Fighter
Base Class: Fighter

The spell sword, not to be confused with a sell-sword, is a fighter that utilizes magic to their benefit in close combat. Like the other classes of bards and wizards, they are combative with spells, but unlike those, they have a higher weight on the physical side rather than magic. They can charge into combat after a fireball, or hit someone point blank with a lightning bolt, the versatility and brutality a spell-sword can bring makes it an ideal class for those that want to be able to stand on their own. Spells are casted using charisma.

Spell Adept

After casting a spell, you can use your bonus action to make an extra attack, this does not affect any other action that could be done this turn. (ie: Action Surge or the regular extra attack)

Magic Osmosis

From your constant use of spells and weapons, the two cross paths frequently, and so the equipment becomes enchanted. All weapons are considered magical and all damage is considered magical.

Parry This

When your opponent blocks and parries your attacks, you hit them with a fireball. They can't block that! When you miss a physical attack you can immediately afterwards use your bonus action to cast a level 3 or below spell. If the spell can, it gains advantage, if not, the spell save DC is increased by 2.

Quick Draw

What's better than one spell per round? Two spells! After you cast a spell, you may use two of your extra attacks to cast a second spell. Casting the second spell does not grant you the extra attacks from Spell Adept. The second spell must be of a lower level than the first spell, with exception for cantrips, two cantrips may be cast this way.

Ultimate Balance

Through constant use of magic and might combined, you learned to hone your skills to perfection. You gain access to spells a regular half-caster would not have access to. You get one ninth level spell, one eighth level spell, two seventh level spells, three sixth level spells, and three fifth level spells from the wizard class spell list. At the beginning of the day (After each long rest) you can imbue your weapon with you master of magic with a*x spell slots where x is the number of spell slots expended and a is the level (ie: 1st spell slot and 2nd spell slot would be 1*1+1*2 which would be 3, so the imbue = 3). Where for the total imbue would add a bonus to your weapons damage of a magic type of choice. (Longsword +3 = 1d8, and rolled a 10, and if I had imbued it (3) it would be 13).

Spellcasting

Cast wizard spells at half-table.

Previous Versions

Name Date Modified Views Adds Version Actions
6/8/2023 4:41:37 PM
9
0
5e
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes