Base Class: Fighter
By weaving threads of raw magic directly into your combat style, you don't just cast spells—you wear them. Whether you are teleporting short distances to find the perfect opening or enchanting your blade to exude raw arcane energy, the Mageblade is a whirlwind of steel and sorcery that proves the deadliest magic is often delivered by hand.
- Bound Weapon: Your blade is an extension of your soul, capable of being summoned from thin air and acting as your arcane focus.
"To a Mageblade, a spell is just a longer reach, and a sword is just a more personal incantation."
Level 3: Spellcasting
You have learned to cast spells.
Cantrips. You know two cantrips of your choice from the Wizard spell list. Whenever you gain a Fighter level, you can replace one of these cantrips with another cantrip of your choice from the Wizard spell list.
When you reach Fighter level 10, you learn another Wizard cantrip of your choice.
Spell Slots. The Mageblade Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
| —Spell Slots per Spell Level— | |||||
|---|---|---|---|---|---|
| Fighter Level | Spells Prepared | 1 | 2 | 3 | 4 |
| 3 | 3 | 2 | — | — | — |
| 4 | 4 | 3 | — | — | — |
| 5 | 4 | 3 | — | — | — |
| 6 | 4 | 3 | — | — | — |
| 7 | 5 | 4 | 2 | — | — |
| 8 | 6 | 4 | 2 | — | — |
| 9 | 6 | 4 | 2 | — | — |
| 10 | 7 | 4 | 3 | — | — |
| 11 | 8 | 4 | 3 | — | — |
| 12 | 8 | 4 | 3 | — | — |
| 13 | 9 | 4 | 3 | 2 | — |
| 14 | 10 | 4 | 3 | 2 | — |
| 15 | 10 | 4 | 3 | 2 | — |
| 16 | 11 | 4 | 3 | 3 | — |
| 17 | 11 | 4 | 3 | 3 | — |
| 18 | 11 | 4 | 3 | 3 | — |
| 19 | 12 | 4 | 3 | 3 | 1 |
| 20 | 13 | 4 | 3 | 3 | 1 |
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Wizard spell list.
The number of spells on your list increases as you gain Fighter levels, as shown in the Prepared Spells column of the Mageblade Spellcasting table. Whenever that number increases, choose additional spells from the Wizard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Fighter, your list of prepared spells can include five Wizard spells of levels 1 and 2 in any combination.
Changing Your Prepared Spells. Whenever you gain a Fighter level, you can replace one spell on your list with another Wizard spell for which you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.
Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Wizard spells.
Level 3: Blade Bond
You learn a ritual that creates a magical bond between yourself and your weapons. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. The weapons must be within your reach throughout the ritual, at the conclusion of which you touch the weapons and forge the bond. The bond fails if another Fighter is bonded to the weapon or if the weapon is a magic item to which someone else is attuned.
Alternatively, You may conjure a weapon of pure arcane force. During the ritual you may instead choose to create weapons from your raw magical energy. You may conjure either one weapon that lacks the Special property, or up to two weapons that lack the Heavy, Two-handed, or Special properties.
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you have the Incapacitated condition. If it is on the same plane of existence, you can summon that weapon as a Bonus Action, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but you can summon only one at a time with a Bonus Action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Level 7: Blade Magic
When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Wizard cantrips that has a casting time of an action.
At level 16, 18, and 20 in fighter, when you take the Attack action on your turn, you can replace your attacks with a casting of one of your level 1,2, or 3 Wizard spells (respectively) that has a casting time of an action. The number of attacks replaced is equal to the level of spell cast as part of your attack action.
Level 10: Blade Ascension
You learn to empower your weapons with magic. As a bonus action, you may consume a spell slot (up to level 3). For 1 minute you gain a plus to your bonded weapon(s) attack and damage rolls equal to the Spell Slot level consumed and the number needed to score a critical hit with these weapon(s) is reduced by the same amount (up to 3).
Defense Breaker: Whenever you make a melee attack roll with an ascended weapon, you temporarily disrupt protective magic affecting the target. For the duration of the attack, the effects of spells targeting the creature, such as Mage Armor, as well as the properties and powers of magic items worn or carried by the creature, are suppressed and don’t function. The target of the attack can’t take a Reaction to cast spells such as Shield in response to the attack or damage.
Arcane Disruption: When you score a Critical Hit with an ascended weapon, it also impedes the target’s ability to cast spells. Till the end of the targets next turn, it can’t cast spells or take the Magic action. Additionally, the target has Disadvantage on Constitution saving throws it makes to maintain Concentration.
Level 15: Spellblade
When you make a spell attack roll, you can use a Bonus Action to deliver the spell with a melee attack using your bonded weapon (provided the target is in melee range). Make an attack roll. On a hit, the attack deals the weapon’s normal damage and effects, in addition to the effects of the spell. On a miss, the attack triggers the effects of the spell only. Delivering the spell in this manner ignores the verbal and somatic components of the spell.
Level 18: Temporal Shunt
When you use your Action Surge, you can teleport up to 30 feet to an unoccupied space you can see. You can teleport before or after the additional action.
Additionally, anytime you teleport in a similar manner (misty step, blink steps, etc..) you also gain resistance to all damage except Psychic and Force until the end of your next turn.
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