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.
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 Mana Blade spell list. You learn an additional Mana Blade cantrip of your choice at 10th level.
Spell Slots
The Mana Blade 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 spells on the Mana Blade spell list.
The Spells Known column of the Mana Blade Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be 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.
Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the mana blade spell list. The new spell must be of a level for which you have spell slots.
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
Additional Spell List
you will have to add these Manually.
Absorb Elements, Armor of Agathys, Ashardalons stride, Blade Ward, Blinding Smite, Booming Blade, Cloud of Daggers, Conjure Barrage, Cordon of Arrows, Elemental Weapon, Ensnaring Strike, Flame Arrows, Green Flame Blade, Hex, Lightning Lure, Lightning Arrow, Mold Earth, Melf's Acid Arrow, Searing Smite, Shadow Blade, Silvery Barbs, Spirit Shroud, Staggering Smite, Sword Burst, Thunder Step, Tasha’s Mind Whip, Thunderous Smite, Wrathful Smite and Zephyr Strike
Study of Magical Blades
At 3rd level, you gain proficiency with Arcana and Smiths tools. additionally, you gain Advantage on History, Arcana, and investigation on weapons.
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. at level 10 they recharge on a short 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 Mana Blade abilities (Listed Below). You regain all of your Blade Mana after a long rest.
Mana Blade Abilities
Choose from the following abilities that you can use by spending Blade Mana. If you want to use one of these abilities. These abilities use are used once a turn.
You get three abilities at level 3, and an additional ability at levels 7, 7, 10, 10, and 15.
Blade Dance
When you move, you can expend one Mana and one spell slot roll a 1d8 and adding the number rolled to your AC until you stop moving. 1d10 at 10th level.
Discordant Slash
Expend a mana point and a 1st level spell slot or higher. The creature you attack must make a Wisdom saving throw against your spell save DC. On a fail, they are Deafened and have disadvantage on attack rolls, saving throws, and ability checks until the end of their next turn.
Elemental Barrage
5th level
Expend a mana point and a 1st level spell slot or higher. You channel your Blade Mana into your blade and unleash a barrage of elemental damage in addition to your standard weapon damage. Choose two damage types from the following list to add 1d6 damage of each of those three types to your attack. The damage die increases to 1d8 at level 10. 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
Expend a mana point and a 1st level spell slot or higher. 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
Expend a mana point and a 1st level spell slot or higher. The attacked creature suffers an additional 1d8 Force damage and is knocked back 5 ft. at 10th level 1d10 and is nocked back 20 ft.
Ghostly Blade
5th level
Expend a mana point and a 1st level spell slot or higher. to deal damage to another creature within 5 ft. of the original target and within your reach (if the original attack would hit it) and it takes 1d6 Necrotic Damage
Lasting Wound
5th level
Expend a mana point and a 1st level spell slot or higher. 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 from of this ability.
Shrouded Cleave
Expend a mana point and a 1st level spell slot or higher. The creature you attack must make a Wisdom saving throw against your spell save DC. On a fail, they take an additional 1d8 Necrotic damage and are blinded just long enough for you to Disengage as a bonus action.
Mana Blade Abilities
The mana bade abilities are presented in level order.
Blade Dance
When you move, you can expend one Mana and roll a 1d8 and adding the number rolled to your AC until you stop moving. 1d10 at 15th level.
Disorienting Slash
Expend a mana point and a 1st level spell slot or higher. The creature you Attack attack must make a Constitution saving throw against your spell save DC {{spelldc:int}}. On a fail, they are Deafened and have disadvantage on attack rolls, saving throws, and ability checks until the end of their next turn.
Elemental Barrage
Expend a mana point and a 1st level spell slot or higher. You channel your Blade Mana into your blade and unleash a barrage of elemental damage in addition to your standard weapon damage. Choose two damage types from the following list to add 1d6 damage of each of those three types to your Attack. The damage die increases to 1d8 at level 10. Also, you can expend additional Blade Mana to choose an additional damage type per additional Blade Mana Point. with a maximum of 4 dice
Damage Types: Fire, Cold, Lightning, Acid, Poison, Thunder
Elongated Blade
Expend a mana point and a 1st level spell slot or higher. 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
Expend a mana point and a 1st level spell slot or higher. The Attacked creature suffers an additional 1d8 Force damage and is knocked back 10 ft. at 10th level 1d10 and is knocked back 20 ft. at 18th level 1d10 and is nocked back 30 ft.
Ghostly Blade
Expend a mana point and a 1st level spell slot or higher. to deal damage to another creature within 5 ft. of the original target and within your reach (if the original Attack would hit it)
Lasting Wound
Expend a mana point and a 1st level spell slot or higher. 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 from of this ability.
Shrouded Cleave
expend a mana point and a 1st level spell slot or higher. The creature you Attack must make a Constitution saving throw against your spell save DC {{spelldc:int}}.. On a fail, they take an additional 1d8 Necrotic damage and are blinded just long enough for you to Disengage
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[not long rest] to infuse a minor enchantment into your weapon that lasts an hour. By spending two points of Blade Mana, you can place one and only one of the following enchantments on your weapon:
- Guided Blade: +1 to attack and damage
- Poison: Target must succeed on a Constitution saving throw DC 10 or become poisoned for 1 round once and after it fails once it is immune.
- Radiant Glow: The weapon sheds bright light in a 5 ft radius and then dim light an additional 5 ft and does an extra 1d6 Radiant damage on the first attack.
- 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.
Mana Strike
At 10th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Corporeal Slash
Starting at 15th level, You have matured enough in your arcane pursuits that you can now craft you magic into tangible blasts of energy to carve a wave of energy in the air that counts as a Melee attack with a range of 30 ft. Make an attack roll as usual, but obeying the standard rules for ranged attacks though, (cover, prone, etc.).
Mana Warp
Starting at 18th level, you gain the ability to teleport up to 60 feet to an unoccupied space you can see when you use the attack action. You can teleport before or after your action as bonus action.
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