Fighter
Base Class: Fighter

For a long time, the World Scar, deep in the Lost Sea, has been leaking a substance known as Aetheric Dust in miniscule quantitites. However, this substance has begun pouring into the world of Etania at much larger rates, to the point where the mortal races have noticed and utilised it. It has also had other effects, which include awakening power within mortals that would have not been capable of it before, due to the lack of Aether in the world.

Spellblades are those who have no real aptitude towards the subtleties of casting, and instead channel their Aether-born magic through their weapons. Whilst a normal mage might conjure a fireball to eliminate his foes, a Spellblade creates the same fierce gouges of flame with a mere swing of his sword.

Unlike the Wizards of yore, who have discovered the words of power needed to control and manipulate Aether, Spellblades do so purely through strength of will, much like a Sorcerer.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips. 

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

Spell Slots. 

To cast a spell, 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. 

You know three 1st-level sorcerer spells of your choice. Consult the Official Eldritch Knight table in order to see your spell progression.

Spellcasting Ability.

Charisma is your spellcasting ability for your sorcerer spells, since your magic is innate and manifests due to your force of personality. You use your charisma whenever a spell refers to your spellcasting ability. In addition, you use your charisma 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 charisma modifier

Spell attack modifier = your proficiency bonus + your charisma modifier

Magic Sword

At 3rd level, you learn how to channel your magic through your blade, dealing devastating damage to your enemies.

When you take the attack action, you can replace one of your attacks with a spell. You cast this spell using your attack as the Somatic component, and your weapon works as a focus for material components with no cost. If you hit with your attack roll, the creature you hit automatically fails the spell's saving throw, in addition to taking the normal damage of your weapon. The spell continues in a 20ft cone, with all creatures in that cone suffering the damage/effect of the spell, although they get to make a saving throw as if the spell had been cast normally. If the spell has a spell attack roll instead of a saving throw, use your initial weapon attack roll to determine if the creatures within the cone are hit.

You can use this feature a number of times equal to your proficiency bonus per short rest. 

Seize The Moment

At 7th level, you gain advantage on your next weapon attack against a creature that has failed a saving throw against one of your spells this turn.

Aether Burst

When a creature fails a saving throw against one of your spells, you may use a bonus action to teleport to a space adjacent to that creature and make a weapon attack against them. You can use this ability a number of times equal to your proficiency bonus per short rest.

Aetheric Discharge

When you use your action surge, you can designate a number of targets within 10ft of you equal to your charisma modifier. Each of those targets takes damage equal to your fighter level in force damage.

Magic Weapon Mastery

Starting at 18th level, you can use your reaction to place protective sigils over any friendly creatures that may be caught in the crossfire of your magic sword attacks. Whilst using your magic sword feature, if friendly creatures are inside the aoe cone, you can use your reaction to grant them advantage on the saving throw of the spell. If they succeed, they take no damage from the spell. This feature can be used a number of times equal to your proficiency bonus per long rest.

You can also choose any of the 1st level spells you know. If casted using your magic sword feature, that spell no longer uses a spell slot. This spell can be changed at the end of each long rest.

Spellblade (Age Of Aether) Image

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