Base Class: Fighter
Back many generations ago, a group of blade-wielding practitioners of the arcane arts found a way to combine these skills and enhance their combat capabilities. By altering their fighting style, these Arcane Swordsmiths simultaneously wield both magic and blade.
Arcane Practices
When you choose this martial archetype at 3rd level, you gain use of low-level arcane magics. You gain the effects of the Magic Initiate Feat, but Intelligence is still your Spellcasting ability regardless of the class you learn spells from.
If you already have spell casting abilities when you choose this subclass, you can only learn spells available in your class and you must choose to learn a 1st level spell or the two cantrips, not both. Also, you continue to use your class' spell casting ability and specified spell save DC. This also applies if you already have taken the Magic Initiate feat.
Blade Mana
You are able to draw on the natural magic essence that exists within the universe and channel it through your blade. This grants you the ability to add magical effects to your melee attacks only increasing your value as a skilled fighter and swordsmith. This, however, is a process that can wear on the body, so you are limited in how much Mana you can endure per long rest.
Starting at level 3 when you choose this Martial Archetype, you have Blade Mana points equal to your proficiency bonus + 2. This mana allows you to channel powerful magic within your blade. You spend these points to use Thaumaturgic Blade abilities (Listed Below). You regain all of your Blade Mana after a long rest.
Thaumaturgic Blade Abilities
Choose from the following abilities that you can use by spending Blade Mana. If you want to use one of these abilities, you must declare the ability you plan to use before making a melee attack. If the attack succeeds, the ability takes effect, if it fails, the ability fades and the Blade Mana is still consumed. These abilities use a bonus action to prepare.
You get three abilities at level 3, and an additional ability at levels 7, 10, 15, and 18.
Banishing Smite
As you cleave through your opponent, you open a portal to a small pocket dimension. The creature must succeed on a Charisma Saving throw against your spell save DC or be pulled into this dimension for a number of rounds equal to half of your proficiency bonus (rounded down).
Discordant Slash
The creature you attack must make a Constitution saving throw against your spell save DC. On a fail, they are Deafened and they take an additional 1d6 psychic damage.
The damage die increases to 1d8 at level 10 and again to 1d10 at level 18.
Elemental Barrage
You channel your Blade Mana into your blade and unleash a barrage of elemental damage in addition to your standard weapon damage. Choose three damage types from the following list to add 1d4 damage of each of those three types to your attack. The damage die increases to 1d6 at level 10 and again to 1d8 at level 18. Also, you can expend additional Blade Mana to choose an additional damage type per additional Blade Mana Point.
Damage Types: Fire, Cold, Lightning, Acid, Poison, Thunder
Elongated Blade
You can channel the Blade Mana into your weapon to give it a greater length. Spend a point of Blade Mana to give your blade the Reach property for 1 round per Blade Mana point used.
Forceful Thrust
The attacked creature suffers an additional 1d6 Force damage and is knocked back 5 ft.
Lasting Wound
The creature you attack must succeed on a Constitution saving throw against your spell save DC or take damage at the start of its next turn equal to half of the damage it took from the attack that made us of this ability.
Paralyzing Slash
Your blade cleaves into your opponent and floods their form with paralyzing energy. The creature must succeed on a Wisdom saving throw against your Spell Save DC or become paralyzed until the end of your next turn. Once you reach level 15 in this class, the effect lasts until the creature saves from it at the start of their turn.
Shrouded Cleave
The creature you attack must make a Constitution saving throw against your spell save DC. On a fail, they take an additional 1d4 Necrotic damage and are blinded just long enough for you to Disengage as a bonus action.
Mystic Channel
Starting at 7th level, all of your melee weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Also, you can utilize a short rest to infuse a minor enchantment into your weapon that lasts an hour. By spending two points of Blade Mana, you can place one of the following enchantments on your weapon:
- Guided Blade: +1 to attack
- Poison: Target must succeed on a Constitution saving throw against your Spell Save DC or become poisoned for 1 round
- Glow: The weapon sheds bright light in a 5 ft radius and then dim light an additional 5 ft
- Unyielding Grasp: You cannot be disarmed or drop your weapon unless you choose to do so. If an attempt to remove the weapon from your grip is made while your are incapacitated or unconscious, you must succeed on a DC 10 Wisdom check to resist the attempt.
Somatic Sacrifice
Starting at 10th level, If you use all of your Blade Mana points and find yourself in a situation where you might need them again, you can go beyond the usual limits of your magical capabilities and use more Blade Mana; however, this is taxing on the body. As an action, you can choose to take a point of exhaustion to regain 1d4+1 Blade Mana.
Corporeal Slash
Starting at Level 15, You have matured enough in your arcane pursuits that you can now craft your magic into tangible blasts of energy. When you use a Thaumaturgic Blade ability, you can spend an additional Blade Mana point to carve a wave of energy in the air that counts as a ranged attack with a range of 30 ft. Make an attack roll as usual, obeying the standard rules for ranged attacks (cover, prone, etc.). The Thaumaturgic Blade ability activates as usual upon a successful hit against the target.
Arcane Proficiency
Starting at level 20, You have advanced even further in not only your mastery of blades, but of the arcane as well. You can now expend Blade Mana to cast spells from the class you chose with your Magic Initiate feat. You can now learn an additional 1st level spell as well as one 2nd and one 3rd level spell. To cast these spells, you must spend Blade Mana points equal to the spell's level + 1.
Also, you gain proficiency in Arcana checks.
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