Base Class: Fighter
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 sorcerer spell list.
Cantrips
You learn three cantrips of your choice from the sorcerer spell list 2 of them must be damaging cantrips. You learn an additional sorcerer cantrip of your choice at 10th level.
Spell Slots
The Mana Blade Spellcasting table shows how many spell slots you have to cast your sorcerer 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 sorcerer spells of your choice, they cannot belong to the necromancy school of magic.
The Spells Known column of the Mana Blade Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. 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 sorcerer spells you know with another spell of your choice from the sorcerer 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
Charisma is your spellcasting ability for your sorcerer spells, since you learn your spells through spontaneous mastery from within. 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 sorcerer 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
Mana Manipulation
At 3rd level, you gain a pool of Mana Die. You have 4 Mana dice, which are d4s. You expend a Mana die to preform Mana Manipulations. You regain all of your expended Mana dice when you finish a short or long rest. The damage from your spells ignore resistance to their damage when expending a Man die.
You can add your Charisma modifier to the damage for your cantrips damage rolls.
No spell can benefit from the expenditure of more than one Mana die for the purposes of added damage or additional restored hit points.
Mana Manipulations
You may expend a Mana die to add the following effects to the casting's of your cantrips or spells.
Mana's Grace. You may expend a Mana die to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell (this may be done concurrently with your movement). Doing so allows you to fly up to 15 feet without provoking opportunity attacks. You add the result of the roll to the spells damage die or to the number of hit points recovered.
Mana's Reach. When you damage a creature with a cantrip. You may choose one of the following effects. You add the result of the Mana die to the cantrips damage.
- Impose disadvantage on Saving throws made to maintain concentration on a spell.
- Strength save against your spell save DC. On a failed save, you push the target up to 15 feet away from you. Must be a spell attack.
- Wisdom save against your spell save DC. On a failed save, it is frightened of you until the end of your next turn.
Mana's Power. When you cast a spell of 1st Level or higher you can expend a Mana die to increase its power. If more than one effect applies you may choose only one.
- If the spell causes a creature to regain hit points they regain additional hit points equal to 2 times the level of the spell plus the result of the Mana die.
- If the spell requires concentration you can gain advantage on Constitution saving throws made to maintain concentration on this casting of this spell for up to 1 minute. You can add the result of the a Mana die to one of the saving throws made during the duration of this spell. If you have the War Caster Feat this feature instead grants the result of the mana die to all rolls made within one minute.
- If a spell deals damage you add another damage die. If a spell has two damage die sizes as with Chaos bolt you add a die of the lower size. With Magic Missile it adds 1 dart instead.
You gain another Mana die at 7th level and one more at 15th level.
Mana's Web
Beginning at 7th level, like a spider your touch upon Mana's Web allows you to sense others who can weave magic. If you spend 1 minute outside of combat you can gauge whether or not a creature is capable of casting spells.
When you roll initiative you may mark a number of targets equal to your proficiency bonus. You learn if they are capable of spell casting. From them you choose a number equal to half of your proficiency bonus to gain advantage on saving throws and +2 AC against their spells for one minute. You can use this feature once per long rest.
Additionally at 7th Level you gain a new Mana Manipulation
Mana's Conduit. You may expend a Mana die when you take the attack action, when doing so can cast a cantrip as a bonus action. You add the result of the Mana die to the cantrips damage roll.
Mana Blade
At 10th level, your Mana dice turn into d6s. At 18th level, they turn into d8s.
When you cast a spell of 1st level or higher to deal damage you may make a weapon attack as a bonus action. If this attack hits you roll a number of Mana die equal to the spells level and add the result of the roll to the damage dealt. This added damage is of the same type of the spell that was cast and does not expend your Mana die. This added damage ignores resistance. You can use this feature no more than 3 times per long rest.
Mana Reserve
Starting at 15th level, you regain 2 spell slots of 1st level upon completion of a short rest and one use of the Mana Blade feature. You may benefit from this feature no more than once per long rest.
Pure Mana
At 18th level, All of your spells undercut a creatures resistance to magical damage. Additionally your Man's Web feature is enhanced. You now know immediately if a creature is capable of casting spells if they are within 60 feet and you can see them. If a creature is under the effects of illusion magic, or concentrating on a spell you know this as well. When you mark a creature you roll a Mana die and subtract that number from each of their saving throws against your spells and their effects, this includes Constitution saving throws made to maintain concentration on their spells. You may use Mana's Web twice per long rest.
Reaching 18th level, your Mana dice turn into d8s.
Previous Versions
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