Fighter
Base Class: Fighter

Be you a stalwart knight set to defend a friend, or a wily warrior with zeal to spare, you are the Magic Edge Master and you are a force to be reckoned with.

Using your spells and cantrips, you can enhance your attacks. Though this comes at a cost: You cannot cast any spell or cantrip without first channeling it through a weapon.

Spellcasting

General Info
As a bonus action on your turn, you can choose one spell or cantrip from your spell list and imbue it into your weapon.
When you imbue your weapon with magic, it becomes a magical weapon for as long as the spell is still in it.
You can use this to deal extra damage, or do more effects.

You know 2 cantrips from this list at level 3 when you take this subclass, and can choose an additional 2 cantrips at levels 5, 7 and 11:

Acid Splash
Chill Touch
Sacred Flame
Ray of Frost
Fire Bolt
Shocking Grasp
Poison Spray
Eldritch Blast

You also know three 1st level wizard spells of your choice. 
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
Spells imbued into the weapon can be discharged into a target with a single strike to the target, or by pointing the tip of the weapon at a target as a ranged spell attack. If the target is hit, they must make a saving throw designated by the spell (DC is 8 + your Proficiency bonus + your Charisma Modifier) or else suffer it's effects.

Spells cast by imbuing your weapon with magic do not require material components unless the listed component has a specified gold value.
You cannot cast non-touch spells without a weapon, but you aren't restricted to touch spells when you use a weapon.
You can imbue any spell into your weapon as long as it's casting time is one action or instantaneous.

 

When using an imbued spell or cantrip to make a melee spell attack, instead of adding your spell mod to your hit roll, you instead add it to your damage roll.
When using an imbued spell or cantrip to make a ranged spell attack, you add your spell mod to your hit roll as normal.

Spellcasting Ability

Intelligence is your spellcasting ability for your 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 spell you cast and when making an attack roll with one.

Your cantrips are also cast with your INT stat, even if they would not be normally.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Mystic Knight Spellcasting Spell Slots per Spell Level
Fighter Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 4 4 3 - - -
6th 4 4 3 - - -
7th 6 5 4 2 - -
8th 6 6 4 2 - -
9th 6 6 4 2 - -
10th 6 7 4 3 - -
11th 8 8 4 3 - -
12th 8 8 4 3 - -
13th 8 9 4 3 2 -
14th 8 10 4 3 2 -
15th 8 10 4 3 2 -
16th 8 11 4 3 3 -
17th 8 11 4 3 3 -
18th 8 11 4 3 3 -
19th 8 12 4 3 3 1
20th 8 13 4 3 3 1

Magic Edges

3rd Level

Cantrips and Magic Edges

Cantrips, when imbued into the weapon, function a little differently. When imbuing your weapon with a cantrip, your weapon still becomes magical, but it also gains 3 charges. Each time you hit an enemy, as part of the same action, you can choose to expend a charge to deal additional damage and effects based on the cantrip you charged it with.

Cantrips that can be imbued:

Acid Splash -> Acid Edge: Deals 1d6 Acid damage + another 1d6 at levels 5, 11 and 17. (Up to 4d6 per strike)
+Acid damage portion of attacks can attack another target within 5ft.

Chill Touch -> Necrotic Edge: Deals 1d8 Necrotic damage + another 1d8 at levels 5, 11 and 17. (Up to 4d8 per strike)
+Targets hit cannot regain hit points until the start of your next turn.
+Undead targets hit have disadvantage on attack rolls against you until the start of your next turn.
 
Sacred Flame -> Radiant Edge: Deals 1d8 Radiant damage + another 1d8 at levels 5, 11 and 17. (Up to 4d8 per strike)
+Attacks burst with Radiant energy, negating all benefits from cover the target would have had.

Ray of Frost -> Cold Edge: Deals 1d8 Cold damage + another 1d8 at levels 5, 11 and 17. (Up to 4d8 per strike)
+Targets hit have their speed reduced by 10 until the start of your next turn.

