Fighter
Base Class: Fighter

Trained in the ancient art of wielding blades made from the elements, you are able to conjure short swords and great swords to vanquish your foes. Fire, Ice, Lightning, Darkness and Light are all at you disposal in combat.
Able to attack fiercely and isolate enemies for extra damage, Blade Casters are formidable fighters no matter what kind of situation they are in. Having the ability to fight with two weapons simultaneously, or wielding a shield for protection, they are seldom matched for combat capability.


"One shall rue the day they cross blades with a Caster, for the blades they clash with are as a raging storm in the night."

Blade Caster's Repertoire

3rd-level Blade Caster feature
You are granted the ability to magically summon weapons of five different elements. As a bonus action, you can summon your choice of either one short sword, two short swords or a great sword. (damage and hit rolls are as their respective type)
When you summon your repertoire weapons, roll a d6 and consult the Repertoire Elements table. This determines what elemental blade you summon and the special effects your weapon will inflict.
If an effect requires a saving throw, the DC for the saving throw is equal to 8 + your proficiency bonus + your Wisdom modifier.

Repertoire Elements
D6    Element
1    Inferno Blade
2    Frost Blade
3    Arc Blade
4    Divine Blade
5    Shadow Blade
6    You choose which blade to summon


-Inferno Blade. Attacks made with this weapon deal fire damage. Once per turn when you hit a creature with this weapon, you can choose to make it combust in flame. The target must make a Dexterity saving throw or be set on fire. A creature on fire can use its action to douse the flames, and takes 1d6 fire damage whenever it ends its turn on fire.


-Frost Blade. Attacks with this weapon deal cold damage. Once per turn when you hit a creature with this weapon, you can choose to inflict it with chilling ice. The target must succeed on a Constitution saving throw or have its movement speed halved until the end of its next turn.


-Arc Blade. Attacks with this weapon deal lightning damage. Once per turn when you hit a creature with this weapon, you can choose to shock it with electricity. The target must succeed on a Constitution saving throw or be stunned until the end of its next turn.


-Divine Blade. Attacks with this weapon deal radiant damage. Once per turn when you hit a creature with this weapon, you can choose to blast it with radiance. .the target must succeed on a Wisdom saving throw or take an additional 1d8 radiant damage.


-Shadow Blade. Attacks with this weapon deal necrotic damage. Once per turn when you hit a creature with this weapon, you can choose to shroud it in darkness. the target must succeed on a Wisdom saving throw or become afraid of you until the end of its next turn.

Armor of the Ancients

3rd-level Blade Caster feature
You are granted the knowledge of harnessing the elements and can transform their power into an invisible barrier. As a reaction when you take cold, fire, lightning, radiant, or necrotic damage, you can reduce the damage taken. Roll a d4 and add your Constitution modifier to the result. This is the reduced amount of damage.

At higher levels, you can use a different die to determine the damage reduction. At 5th level, the die increases to a d6, at 7th level to a d8, at 10th level to a d10, at 15th level to a d12, and at 18th level to a d20.

Soul Caliber

7th-level Blade Caster feature

Your repertoire weapons NOW gain a +1 to both attack and damage rolls for each class feature upgrade: At level 7 your weapons are +1, at level 10 +2, level 15 +3, and level 18 +4.


In addition, you can increase the power of your repertoire attacks by applying a soul caliber to your attacks as part of making that attack. (See caliber list below) You can use this feature a number of times equal to your proficiency bonus and regain expended uses when you finish a long rest. This feature is applied automatically for free when you roll a critical hit.

-Inferno Caliber. A creature on fire because of this soul caliber takes an additional 1d6 (2d6 total) fire damage when it ends its turn on fire.


-Frost Caliber. A creature that fails its saving throw against your frost blade also has disadvantage on weapon attack rolls until the end of its next turn.


-Arc Caliber. A creature that fails its saving throw against your arc blade is paralyzed until the end of its next turn instead of stunned.


-Divine Caliber. You or another creature of your choice that you can see within 30 feet heals a number of hit points equal to 1d10 + your fighter level.


-Shadow Caliber. If the target’s challenge rating is equal to or less than your level, this attack deals double damage. A creature reduced to 0 hit points by this caliber immediately dies.

Blade Storm

10th-level Blade Caster feature
You gain the ability to release a raging storm of blades at your isolated foes. Once per turn when you hit a target that is 10 feet or more away from one of its allies with a repertoire blade, the attack deals an additional 3d6 damage (6d6 extra damage on a critical hit).

Elemental Fury

15th-level Blade Caster feature
Your elemental mastery has erupted. Now any attack you make against an opponent bursts out. Once per turn when you hit a creature with a repertoire blade, you can make an additional attack with that blade against up to two other creatures within 5 feet of you.

Requiem of the Ancients

18th-level Blade Caster feature
Your mastery of the blade caster discipline has reached its pinnacle. You no longer have to roll for a random result of which blade you summon. Instead you can choose which element it is imbued with. Damage from your repertoire blades now ignore damage resistances.

This new weapon shimmers like crystal, and is utterly breathtaking to the eye.

 

Previous Versions

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