Base Class: Fighter
Refer to Wreten`s Spellsword description for details on thought process behind the subclass.
==> dndbeyond.com/subclasses/207102-spellsword <== (just add www. before the URL, cannot add the whole URL due to homebrew publishing restrictions)
All of the features are copied directly from Wreten`s "Spellsword" fighter subclass. This is simply an implementation of character creation options for Spell Slinger (and features displaying with text on the character sheet)
All ideas for the subclass belong to Wreten.
Spell Slinging
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.
Cantrips. You learn three cantrips: shocking grasp and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level. In addition, when you take the attack action, you can cast a cantrip instead of one of your attacks.
Empowered Cantrips
Beginning at 7th level, you can add your Intelligence modifier to the damage any cantrip you cast. In addition, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.
Arcane Charge
At 10th 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.
Eldritch Strike
At 15th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you take the attack action, choose one creature within 5 ft. of you that you hit with a melee weapon attack. If you choose to cast a cantrip against that creature on this turn, being within 5 feet of it doesn’t impose disadvantage on your ranged spell attack rolls against it until the beginning of your next turn. In addition, this creature has disadvantage on the next saving throw it makes against a spell you cast before the beginning of your next turn.
Elemental Surge
At 18th level, you have become so used to mustering up magical energy from yourself to cast your cantrips, you have learned how to continuously channel powerful elemental energy through your body instead of expelling this energy in a discrete casting of a spell. You can use a bonus action to enter a state of surging elemental magic. While in this state, you gain the following effects for one minute:
- You cannot cast spells or concentrate on them.
- You can add damage equal to 1d8 + your intelligence modifier to each of your melee weapon attacks. This extra damage is your choice of acid, cold, fire, lightning, poison, or thunder damage for each attack. For example, you could choose to deal bonus fire damage for one attack, and deal bonus lightning damage for another.
- You gain temporary hit points equal to your fighter level + your intelligence modifier.
- You shed bright light in a 10-foot radius and dim light for an additional 10 feet after that.
You cannot use this ability again until after you have completed a long rest.
Previous Versions
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