Fire Bolt -> Fire Edge: Deals 1d10 Fire damage + another 1d10 at levels 5, 11 and 17. (Up to 4d10 per strike)
+Flammable object not being carried or worn is set on fire.

Shocking Grasp -> Lightening Edge: Deals 1d8 Lightening damage + another 1d8 at levels 5, 11 and 17. (Up to 4d8 per strike)
+Targets hit cannot make reaction until the start of it's next turn.

Poison Spray -> Poison Edge: Deals 1d12 Poison damage + another 1d12 at levels 5, 11 and 17. (Up to 4d12 per strike)
+Targets must succeed on a Constitution Saving throw or else be poisoned, taking 1d6 poison damage at the start of their turns for 3 turns.

Eldritch Blast -> Force Edge: Deals 1d10 Force damage + another 1d10 at levels 5, 11 and 17. (Up to 4d10 per strike)
+Your invocations effect this attack.

These are your Magic Edges. When you have a Magic Edge active, your attacks are magical and you can choose to spend one of your 3 charges to deal the spell's damage and effect to the target.

All of these (with the exception of Shocking Grasp) can be fired as ranged attacks by pointing the weapon at the target, but you spend all 3 charges instead of 1 to do this.

Weapon Bond

At 3rd level, 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 bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. 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.

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.

Magic Burst

Starting at 7th level, On your turn, after you've rolled to attack, you can use your reaction to expend all 3 charges at once, and deal all the bonus damage and effects the three charges would have done, instantly (and sometimes with extra effects!). However, you will also take half of this damage yourself (as well as the full bonus effects).
Magic Bursts happen in a 5ft radius centered on the blade unless otherwise stated.

Acid Burst: Deals up to 12d6 Acid damage to all creatures within range. Deals 6d6 Acid damage to you.
+Acid damage effects all creatures within 10ft of the primary target.
+Creatures hit must make a DEX save, on a failed save, their AC is reduced by 5 for 1 turn.

Necrotic Burst: Deals up to 12d8 Necrotic damage to all creatures within range. Deals 6d8 Necrotic damage to you.
+Creatures hit cannot regain hit points until the start of your next turn.
+Creatures hit have disadvantage on all attack rolls until the end of your next turn.
 
Radiant Burst: Deals up to 12d8 Radiant damage to all creatures within range. Deals 6d8 Radiant damage to you.
+Attacks burst with Radiant energy, negating all benefits from cover the target would have had.
+Creatures hit must make a CON save, on a failed save, they are blinded, Undead and Fiends have disadvantage on this roll and take an additional 2d8 Radiant Damage.

Cold Burst: Deals up to 12d8 Cold damage to all creatures within range. Deals 6d8 Cold damage to you.
+Creatures hit must make a CON Save, on a failed save, they have their speed reduced by 30 until the start of your next turn.
+Creatures hit must make a CON Save at the start of their next turn, on a failed save, they cannot use any bonus actions this turn.

Fire Burst: Deals up to 12d10 Fire damage to all creatures within range. Deals 6d10 Fire damage to you.
+Incinerates any wood, cloth or paper that is not being worn or being carried.
+Sets everyone and everything in a 10ft radius on fire, dealing 2d6 fire damage every turn until someone takes an action to put out the fire.

Lightening Burst: Deals up to 12d8 Lightening damage to all creatures within range. Deals 6d8 Lightening damage to you.
+Creatures hit must make a CON save, or else be unable to use reactions until the start of it's next turn.
+Creatures hit must make a CON save or else be paralyzed for 1 turn. Creatures wearing metal armor make this roll at disadvantage.
+Creatures hit must make a STR save or else be disarmed. (This does not apply to you, however as you cannot be disarmed.)

Poison Burst: Deals up to 12d12 Poison damage to all creatures within range. Deals 6d12 Poison damage to you.
+Creatures hit must succeed on a CON save or else be poisoned, taking 2d6 poison damage at the start of their turns for 3 turns.
+Ignores Poison Resistance, Treats Poison Immunity as Poison Resistance.

