Fighter
Base Class: Fighter

Through a lessor pact similar to a Warlocks pack the fighters blood has been cursed, However the curse allows the fighter to caste spells in a similar way as those trained to become Eldritch knights however instead of studies their magics come from their blood

Blood Magic

Cursed Blood flows through the Bloodblade granting great power however to caste spells at their greatest potential instead of their base level causes great strain of the Bloodblades life force hurting him/her in doing so.

Spells caste by a Blood blade cannot be up-caste unless you sacrifice Hit points equal to 1d4xspell level this sacrifice is a free action however can make a Bloodblade reduce to 0 hit points. (i.e to casting the lv1 spell Hellish Rebuke as a 3rd lv spell the Bloodblade must first declare he/she is sacrificing 3d4 hit points 11d4 for each lv including the spells original level)

If The sacrifice reduces the Bloodblade to 0 hit points the spell Automatically hits however the Bloddblade is then rendered unconscious immediately after resolving the spells effect

If a creature with blood dies as a result of one of your spells you heal 1d4x the spells level to a minimum of 1d4 hit points healed (the healing is improved to 1d8xspell level at level 10)

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 warlock spell list.

Cantrips

You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.

Spell Slots

The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your warlock 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 warlock spells of your choice, two of which you must choose from the abjuration and evocation spells on the warlock spell list.

The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more warlock 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 warlock spells you know with another spell of your choice from the warlock 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

Constitution is your spellcasting ability for your warlock spells, since you learn your spells through your cured blood. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Constitution modifier

Spell attack modifier = your proficiency bonus + your Constitution  modifier

BloodBlade's 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

Weapon Bond

At 3rd level, you learn a ritual that creates a magical bond between yourself and one 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. 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.

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, when you use your action to attack with one weapon, you can cast a cantrip, as a bonus action a number of times per day equal to half you fighter level rounded up you gain all uses of War Magic back after the fighter takes a long rest.

Eldritch 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.

Arcane Charge

At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.

Improved War Magic

Starting at 18th level, when you use your action to attack with one weapon, you can caste a spell, as a bonus action equal to a number of times per day equal to half your fighters level. you gain all uses of Improved War Magic after the fight takes a Long Rest. 

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