Fighter
Base Class: Fighter

An arcane creature of great power has cast its gaze upon you. It noticed you do not have an affinity with magic but it can see your desire to use magic. This powerful arcane creature could have done many things such as grant you the knowledge to cast spells, but for one reason or another it granted you the ability to apply some magic it knows to weapons you have. You might have learned how to enchant your weapons in another way. Ultimately, you found another way to manipulate magic. (This racial is broken for a normal game because it is based on balancing for my personal games)

Enchantment Knowledge and Application

At 3rd level, you augment your martial prowess with the ability to enchant attacks with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

As a Battle Enchanter you can search any enchantment and evocation spell from the wizard spell list, through your arcane codex. However, you must prepare your active enchantment list after every long rest. You can prepare up to your Intelligence modifier in spells (Minimum of 1). All enchantments are applied at the highest available spell level known, starting at 1st spell level. Every level you gain a martial archetype feature, increases your known spell level (2nd, 3rd, 4th, and 5th spell level).

You do not require a spellcasting ability for spell attack rolls because your weapon's required ability is the spellcasting ability for your enchantments, since you only copy spells onto your weapons. However, you use your Intelligence modifier when setting the saving throw DC.

Arcane Codex 

Also at 3rd level, You have a magical item that allows you to search spells from the Wizards spell list available to you. This can be an arcane book, an orb, a crystal, a large scroll, etc. The codex is magically bound to you by arcane means. If lost, destroyed, or stolen you can manifest another after a long rest. Doing so will make the previous item disappear.

Enchanted Attack

At 3rd level, Once per turn, when you make a melee or ranged attack as part of the attack action, you can enchant the weapon to cast the spell with that attack. You can decide to use the spell when the melee attack hits the creature, unless the spell doesn’t involve an attack roll. In an attack, the weapon damage is applied first and then the spell damage or effect gets applied. You have 2 uses of this ability, or unlimited uses if enchanting with a cantrip, and you regain all expended uses of it when you finish a short or long rest. You gain 1 additional use of enchanted attack when you reach 7th, 10th, 15th, and 18th level in this class.

Enchanted Attack Properties

Some spell properties change when applying them to attacks. The range of all spells is equal to the range of the attacking weapon. The area of effect, if applicable, is centered on the tip of the weapon. Components are not required as the spell is not being cast by you, but by an arcane being through the Spell Codex. Bonus action spells can still be used but you must roll to land an unarmed strike. Reaction spells can also be used but also require Unarmed Strike rolls, unless you make an opportunity attack as a reaction.

Enchanted Weapon

Beginning at 7th level, You can choose to select one weapon in your arsenal and magically bind it to you. To bind a weapon you must perform a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears in your hand when you summon it thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon is no longer bound to you if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. You are also proficient with it and you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. While you wield it and this weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. You gain one other bind slot at 14th level.

Additionally you gain one of the following bonuses depending on the weapon:

Melee weapon bonus - Increased range by 10 ft and Bonus damage based on your Intelligence modifier

Ranged weapon bonus - No disadvantage on close or far shots and you always have ammunition. (bullets, pellets, arrows and bolts)

Secrets of the Codex

At 10th level, After so many battles your knowledge and utilization of the Arcane Codex found you stumbling onto a secret search option previously unknown to you. Through this you gained the knowledge of one more cantrip and spell of a different spell school.

Special Enchantment: You gain two special prepared enchantment slots for the specific cantrip and spell you chose from the codex. While the cantrip can still be used at any time, you can only use the spell enchantments once per short or long rest. At 17th level you gain another special prepared spell slot.

Timed Strike

At 15th level, your intelligence in battle has been tested time and again. An easy way to win against the enemy is by shielding your heavy blow behind a regular attack. Once per turn, When you miss an attack roll your next attack is made with advantage if it is an enchanted attack.

Enchanted Action

Starting at 18th level, When you take the attack action and your first attack is an enchanted attack you can use a bonus action to make another enchanted attack on the same turn. If the second enchanted attack uses a damaging spell, all creatures affected take half of the potential maximum damage as bonus damage of the spell's type. If the spell is not a damaging spell, creatures roll with disadvantage against the potential DC and that spell gains a 2x Intelligence bonus to the save.

Battle Enchanter Image

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