Force Burst: Deals up to 12d10 Force damage to all creatures within range. Deals 6d10 Force damage to you.
+Your invocations effect this attack.
+Creatures hit by this attack must make a STR save (which you can choose to fail), on a failed save, they are knocked back 10ft, this does not provoke opportunity attacks.

You can only use each Magic Burst once per short rest.

Magic Edge Mastery

At 10th level, instead of only being able to spend your bonus action to imbue a spell into your weapon, you can now do it as a free action as well. As due to your skill and practice, it has become as simple a task as drawing your sword.

In addition to that, your Magic Edge attacks gain new effects and more damage.

Acid Edge: Deals 1d6 Acid damage + another 1d6 at levels 5, 11 and 17. (Up to 4d6 per strike)
+Acid damage portion of attacks can attack another target within 5ft.
Improved Acid Edge: Deals 1d8 Acid damage + another 1d8 at levels 5, 11 and 17. (Up to 4d8 per strike)
+Acid damage portion of attacks can attack another target within 10ft.
+Attacks reduce AC of targets hit by 1, (up to 5)

Necrotic Edge: Deals 1d8 Necrotic damage + another 1d8 at levels 5, 11 and 17. (Up to 4d8 per strike)
+Targets hit cannot regain hit points until the start of your next turn.
+Undead targets hit have disadvantage on attack rolls against you until the start of your next turn.
Improved Necrotic Edge: Deals 1d10 necrotic damage + another 1d10 at levels 5, 11 and 17 (up to 4d10 per strike)
+Targets hit cannot regain hit points until the start of your next turn.
+Undead targets hit have disadvantage on attack rolls against you until the start of your next turn.
+Drains 1d6 Hit Points from targets hit.
 
Radiant Edge: Deals 1d8 Radiant damage + another 1d8 at levels 5, 11 and 17. (Up to 4d8 per strike)
+Attacks burst with Radiant energy, negating all benefits from cover the target would have had.
Improved Radiant Edge: Deals 1d10 Radiant damage + another 1d10 at levels 5, 11 and 17. (Up to 4d10 per strike)
+Attacks burst with Radiant energy, negating all benefits from cover the target would have had.
+Attacks against undead and fiends are made at advantage.

Cold Edge: Deals 1d8 Cold damage + another 1d8 at levels 5, 11 and 17. (Up to 4d8 per strike)
+Targets hit have their speed reduced by 10 until the start of your next turn.
Improved Cold Edge: Deals 1d10 Cold damage + another 1d10 at levels 5, 11 and 17. (Up to 4d10 per strike)
+Targets hit have their speed reduced by 20 until the start of your next turn.
+Targets hit cannot make bonus actions until the start of your next turn.

Fire Edge: Deals 1d10 Fire damage + another 1d10 at levels 5, 11 and 17. (Up to 4d10 per strike)
+Flammable objects not being carried or worn is set on fire.
Improved Fire Edge: Deals 1d12 Fire damage + another 1d12 at levels 5, 11 and 17. (Up to 4d12 per strike)
+Incinerates wood, paper or cloth items that the target is holding in their hands.
+Targets hit are set on fire, taking 1d6 fire damage until someone takes an action to put it out.

Lightening Edge: Deals 1d8 Lightening damage + another 1d8 at levels 5, 11 and 17. (Up to 4d8 per strike)
+Targets hit cannot make reaction until the start of it's next turn.
Improved Lightening Edge: Deals 1d10 Lightening damage + another 1d10 at levels 5, 11 and 17. (Up to 4d10 per strike)
+Targets hit cannot make reaction until the start of it's next turn.
+Targets hit are disarmed.

Poison Edge: Deals 1d12 Poison damage + another 1d12 at levels 5, 11 and 17. (Up to 4d12 per strike)
+Targets must succeed on a Constitution Saving throw or else be poisoned, taking 1d6 poison damage at the start of their turns for 3 turns.
Improved Poison Edge: 2d12 Poison damage + another 2d12 at levels 5, 11 and 17. (Up to 8d12 per strike)
+Targets must succeed on a Constitution Saving throw or else be poisoned, taking 2d6 poison damage at the start of their turns for 3 turns.
+Ignores the Poison Resistance of targets hit.

Force Edge: Deals 1d10 Force damage + another 1d10 at levels 5, 11 and 17. (Up to 4d10 per strike)
+Your invocations effect this attack.
Improved Force Edge: Deals 1d12 Force damage + another 1d12 at levels 5, 11 and 17. (Up to 4d12 per strike)
+Your invocations effect this attack.
+Your attacks can move either you, or a target you attack 5ft in any of the cardinal directions, assuming the target is no more than one size larger than you. You (or the target) can still have opportunity attacks made against you.

Mystic Vigor

Beginning at 15th level, whenever you expend a charge to hit a hostile creature with one of your Magic Edges, you gain a number of temporary hit points equal to your fighter level.

You also gain a special effect based on the Magic Edge you expended a charge from, as your Mastery over Magic Edges grants you ever-greater strength.
Each effect only lasts until the end of your next turn, or until you hit a hostile creature with a Magic Edge.

Acid Edge: You can lower your opponent's AC by up to 10 instead of 5. You resist Acid damage while this is in effect.

Necrotic Edge: Celestial and Elementals that you attack are frightened by you. You resist Necrotic Damage while this is in effect.
 
Radiant Edge: Undead and Fiends that you attack are frightened by you. You resist Radiant damage while this is in effect.

Cold Edge: Hostile Creatures who start their turn within 5ft of you take 1d10 + Spell Mod in Cold damage. You resist Cold damage while this is in effect.

Fire Edge: Hostile Creatures who start their turn within 5ft of you take 1d10 + Spell Mod in Fire damage. You resist Fire damage while this is in effect.

Lightening Edge: +2 to your AC, +10 to movespeed, movement does not provoke opportunity attacks. You resist Lightening damage while this is in effect.

Poison Edge: You are immune to Poison damage and immune to being paralyzed while this is in effect.

Force Edge: You resist Force, Bludgeoning, Slashing and Piercing damage while this is in effect.

Magic Burst Mastery

Starting at 18th level, Magic Burst is now more versatile, allowing you to fire it in a line or a cone starting from the blade of your weapon, instead of just a radius. This means you no longer have to take damage from your own Magic Burst, but if you do, the damage is now quartered instead of halved, and you don't take the effect at all unless you choose to.


Acid Burst: Deals up to 12d6 Acid damage to all creatures within range. Deals up to 6d6 Acid damage to you.
+Acid damage effects all creatures within 10ft of the primary target.
+Creatures hit must make a DEX save, on a failed save, their AC is reduced by 5 for 1 turn.
Improved Acid Burst: Deals up to 12d8 Acid damage to all creatures within range. (Can only deal up to 3d8 to you)
+Acid damage now burns creatures hit, causing 2d6 Acid damage at the start of their next turn.
+Creatures hit must make a DEX save, on a failed save, their AC is reduced by 5 for 2 turns.

Necrotic Burst: Deals up to 12d8 Necrotic damage to all creatures within range. Deals up to 6d8 Necrotic damage to you.
+Creatures hit cannot regain hit points until the start of your next turn.
+Creatures hit have disadvantage on all attack rolls until the end of your next turn.
Improved Necrotic Burst: Deals up to 12d10 necrotic damage to all creatures within range. (Can deal up to 3d10 Acid damage to you)
+Creatures hit cannot regain hit points until the start of your next turn.
+Creatures hit have disadvantage on all attack rolls until the end of your next turn.
+Undead Creatures hit have their weapon damage halved for one round.
 
