Fighter
Base Class: Fighter

Spellcasting

When you reach 3rd level, you learn to blend spells with martial combat. 

Spellcasting Ability

Wisdom is your spellcasting ability for your spells, since you channel a natural understanding of your world to let the energy forces flow through your being with experience upon this earth you have learned to listen for the signs of magic on the breeze.

In addition, you use your wisdom modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your wisdom modifier

Weapon Binding

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.

While you are wielding a bonded weapon, you can use that weapon as an arcane focus for your Wizard spells. Whenever you cast shocking grasp, you can make a melee attack with one of your bonded weapons as part of casting it. The weapon teleports to your hand using the magic of the weapon bond, if necessary.

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.

Spellsword

Beginning at 7th level, When you take the Attack action, you can cast one of your cantrips in place of one of your attacks. Whenever you use your reaction to make an opportunity attack on a creature, you can cast a spell targeting only that creature instead. The spell must have a casting time of one action.

Magic Duelist

At 10th level, your mastery of blending weapons and magic in battle becomes apparent. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn. You have advantage on Constitution saving throws that you make to maintain concentration on a spell.

Arcane Surge

At 15th level, you are able to tap into arcane power to augment your physical prowess. Whenever you use your Action Surge, you can choose one of the following options

• You surround yourself with arcane energy. Until the end of your next turn, your weapon attacks deal an extra 1d8 force damage, and you gain a +2 bonus to AC.

• You move at impossible speeds, teleporting up to 30 feet to an unoccupied space. You can chose to teleport before or after the additional action.

Spellsword Mastery

Starting at 18th level, you can choose to cast any one of your spells whenever you use your Spellsword feature, not just a cantrip.

 

Weapon Binding

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.

While you are wielding a bonded weapon, you can use that weapon as an arcane focus for your Wizard spells. Whenever you cast shocking grasp, you can make a melee attack with one of your bonded weapons as part of casting it. The weapon teleports to your hand using the magic of the weapon bond, if necessary.


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.

Spellsword

Beginning at 7th level, When you take the Attack action, you can cast one of your cantrips in place of one of your attacks. Whenever you use your reaction to make an opportunity attack on a creature, you can cast a spell targeting only that creature instead. The spell must have a casting time of one action.

Magic Duelist

At 10th level, your mastery of blending weapons and magic in battle becomes apparent. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn. You have advantage on Constitution saving throws that you make to maintain concentration on a spell.

Arcane Surge

At 15th level, you are able to tap into arcane power to augment your physical prowess. Whenever you use your Action Surge, you can choose one of the following options

• You surround yourself with arcane energy. Until the end of your next turn, your weapon attacks deal an extra 1d8 force damage, and you gain a +2 bonus to AC.

• You move at impossible speeds, teleporting up to 30 feet to an unoccupied space. You can chose to teleport before or after the additional action.

Spellsword Mastery

Starting at 18th level, you can choose to cast any one of your spells whenever you use your Spellsword feature, not just a cantrip.

Spellcasting

When you reach 3rd level, you learn to blend spells with martial combat. You feel a surge flow through your body and find it seems to converge upon your hands.