Fighter
Base Class: Fighter

"That plated half-orc rushed into the fray, surely outnumbered. Fifteen against one ... simply put, it was unfair. And yet, when the dust settled ... all he was surrounded by was an arcane mist and dead men."

- Azhid Moonridge, High Oracle and Lord of New Herathis

Not much is to be said of the Eldritch knights of the Age of Arcanum. But as the Cerberus Assembly and Shadowhand networks of the Kryn Dynasty have improved their understanding of magic, that knowledge has been passed down to those that would protect or seige them. The Spellsword is an advent of the modern age, unlocking unknown potential within the hearts and minds of all warriors that cross its path. The secret was their grit, their moxy, their determination. The high wizards found that just as every wizard understands the stances, words, and materials that control the fabric of reality; those warriors had an innate connection within themselves. With every martial form, war cry, blade, and shield raised alike; these champions were tapping into base magics all on their own. Now most just need a little push to unlock the secrets of the Weave itself. The Arcane Sentinels enhnace themselves through magic, making many well trained practitioners nigh untouchable, (and quite deadly as well). 

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 Spellblade 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 Transmutation and Abjuration spells on the wizard spell list.

The Spells Known column of the Spellblade Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a transmutation and Abjuration 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 a Transmutation or Abjuration 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

Spellblade 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



Bound Weapon

At 3rd level, you perform an esoteric ritual that creates a near unbreakable nexus, or bond, between yourself and a weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. As long as it remains on the same plane of existence, you can recall that weapon to yourself as a bonus action on your turn, causing it to fly through the air, moving up to 100 ft. per round until it returns to your grasp.

A weapon magically moving in this way is guided by the weave itself; so as it still takes the path of least resistance to return to you, still it will automatically avoid any objects or hazards in its path. On the contrary, if a creature is within the path of the weapon, you may choose to ignore this tendency and have your weapon strike this creature on its return. During the Bonus Action taken to recall your weapon, if one or more creatures stand within the path of least resistance between you and your returning weapon, you may choose to have your weapon fly through these targets. All creatures within this line must make a Dexterity Saving against your spellcasting Save DC. On a failure, each creature takes 1d4 weapon damage for every 10ft. moved by your weapon during this turn. If a creature fails this save by 10 or more, that creature is additionally knowcked Prone. If a creature succeeds this saving throw, they evade the weapons path and take no damage. 

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

War Magic

Beginning at 7th level,  you may start to weave your magic into your combat prowess, evoking magic through your own ability. When you use the Attack Action, you may use your Bonus Action to cast one of your Wizard Cantrips. Additionally, making a ranged spell attack toward a target within 5 ft. doesn't cause disadvantage. 

Eldritch Strike

At 10th level, you now magically imbue your weapons to disable a creature's ability to avert magic. When you hit a creature with an attack from a Bonded Weapon, that creature has disadvantage on the next saving throw it makes against a spell cast against it before the end of your next turn.

Additionally, if you critically hit with a weapon attack from your Bonded Weapon, that creature automatically fails its next saving throw against a spell you cast against it. Unless of course, it has the ability to automatically succeed a saving throw (such as through legendary resistance). 

Arcane Charge

At 15th level, when in dire straits, your martial ability can unleash a torrent of intense magic. When you use your Action Surge, your weapon attacks made with Bonded Weapons deal an additional 1d6 Force Damage on a hit, and you can teleport up to 30 ft. to an unoccupied space you can see either before or after the additional action. 

Mystic Champion

Starting at 18th level, simply utilizing your magic enhances your ability beyond normal mortal ability. When you cast a Concentration spell on your turn, you may make a weapon attack as a bonus action. If you maintain concentration on this spell, you may continue to make this additional attack. 

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