Fighter
Base Class: Fighter

The Knight Fighters are known for their prowess on the battlefield as well as their fabled elemental infusions. Using a variety of different weapons and armor during combat, they call equipment from a pocket dimension. Their form of magic does not involve casting spells but becomes an extension to their fighting, meant to enhance their melee combat by summoning different tools for different purposes.

Requip

When you reach 3rd level, you learn a ritual that allows you to store mundane melee equipment inside a small pocket dimension, allowing you to summon it later in the middle of combat. You perform the ritual over the course of an hour, which can be done during a short rest. The equipment must be within your reach throughout the ritual. At the conclusion of which you touch the item and forge the bond.

This equipment can then be dismissed, shunting it into an extradimensional pocket. The equipment disappears to the pocket if it's more than 5 feet away from you for 1 minute or you dismiss it as a bonus action.

Quick Summon

You can call upon the mundane melee item with your unique magic, causing it to appear. You may choose if it appears either in one of your hands, or donned if it is armor or clothing. If you are already wearing or holding melee equipment you're bonded to, the new piece takes its place, returning the other to the extradimensional pocket, otherwise it simply falls at your feet. The time it takes for you to do this depends on the equipment type. When summoning a weapon, you may use the bonus action this feature provides to interrupt your Extra Attack feature once you obtain it, i.e. make a single attack, summon a new blade, then make a second attack.

Quick Summon Table
Equipment Summoning Time
Any Melee Weapon, Shield, or Light Armor 1 bonus action
Medium or Heavy Armor 1 action

You can create a number of bonds equal to half your fighter level plus your intelligence modifier (minimum of 1). The weapon ceases being bonded to you if you die or use your action to break the bond. If you attempt to perform the 1-hour ritual on an equipment while not being having a bond available, you must break a previously created bond.

Elemental Enchantment

As part of the bonus ritual used to bond a melee weapon, you may enchant an element into your blade, converting it's bludgeoning, slashing, or piercing damage to the same damage, but of the chosen damage type.

You may only create one type of elemental enchant per melee weapon type, and get more infusion types as you level up. For example, you may not create a fire rapier and a cold rapier, however you could create a fire rapier and a cold shortsword. The weapon must only be melee weapons, including weapons that are ranged but can also be used for melee without disadvantage like javelins.

If you unbind an elemental melee weapon, the enchantment fades and it becomes a mundane blade again.

Enchantment Table
Required Level Elemental Type
3rd Cold, Fire, or Lightning
7th Acid, Necrotic, or Radiant
15th Psychic or Poison
18th Force or Thunder

 

Sword Blitz

Whenever you quick-summon a weapon, your next successful attack that turn deals 1d6 extra damage.

Spatial Echo

Starting at 7th level, whenever you quick-summon a melee weapon, if you send another melee weapon back to your extradimensional pocket, it leaves behind a semi-real echo of itself. Then next time you make a weapon attack this turn, the echo attacks as well and then fades. Roll a separate attack for the echo by adding your intelligence modifier to the hit die, and the damage is 1d6.

Armor Enchantment

At 10th level you've spent enough time with the elements that you've learned how to imbue those properties into some armors. You can now enchant light and medium armors in the same way you can enchant weapons. While wearing elemental armor, you gain resistance to the damage type that armor is enchanted with. Armors must be mundane, and hold no magical properties.

Additionally, whenever you quick-summon armor, you gain a +1 bonus to your armor class until you drop the armor.

Elemental Blitz

Starting at 15th level, your enchanted armors imbue your attacks with elemental magics. While wearing elemental armor, your Sword Blitz deals 2d6 damage instead and that damage becomes your armor enchantment's damage type.

Alternatively, one each long rest when you quick-summon a weapon, if you're wearing enchanted armor you may use your reaction to cause the armor you're wearing to fall to the ground and become mundane, empowering your next Sword Blitz to deal 5d6 damage of your armor's enchantment type instead. Each creature, other than you, within 20 feet of your target must succeed on a Dexterity saving throw or take the damage as well, or half as much on a failed save. The DC for this save is 8 + your proficiency bonus + your Intelligence modifier.

Flurry Change

At 18th level you gain the ability to summon melee weapons at blinding speeds. You may take an additional Bonus action on each of your turns. This bonus action may only be used to quick-summon a melee weapon, shield, or light armor.

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