Radiant Burst: Deals up to 12d8 Radiant damage to all creatures within range. Deals up to 6d8 Radiant damage to you.
+Attacks burst with Radiant energy, negating all benefits from cover the target would have had.
+Creatures hit must make a CON save, on a failed save, they are blinded, Undead and Fiends have disadvantage on this roll and take an additional 2d8 Radiant Damage.
Improved Radiant Burst: Deals up to 12d10 Radiant damage to all creatures within range. (Can deal up to 3d10 Radiant damage to you)
+Attacks burst with Radiant energy, negating all benefits from cover the target would have had.
+Creatures hit are blinded, Undead and Fiend automatically fail on this roll and take an additional 4d8 Radiant Damage.
+Provides a magical light that lingers for 3 turns, which emits bright magical light for 10ft, and dim magical light for another 10ft. This can allow you to see in magical darkness.

Cold Burst: Deals up to 12d8 Cold damage to all creatures within range. Deals 6d8 Cold damage to you.
+Creatures hit must make a CON Save, on a failed save, they have their speed reduced by 30 until the start of your next turn.
+Creatures hit must make a CON Save at the start of their next turn, on a failed save, they cannot use any bonus actions this turn.
Improved Cold Burst: Deals up to 12d10 Cold damage to all creatures within range. (Can deal up to 3d10 Cold damage to you)
+Creatures hit have their speed reduced by 30 until the start of your next turn.
+Creatures hit cannot use any bonus actions for 2 turns.

Fire Burst: Deals up to 12d10 Fire damage to all creatures within range. Deals 6d10 Fire damage to you.
+Incinerates any wood, cloth or paper that is not being worn or being carried.
+Sets everyone and everything in a 10ft radius on fire, dealing 2d6 fire damage every turn until someone takes an action to put out the fire.
Improved Fire Burst: Deals up to 12d12 Fire damage to all creatures in range. (Can deal up to 3d12 fire damage to you.)
+Incinerates any wood, cloth, paper or leather that is not being worn or being carried.
+Sets everyone and everything within range on fire, dealing 4d6 fire damage every turn until someone takes an action to put out the fire.

Lightening Burst: Deals up to 12d8 Lightening damage to all creatures within range. Deals 6d8 Lightening damage to you.
+Creatures hit must make a CON save, or else be unable to use reactions until the start of it's next turn.
+Creatures hit must make a CON save or else be paralyzed for 1 turn. Creatures wearing metal armor make this roll at disadvantage.
+Creatures hit must make a STR save or else be disarmed. (This does not apply to you, however as you cannot be disarmed.)
Improved Lightening Burst: Deals up to 12d10 Lightening damage to all creatures within range. (can deal up to 2d10 Lightening damage to you)
+Creatures hit are unable to use reactions until the start of it's next turn.
+Creatures hit must make a CON save or else be paralyzed for 2 turns. (on each their turns, they can make another CON save to end the effect) Creatures that are wearing metal armor or are made of metal automatically fail the initial save.
+Creatures hit are disarmed. (This does not apply to you, however as you cannot be disarmed.)

Poison Burst: Deals up to 12d12 Poison damage to all creatures within range. Deals up to 6d12 Poison damage to you.
+Creatures hit must succeed on a CON save or else be poisoned, taking 2d6 poison damage at the start of their turns for 3 turns.
+Ignores Poison Resistance, Treats Poison Immunity as Poison Resistance.
Improved Poison Burst: Deals up to 12d12 Poison damage to all creatures within range. (Can deal up to 3d12 poison damage to you.)
+Creatures hit must succeed on a CON save or else be poisoned, taking 4d6 poison damage at the start of their turns for 3 turns. (on each their turns, they can make another CON save to end the effect)
+Ignores Poison Resistance and Poison Immunity. 

Force Burst: Deals up to 12d10 Force damage to all creatures within range. Deals up to 6d10 Force damage to you.
+Your invocations effect this attack.
+Creatures hit by this attack must make a STR save (which you can choose to fail), on a failed save, they are knocked back 10ft, this does not provoke opportunity attacks.
Improved Force Burst: Deals up to 12d12 Force damage to all creatures within range. (Can deal up to 3d12 force damage to you.)
+Your invocations effect this attack.
+Creatures hit by this attack must make a STR save (which you can choose to fail), on a failed save, they are knocked back 5 to 20ft (player's choice), this does not provoke opportunity attacks.

You can now use Magic Burst once per turn.