now deal Acid damage, +1d6 damage, increased by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)
+Attacks can hit 1 additional target adjacent to the original target as part of the same action, but the weapon damage is only dealt to one target.
Acid Burst: up to 12d6 Acid Damage to 2 target, up to 6d6 acid damage to you. Reduces AC of all targets hit by 5.
Chill Touch -> Necrotic Edge: Attacks now deal Necrotic damage, +1d8 damage, increased by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)
+Targets hit cannot regain hit points until the start of your next turn.
+Undead targets hit have disadvantage on attack rolls against you until the start of your next turn.
Nectrotic Burst: up to 12d8 Necrotic damage to target, up to 6d8 Necrotic damage to you. Target (and you) cannot regain hitpoints for 3 turns, undead have disadvantage on attack rolls against you for 3 turn.
Sacred Flame -> Radiant Edge: Attacks now deal Radiant damage, +1d8 damage, increased by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)
+Attacks explode with Radiant energy, negating all benefits from cover the target would have had.
Radiant Burst: up to 12d8 Radiant damage to target, up to 6d8 Radiant damage to you. Target gets no benefit from cover for this attack and you both must make a constitution saving throw (DC is 10 for you, 15 for target) a failed save means you are blinded for 1 turn.
Ray of Frost -> Frost Edge: Attacks now deal Cold damage, +1d8 damage, increased by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)
+Targets hit have their speed reduced by 10 until the start of your next turn.
Frost Burst: up to 12d8 Cold damage to target, up to 6d8 cold damage to you, both you and the target's speeds are reduced by 30 for 3 turns (over those three turns you gain 10 movement back per turn)
Fire Bolt -> Flame Edge: Attacks now deal fire damage, +1d10 damage, increasesd by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)
+Flammable object not being carried or worn is set on fire.
Fire Burst: up to 12d10 fire damage to target, up to 6d10 fire damage to you, sets you and everything in a 5ft radius around you and the target on fire, taking up to 3d10 each turn the fire is burning.
Shocking Grasp -> Lightening Edge: Attacks now deal Lightening damage, +1d8 damage, increased by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)
+Targets hit cannot make reaction until the start of it's next turn.
Lightening Burst: up to 12d8 lightening damage to the target, up to 6d8 lightening damage to you, neither you or the target can make reaction for 1 turn, and you both are disarmed.
Poison Spray -> Toxic Edge: Attacks now deal Poison damage,+1d12 damage, increased by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12)
+Targets must succeed on a Constitution Saving throw or else be poisoned, taking 1d6 poison damage at the start of their turns for 3 turns.
Toxic Burst: up to 12d12 poison damage to the target, up to 6d12 poison damage to you, both you and the target must make constitution saving throws (DC 10 for you, 15 for the target) or else be poisoned and take up to 3d6 poison damage at the start of your turns for 3 turns
Eldritch Blast -> Force Edge: Attacks now deal force damage, +1d10 damage, increased by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)
+Your invocations effect this attack.
Eldritch Burst: up to 12d10 force damage to target, up to 6d10 force damage to you, both you and the target must make strength saving throws (which you can choose to fail) or else be knocked back at least 10 ft. (more with some invocations)
You can only use each Magic Edge once per short rest, and you can only use 1 Magic Burst per day.
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