Prerequisite: Prerequisite: The ability to cast at least one spell
You have mastered the arts of both melee combat and magical warfare, and began fusing the two into one coherent technique. You gain the following benefits:
- You may use any simple or martial melee weapon as your spellcasting focus, as long as you are proficient in using it.
- When you cast a spell on your turn as an action using a spell slot, or when you attack an enemy with a melee weapon as an action, you can then choose to use your bonus action to disengage.
- Until the end of your next turn, If you attack with a weapon you used as a spellcasting focus, your attack carries a secondary effect, depending on the school of spell you cast.
Effects
- Evocation - You deal an additional 1d6 points of damage, the type of which is the same as that of the spell you cast, or force if the spell didn't deal damage.
- Necromancy - after you hit, you can roll a 1d4 and heal yourself by the amount, or by the amount of damage you've dealt, whichever is lower.
- Abjuration - your opponent is pushed 5ft backwards when hit.
- Divination - you gain a +1 on your attack roll.
- Conjuration - your enemy's movement is reduced by 5ft until the end of it's next turn.
- Transmutation - you may change the damage type to be fire, acid, lightning or thunder.
- Enchantment - The attacked enemy suffers -1d4 to his next saving throw.
- Illusion - the attacked enemy will have -1d4 to his next attack roll.
Previous Versions
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4/15/2021 10:48:15 AM
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15
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Coming Soon
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8/21/2021 6:10:22 PM
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11
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1
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2
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Coming Soon
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