Fighter
Base Class: Fighter

Swordmages are practicioners of both martial combat and arcane magic. To a swordmage, fighters are uncivilized brutes whose only answer to conflict is to hit things harder, while wizards are overly delicate and more at home in a library than the battlefield. Swordmages seek to combine the best of both worlds, seamlessly merging their knowledge of the arcane into battle disciplines which no pure fighter or wizard could hope to achieve.

Spellcasting

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

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 Swordmage 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 Swordmage 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

Arcane Weapon

Staring at level 3, As a bonus action you can store energy of a cantrip or spell into a weapon, this energy lasts for 1 minute, until you are disarmed or fall unconscious. In order to store a spell in this manner, the spell must be able to deal damage to at least one target and not have a range of self.

If you store a cantrip, your weapon attacks deal no extra damage, however the damage type of your weapon is changed to that of the cantrip. As a secondary effect, once per turn when you hit a creature with an weapon attack, from a weapon which has a stored cantrip that attack activates the effect of the cantrip. 

If you store a spell of level 1 or higher in your weapon, the damage type of the weapon is changed to match the spells damage type. Additionally once on each of your turns you can deal 1d6 extra damage per spell slot stored to a maximum of 4d6. This extra damage type equals the damage type of the spell stored.

War Magic

Beginning at 7th level, when you take the attack action, you can replace one of the attacks with an cantrip. 

Arcane shield

Starting at level 10 your body is accustomed to magical effects. You gain a bonus to saving throws to resist spells equal to your Con modifier (min +1)

Spell Mastery

By level 15, you have mastered the basics of spellcasting. Choose 2 first level spells that you, you can cast these spells a cumulative number of times equal to you Int mod (min 1) without expanding a spells slot 

Unleashed Spell

By level 18 you have mastered controlling the spells stored in your Arcane Weapon. Once while you have a cantrip or spell stored in your arcane weapon you can unless that spell against the target of your attack. When you hit a creature with your arcane weapon you can use a bonus action to unleash that spell or cantrip targeting only on that one creature, regardless of the spells normal range or area of effect.

If the spell was an attack it auto hits, If the spell has a DC you target makes a a saving throw. The spell goes off as normal targeting only the one creature hit.

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