Fighter
Base Class: Fighter

Only a rare few arcane colleges specialize in training spellcasters to weave spells while on the front lines of combat, wielding a weapon and wearing armor. The tradition of the Duskblade does so, at the cost of drawing the contempt of most of the remaining arcane colleges. Wizards "more devoted" to another school or martial warriors who spend their lives training with weapons both might argue that splitting one's attention between magical and martial prowess inevitably leads to ruin, but these individuals fail to realize that the Duskblade tradition isn't a split of attention at all. Rather, it is a merging of the two that results in dangerously versatile warriors. The Duskblade tradition teaches techniques that allow its followers to swing a sword with the strength of mind, rather than the strength of body, and teaches how to cast spells while simultaneously throwing attacks. In this way, the sword of a Duskblade is more than a weapon; it is a tool that enhances the wizard's connection to magic, it is a conduit through which the warrior's true potential can be found. To a Duskblade, their blade and their magic are the same.

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 wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The Duskblade 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.

The Spells Known column of the Duskblade Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells 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.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard 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

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

Duskblade 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

Arcane Warrior

When you adopt this tradition at 3rd level, you gain the training required to protect yourself in melee combat. Choose one melee weapon you are proficient with, this can't have the two-handed property. In addition, you can mystically channel your power through a particular weapon. Whenever you finish a long rest, you can touch one melee weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. This weapon is your Spellcasting Focus.

Arcane Channeling

Starting at 3rd level, you can channel the energy of your spells through your weapon. When you take the Attack action on your turn and make a melee weapon attack using the weapon you chose for your Arcane Warrior feature, you can use a bonus action to channel a spell you know through the weapon and into the target of the attack. The spell must have a casting time of 1 Action and an Instantaneous duration, and must require either a melee spell attack (such as shocking grasp or inflict wounds) or a single ranged spell attack (such as fire bolt or ray of frost). If the spell is of 1st level or higher, you must still expend a spell slot. If you channel a spell and the attack hits, the spell automatically hits the target as it passes through your weapon. If the spell requires a saving throw, the target can make saving throws to resist its effects as normal. If the attack misses, the casting of the spell is wasted.

Martial Mage

Beginning at 7th level, whenever you hit a creature with a spell by using your Arcane Channeling feature, you gain a number of temporary hit points equal to your fighter level.

Greater Arcane Channeling

Beginning at 10th level, your spells linger when you channel them through your weapon. If you use your Arcane Channeling feature to channel a spell that deals damage, your weapon retains traces of the spell's power. After that attack, regardless of whether it hits or misses, each time you hit a creature with that weapon until the start of your next turn, the attack deals an additional 2d8 damage of the same type dealt by the spell.

Arcane Charge

At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see as a Bonus Action. You can teleport a number of times equal to your Intelligence Modifier per Long Rest.

Arcane Explosion

Starting at 18th level, you can channel your limited arcane powers into a localized explosion of pure arcane energy. As an action, you can expend one of your spell slots to cause an explosion, the radius is equal to 10 times the spell slot level, and deals 4d10 per spell slot level Force Damage. The Target must succeed a dexterity saving throw against your Spell DC or take half damage.

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