Fighter
Base Class: Fighter

Arcane Enchantment
Starting at the 3rd level, you can use a bonus action to enchant your weapon with magic. Enchanted weapons are considered magical in nature and do the same damage as the magical enchantment, as well as an additional d6 of elemental damage. The effect lasts until the start of your next turn.

At 3rd level, you gain access to the Fire and Ice enchantments.

At 7th level, you gain access to the Lightning and Thunder enchantments. 

At 10th level, you gain access to the Radiant and Necrotic enchantments.

The amount of additional elemental damage does increases by 1d6 at 10th level (2d6) and 18th level (3d6).

 

Weapon of the Weave
Starting at 7th level, once per short rest, you can use a bonus action imbue your weapon with a moment of psychic magic, forcing an enemy you hit to make a wisdom saving throw. On a fail, the enemy is imbued with magic from the weave, taking 1d6 psychic damage at the start of its turn, and is frightened of you. It can attempt the saving throw at the end of each of its turns until successful. On a successful save, there is no effect. 

This ability can be used once per short rest. The number of uses increased by 1 at 10th level (2) and 18th level (3)

 
Spellcasting
Starting at 10th level, you gain the ability to cast spells.
 
Mystical Expression

Starting at 10th level, your studies of the weave and the arcane allows you to express magic outside of enchantments. You can now cast spells from one of three paths: 

Path of the Healer: 
Devoted to healing your companions, you have learned how to manipulate the weave to lend care to companions.

Path of the Indomitable: 
Lending the weave towards protective arts, you manipulate your magics to create barriers and shield for you and yours.

Path of the Wrathful: 
Wrapped in the wrath of the weave, you bring destruction to the battlefield with more than just your blade.

One with the Weave

Starting at 15th level, your studies of both the weave and your martial way has taught you to better control your ability to enchant your weapons.

You can now spend a full action and a spell slot to enchant your weapon as opposed to a bonus action. Your enchantment will now last until the end of combat, or until you spend 1 action dispersing the enchantment. You need to dismiss your enchantment before your weapon can be enchanted with a new elemental damage type.

Due to being more stabilized, the amount of additional damage done is decreased to compensate for the duration of the enchantment. When using an action to enchant as opposed to a bonus action, use a 2d4 instead of a d6 when dealing the additional elemental damage from enchantment via a 1st level spell slot. All subsequent spell slots increase the damage by 1d4.

 

Arcane Expulsion
Starting at 18th level, your studies have brought you to a revelation: after spending a full action enchanting your weapon, you can expel your enchantments through your weapon as a magical attack. Expelling your enchantment ends the additional affects from Arcane Enchantment/One with the Weave and will have a different effect depending on what elemental type enchanting your weapon. 

Once your enchantment has been expelled, you cannot enchant your weapon again until a turn has passed as a result of magical backlash.

 

Arcane Enchantment

 Staring at the 3rd level, you can use a bonus action to enchant your weapon with magic. Enchanted weapons are considered magical in nature and do the same damage as the magical enchantment, as well as an additional d6 of elemental damage. The effect lasts until the start of your next turn.

At 3rd level, you gain access to the Fire and Ice enchantments.

At 7th level, you gain access to the Lightning and Thunder enchantments. 

At 10th level, you gain access to the Radiant and Necrotic enchantments.

The amount of additional elemental damage does increases by 1d6 at 10th level (2d6) and 18th level (3d6).

You gain two uses of Arcane Enchantment at 3rd level and it increases by 3 at 7th level (5), 10th level (8), and 2 at 15th level.

Weapon of the Weave

Starting at 7th level, once per short rest, you can use a bonus action imbue your weapon with a moment of psychic magic, forcing an enemy you hit to make a wisdom saving throw. On a fail, the enemy is imbued with magic from the weave, taking 1d6 psychic damage at the start of its turn, and is frightened of you. It can attempt the saving throw at the end of each of its turns until successful. On a successful save, there is no effect. 

This ability can be used once per short rest.

 

Spellcasting

Starting at 10th level, Arcane Swordmasters gain the ability to cast spells.

 

Mystical Expression

Starting at 10th level, your studies of the weave and the arcane allows you to express magic outside of enchantments. You can now cast spells from one of three paths: 

Path of the Healer: 
Devoted to healing your companions, you have learned how to manipulate the weave to lend care to companions.

Path of the Indomitable: 
Lending the weave towards protective arts, you manipulate your magics to create barriers and shield for you and yours.

Path of the Wrathful: 
Wrapped in the wrath of the weave, you bring destruction to the battlefield with more than just your blade.

Path of the Mystic:
Twisting to weave to deceive, you delight in toying with your foes, waiting for the moment they drop their guard.

Path of the Traveler: 
Walking upon the Weave, it churns with every step as you flow over the land and battlefield

 
Path of the Healer

Devoted to healing your companions, you have learned how to manipulate the weave to lend care to companions.

 

Path of the Indomitable

Lending the weave towards protective arts, you manipulate your magics to create barriers and shield for you and yours.

 

Path of the Mystic

Twisting to weave to deceive, you delight in toying with your foes, waiting for the moment they drop their guard.

 

Path of the Traveler

Walking upon the Weave, it churns with every step as you flow over the land and battlefield

 

Path of the Warmonger

Wrapped in the wrath of the weave, you bring destruction to the battlefield with more than just your blade.

 

One with the Weave

Starting at 15th level, your studies of both the weave and your martial way has taught you to better control your ability to enchant your weapons.

You can now spend a full action and a spell slot to enchant your weapon as opposed to a bonus action. Your enchantment will now last until the end of combat, or until you spend 1 action dispersing the enchantment. You need to dismiss your enchantment before your weapon can be enchanted with a new elemental damage type.

Due to being more stabilized, the amount of additional damage done is decreased to compensate for the duration of the enchantment. When using an action to enchant as opposed to a bonus action, use a 2d4 instead of a d6 when dealing the additional elemental damage from enchantment via a 1st level spell slot. All subsequent spell slots increase the damage by 1d4.

Arcane Expulsion

Starting at 18th level, your studies have brought you to a revelation: after spending an action enchanting your weapon, you can expel your enchantments through your weapon as a magical attack using your full action. Expelling your enchantment ends the additional affects from Arcane Enchantment/One with the Weave and will have a different effect depending on what elemental type enchanting your weapon. 

Once your enchantment has been expelled, you cannot enchant your weapon again until two turns have passed as a result of magical backlash.

 

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