Fighter
Base Class: Fighter

Spellswords are great students of combat and magic. Serving as warrior-mages, they dedicate their lives to learning both the art of war and the ethereal ways of power.

Simple Magic

Beginning when you choose this archetype at 3rd level, you gain proficiency with the Arcana skill and you learn three cantrips of your choice from the wizard spell list. You learn one additional wizard cantrip of your choice at 10th and 15th level. Intelligence is your spellcasting ability.

War Magic

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Arcane Burst

At 10th level, when you use your Second Wind feature you can cause magical energy to arc from you. Up to two creatures of your choice within 60 feet of you must make a Dexterity saving throw against your Spell Save DC. If they fail, they take force damage equal to your level. If they succeed, they don't take damage at all.

Arcane Rush

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.

Innate Counterspell

Starting at 18th level,  as a reaction, you can attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. The creature must be within 60 feet of you and you need to see or hear the creature. You can use this feature a number of times equal to you Intelligence modifier and you must finish a long rest before you can use it again.

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