Base Class: Fighter
You gain up to 3rd level spells and gain special abilities where spells of sorts become stronger giving you the upper hand in combat. You also gain abilities that increase your damage with melee weapons and with inteligence.
Mage hand strengthening
- At third level you gain the ability to use your mage hand for combat reasons, whenever you cast Mage hand as a bonus action you have the option to make a ranged spell attack, on a hit the target takes 1d4 force damage plus your Int modifier. you can attack with your mage hand like so 1+ your Int modifier times per S/L rest. The damage of this increases to 1d6 at 7th level, 1d8 at 10th level, and 1d10 at 15th level.
- at 7th level you gain the ability to push enemies with your Mage hand,whenever you hit a creature of medium or smaller with your mage hand the target makes a strength save against your spell save DC, on a fail the target is pushed 10 ft away
spellcasting
you gain minor spellcasting
Strategic attack
as an action you can make a strategic attack, with which you gain advantage on the attack roll and you add your Int modifier to the damage, you can use this one time before taking a S/L rest, at level 10 you get two uses of it.
powered spell
when you cast a spell that deals damage, you may deal the maximum amount of damage able to be done by the spell. you must take a long rest before using this again
magic sheild
when an attack is made against you you may choose to use your reaction to block the attack,if the attack is a spell that requires you to make a saving throw, you automatically succeed, and if it is a normal attack you block it and take no damage. you must take a long rest before using this again and you don't know if the attack was to hit you before you chose to block it.
power strike
(you expend a 4th level spell slot to do this)You gain a +2 modifier to the attack roll, on a hit the target is blasted with energy and on top of normal damage takes 10d10 radiant damage if anything is within 5ft of the target, they also take 4d10 radiant damage, if the target dies, it disintegrates into a pile of ashes, if the target is still alive it makes a DC (8+proficiency bonus+Int modifier) strength save or is knocked back 15ft and takes 2d6 bludgeoning damage on a fail and stays and the same spot and takes no additional damage on a success, you also must make a DC 10 constitution check or take 4d6 necrotic damage on a fail and 2d6 necrotic damage on a success,you must take a long rest before using this again.
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