Base Class: Fighter
To make Eldritch knight feel more like the duskblade that it is based on, I redesigned the war magic ability to make it feel like a combination of Battle Master and divine smite.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.
Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots
The Duskblade Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.
The Spells Known column of the Duskblade Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Duskblade Spellcasting
|
Fighter Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
2 |
3 |
2 |
— |
— |
— |
|
4th |
2 |
4 |
3 |
— |
— |
— |
|
5th |
2 |
4 |
3 |
— |
— |
— |
|
6th |
2 |
4 |
3 |
— |
— |
— |
|
7th |
2 |
5 |
4 |
2 |
— |
— |
|
8th |
2 |
6 |
4 |
2 |
— |
— |
|
9th |
2 |
6 |
4 |
2 |
— |
— |
|
10th |
3 |
7 |
4 |
3 |
— |
— |
|
11th |
3 |
8 |
4 |
3 |
— |
— |
|
12th |
3 |
8 |
4 |
3 |
— |
— |
|
13th |
3 |
9 |
4 |
3 |
2 |
— |
|
14th |
3 |
10 |
4 |
3 |
2 |
— |
|
15th |
3 |
10 |
4 |
3 |
2 |
— |
|
16th |
3 |
11 |
4 |
3 |
3 |
— |
|
17th |
3 |
11 |
4 |
3 |
3 |
— |
|
18th |
3 |
11 |
4 |
3 |
3 |
— |
|
19th |
3 |
12 |
4 |
3 |
3 |
1 |
|
20th |
3 |
13 |
4 |
3 |
3 |
1 |
Arcane Channeling
When you make weapon attacks, you may spend your bonus action to choose a Duskblade Art you know and channel it into your weapons.
You can only use this ability 4 times and must finish a long rest to regain all spent uses.
Starting at level 10 you gain one more max use and one more at level 15.
Duskblade Arts
At 3rd level, you learn some of the secret magical arts known only to Duskblades that allow you to channel arcane energy through your weapon using your Arcane Channeling ability. You start knowing 2 Duskblade Arts from the list below and gain one more at levels 7, 10, 15 and 18. Each time you gain a new Duskblade Arts, you my switch out which arts you know.
Azure Strike
When you strike a creature with your weapon you may spend one use of your Arcane Channeling to deal 1d8 Cold damage to the target and they make a Con save and loose 5 ft of movement till the start of your next turn on a fail. When you use this ability you may spend 1 spell slot to increase the cold damage by 1d8 and reduce movement by 5 ft. for each spell slot level (max +4d8).
Cobalt Strike
When you strike a creature with your weapon you may use your bonus action to spend one use of your Arcane Channeling to deal 1d8 Lightning damage to the target and they make a Dex save and can't use reactions till the start of your next turn on a fail. When you use this ability you may spend 1 spell slot to increase the lightning damage by 1d8 for each spell slot level (max +4d8).
Crimson Strike
When you strike a creature with your weapon you may use your bonus action to spend one use of your Arcane Channeling to deal 1d10 Fire damage to the target. When you use this ability you may spend 1 spell slot to increase the fire damage by 1d10 for each spell slot level (max +4d10).
Emerald Strike
When you strike a creature with your weapon you may use your bonus action to spend one use of your Arcane Channeling to deal 1d8 Poison damage to the target and they make a Con save and are poisoned till the start of your next turn on a fail. When you use this ability you may spend 1 spell slot to increase the poison damage by 1d8 for each spell slot level (max +4d8).
Force Strike
When you attack a creature with your weapon you may spend one use of your Arcane Channeling to deal 1d6 Force damage to the target on a hit or half force damage if your attack missed. When you use this ability you may spend 1 spell slot to increase the force damage by 1d6 for each spell slot level (max +4d6).
Golden Strike
When you strike a creature with your weapon you may use your bonus action to spend one use of your Arcane Channeling to deal 1d8 Radiant damage to the target and an extra 1d8 against fiends and undead. When you use this ability you may spend 1 spell slot to increase the radiant damage by 1d8 for each spell slot level (max +4d8).
Jade Strike
When you strike a creature with your weapon you may use your bonus action to spend one use of your Arcane Channeling to deal 1d8 Acid damage to the target and half Acid damage to a second target within 5 ft of the first target. When you use this ability you may spend 1 spell slot to increase the acid damage by 1d8 for each spell slot level (max +4d8).
Mind Strike
When you strike a creature with a weapon you may spend one use of your Arcane Channeling to deal 1d8 Psychic damage to the target and they must make an Int save or suffer disadvantage on all attack rolls till the start of your next turn on a fail. When you use this ability you may spend 1 spell slot to increase the psychic damage by 1d8 for each spell slot level (max +4d8).
Obsidian Strike
When you strike a creature with your weapon you may use your bonus action to spend one use of your Arcane Channeling to deal 1d6 Necrotic damage to the target and you gain temp HP equal to half the necrotic damage delt. When you use this ability you may spend 1 spell slot to increase the necrotic damage by 1d6 for each spell slot level (max 4d6).
Violet Strike
When you strike a creature with your weapon you may spend one use of your Arcane Channeling to deal 1d8 Thunder damage to the target and they make a Str save and are pushed 10 ft away from you on a fail. When you use this ability you may spend 1 spell slot to increase the thunder damage by 1d8 for each spell slot level (max +4d8).
Swift Casting
Beginning at 7th level, you have learned to cast spells quickly in the heat of battle.
You may cast one of your evocation or abjuration spells that has a cast time of one action as a bonus action. You can only cast a spell like this once and must finish a long rest to do so again.
Starting at level 15 you may use this ability twice and three times at level 18.
Twilight Strike
At 10th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Arcane Charge
At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.
Improved Arcane Channeling
When you use Arcane Channeling, that attack and every attack you make with that weapon till the start of your next turn deals 1d8 bonus damage of the same type as the Duskblade Arts you had used.
This damage is not applied towards the effect of that Duskblade Arts.
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