Fighter
Base Class: Fighter

Arcane Weaponmasters are of sorcerous origin. Whilst most sorcerers discover their inborn power as the innate ability to cast spells, Arcane Weaponmasters discover theirs when wielding weapons. The raw magic flowing in their veins allows them focus their arcane energies through their weapons. Be it a razor sharp sword or a crushing warhammer, these weapons become arcane foci for spellcasting and, by harnessing Metamagic, can even be temporarily infused with elemental energies to become magic weapons. The Arcane Weaponmaster's focus on martial prowess limits their ability to cast spells beyond a certain level, but this is counterbalanced by their versatility and sheer effectiveness in battle.

Spellcasting

When you reach 3rd level, you channel your innate magical energies through your weapon to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.

Cantrips

You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.

Spell Slots

The Arcane Weaponmaster Spellcasting table shows how many spell slots you have to cast your sorcerer 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 sorcerer spells of your choice, two of which you must choose from the abjuration and evocation spells on the sorcerer spell list.

The Spells Known column of the Arcane Weaponmaster Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and 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.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

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

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use a weapon (see the Weapons section) as a spellcasting focus for your sorcerer spells.

Arcane Weaponmaster Spellcasting

Fighter Level

Sorcery
Points

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

2

3

2




4th

3

2

4

3




5th

3

2

4

3




6th

3

2

4

3




7th

4

2

5

4

2



8th

4

2

6

4

2



9th

4

2

6

4

2



10th

5

3

7

4

3



11th

5

3

8

4

3



12th

5

3

8

4

3



13th

6

3

9

4

3

2


14th

6

3

10

4

3

2


15th

6

3

10

4

3

2


16th

7

3

11

4

3

3


17th

7

3

11

4

3

3


18th

7

3

11

4

3

3


19th

8

3

12

4

3

3

1

20th

9

3

13

4

3

3

1

Martial Metamagic

At 3rd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. However, you are a fighter first, sorcerer second. You gain fewer sorcery points than a full sorcerer.

Sorcery Points

You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. Your martial stamina allows you to regain 1 sorcery point per short rest. You regain all spent sorcery points when you finish a long rest.

Flexible Casting

You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 4th.

Any spell slot you create with this feature vanishes when you finish a long rest.

Creating Spell Slots

SPELL SLOT LEVEL

SORCERY POINT COST

1st

2

2nd

3

3rd

5

4th

6

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.

Martial Metamagic Options

You gain the ability to twist magic to enhance your attacks. You gain the following Martial Metamagic options at the specified levels.

  • Elemental Infusion - 3rd level

You can spend 2 sorcery points to focus your arcane power into your weapon, infusing it with a temporary elemental enchantment. Any melee weapon you're holding becomes a magic weapon, if it's not already. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the next hour, the weapon  deals an extra 1d6 damage of the chosen type.

Any already magic weapon that does not apply extra damage will now do so with the chosen damage type. For example, Weapon of Warning or Acheron Blade will benefit from the extra damage, but Flame Tongue or Dragon Slayer will not.

You may only infuse one weapon at a time.

The effect ends after 1 hour.

At Higher Levels. At 7th level, elemental damage rolls increase by 1d6 to the target on a hit (2d6), and again at 10th level (3d6).

  • Guided Weapon - 7th level

Your currently equipped weapon gains the thrown property (range: 20ft./60ft.).

When making a ranged attack with a thrown weapon, you can spend 1 sorcery point to target a second creature that you can see within range. You make separate attack rolls for each target. Regardless of whether the first attack hits or misses your weapon will travel directly from the first target to the second. When the attack ends your weapon returns to your hand.

If you have made a ranged attack with a thrown weapon against a single target or you have been disarmed, you can use a Bonus Action to telekenetically summon your weapon to your hand from a range of up to 60ft. Your weapon cannot be intercepted as it returns to you.

  • Empowered Infusion - 7th level

You can spend 2 sorcery points to enchance your weapon for 1 hour. Your weapon becomes a magic weapon, if it is not already. Your weapon gains +1 to attack and damage rolls. You may spend more points to enhance your weapon further. For each additional point you spend, your weapon gains an additional +1 bonus, up to a maximum of +3.

If your weapon already has a bonus to attack and damage rolls, you must spend a number sorcery points greater than the bonus in order to enhance it. For example, to enhance a +1 weapon to +2 you must spend 3 sorcery points. Weapons with a bonus of +3 cannot be enhanced any further.

  • Twinned Infusion - 10th level

You may spend 1 sorcery point to add a second damage type to Elemental Infusion for your next attack. Choose acid, cold, fire, lightning or thunder. Your infused weapon deals an additional 3d6 of the chosen type.

  • Arcane Critical - 15th level

Starting at 15th level, attacks score a critical hit on a roll of 19–20.

Upon a successful attack roll, you can spend 3 sorcery points to inflict max damage on all dice in the roll.

  • Exalted Elements - 17th level

You can spend 3 sorcery points for your attacks to ignore resistance to one of the following damage types: acid, cold, fire, lightning or thunder. This effect lasts until you take a long rest.

Elemental Infusion

You can spend 2 sorcery points to focus your arcane power into your weapon, infusing it with a temporary elemental enchantment. Any melee weapon you're holding becomes a magic weapon, if it's not already. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the next hour, the weapon  deals an extra 1d6 damage of the chosen type.

Any already magic weapon that does not apply extra damage will now do so with the chosen damage type. For example, Weapon of Warning or Acheron Blade will benefit from the extra damage, but Flame Tongue or Dragon Slayer will not.

You may only infuse one weapon at a time.

The effect ends after 1 hour.

At Higher Levels. At 7th level, elemental damage rolls increase by 1d6 to the target on a hit (2d6), and again at 10th level (3d6).

Guided Weapon

Your currently equipped weapon gains the thrown property (range: 20ft./60ft.).

When making a ranged attack with a thrown weapon, you can spend 1 sorcery point to target a second creature that you can see within range. You make separate attack rolls for each target. Regardless of whether the first attack hits or misses your weapon will travel directly from the first target to the second. When the attack ends your weapon returns to your hand.

If you have made a ranged attack with a thrown weapon against a single target or you have been disarmed, you can use a Bonus Action to telekenetically summon your weapon to your hand from a range of up to 60ft. Your weapon cannot be intercepted as it returns to you.

Empowered Infusion

You can spend 2 sorcery points to enchance your weapon for 1 hour. Your weapon becomes a magic weapon, if it is not already. Your weapon gains +1 to attack and damage rolls. You may spend more points to enhance your weapon further. For each additional point you spend, your weapon gains an additional +1 bonus, up to a maximum of +3.

If your weapon already has a bonus to attack and damage rolls, you must spend a number sorcery points greater than the bonus in order to enhance it. For example, to enhance a +1 weapon to +2 you must spend 3 sorcery points. Weapons with a bonus of +3 cannot be enhanced any further.

Twinned Infusion

You may spend 1 sorcery point to add a second damage type to Elemental Infusion for your next attack. Choose acid, cold, fire, lightning or thunder. Your infused weapon deals an additional 3d6 of the chosen type.

Arcane Critical

Starting at 15th level, attacks score a critical hit on a roll of 19–20.

Upon a successful attack roll, you can spend 3 sorcery points to inflict max damage on all dice in the roll.

Exalted Elements

You can spend 3 sorcery points for your attacks to ignore resistance to one of the following damage types: acid, cold, fire, lightning or thunder. This effect lasts until you take a long rest.

Previous Versions

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