Fighter
Base Class: Fighter

To a Wildblade, the line between the disciplined swing of a sword and the untamed fury of a storm is indistinguishable. These fighters do not merely survive the wilderness; they weaponize it. While others might stalk their prey from the shadows, Wildblades stand firmly on the front lines, channeling the raw, primal magic of the earth directly through their steel.

Whether they are the heavy vanguard of an elven army, solitary wardens accompanied only by their faithful familiars, or seasoned survivalists who have learned to speak the language of the forest, Wildblades command the battlefield. They bind the elemental forces of nature to their armaments, weave druidic spells seamlessly into their attack routines, and strike with the overwhelming, inevitable force of nature itself.

Level 3: Spellcasting

You have learned to cast spells.

Cantrips. You know two cantrips of your choice from the Druid spell list. You also learn the Find Familiar spell. For you, this spell is a Druid cantrip, and it does not count against the number of cantrips you know. 

When you reach Fighter level 10, you learn another Druid cantrip of your choice.

Spell Slots. The Wildblade 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.

Wildblade Spellcasting
  —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 Druid spell list.

The number of spells on your list increases as you gain Fighter levels, as shown in the Prepared Spells column of the Wildblade Spellcasting table. Whenever that number increases, choose additional spells from the Druid 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 Druid 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 Druid spell for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your Druid spells.

Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Druid spells.

Level 3: Primal Bond

You learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the link

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are [Tooltip Not Found]. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. When you summon it, you can choose to have it accompanied by a harmless sensory effect of nature, such as the smell of pine, a rustle of leaves, or a faint glowing moss on the hilt.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

 

Level 7: Verdant Magic

You seamlessly weave primal cantrips into your weapon attacks. When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Druid cantrips that has a casting time of an action.

Level 10: Nature's Strike

You learn how to make your weapon strikes undercut a creature's resistance to your primal spells. When you hit a creature with an attack using a weapon, that creature has Disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Level 15: Stride of the Wilds

You gain the ability to step through the natural world in the blink of an eye. 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.

Level 18: Improved Verdant Magic

Your mastery of martial combat and primal magic reaches its peak. When you take the Attack action on your turn, you can replace two of the attacks with a casting of one of your level 1 or level 2 Druid spells that has a casting time of an action.

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