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View Full Version : D&D 5e/Next Fighter - Spellsword Subclass/Martial Archetype



incBlot
2020-08-30, 03:39 AM
This is a Fighter subclass I've been working on - sort of a sorcerous alternative to the Eldritch Knight. I tried to keep the features balanced, but this is my first attempt at creating a subclass so any and all feedback is appreciated!

*Edited 9/3/2020 - removed "once on your turn" and pre-Attack action restrictions from 7th level feature. A single 1d8 / 2d8 damage bonus per turn, with the decision and cost to activate occurring prior to actually landing an attack, felt underwhelming.

Martial Archetype - Spellsword
A spellsword is a talented fighter, whose latent magical affinity often emerges in the heat of battle. In a desperate moment you reach within yourself for anything that might turn the tide of battle, and find a spark. Arcane energy surges forth, guiding your blade, empowering your strikes, and bolstering your defenses.



Spellsword 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
2
4
3
-
-
-


6th
2
4
3
-
-
-


7th
2
5
4
2
-
-


8th
2
6
4
2
-
-


9th
2
6
4
2
-
-


10th
3
7
4
3
-
-


11th
3
8
4
3
-
-


12th
3
8
4
3
-
-


13th
3
9
4
3
2
-


14th
3
10
4
3
2
-


15th
3
10
4
3
2
-


16th
3
11
4
3
3
-


17th
3
11
4
3
3
-


18th
3
11
4
3
3
-


19th
3
12
4
3
3
1


20th
3
13
4
3
3
1




Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
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 Spellsword Spellcasting table shows how many spell slots you have to cast your 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 Spellsword 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.

Additionally, whenever you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also 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 you draw your magic from within, using your innate arcane power to influence the world around you. 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

Bonus Proficiencies
Whether through careful study, disciplined practice, internal reflection, or zealous battlefield experimentation, your efforts to understand your new arcane abilities are rewarded.

When you choose this archetype at 3rd level you gain proficiency in the Arcana skill as well as one of the following skills of your choice: History, Insight, Investigation, or Perception.

Weapon Focus
At 3rd level you learn a ritual that creates an arcane 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 with a weapon, it can be used as a spellcasting focus for your sorcerer spells.

You can only maintain this bond with one weapon at a time. Attempting to bond with a second weapon severs your connection to the first.

Arcane Strike
Beginning at 7th level you learn how to harness the power of raw magic to aid you in combat. When you hit an enemy with a weapon attack you may expend one spell slot to deal an additional 1d8 force damage. This damage increases to 2d8 at 15th level.

A non-magic weapon used with this feature counts as a magic weapon for the purpose of bypassing resistances.

Mystic Reflex
At 10th level you’re able to channel some of the power from your spells into a protective aura, quickening your reflexes and strengthening your defenses. Whenever you use your action to cast a spell, you gain a temporary +1 bonus to AC.

This effect lasts until the start of your next turn.

Magic Reserve
At 15th level you gain reserve spell slots equal to 2 plus your Spellcasting ability modifier.

These spell slots can only be used with the Arcane Strike feature.

Magic Reserve spell slots replenish after completing a long rest. When you reach 18th level they replenish after a short or long rest.