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The Mageblade

(Fighter Archetype)

Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See PHB chapter 10
for the general rules of spellcasting and chapter 11 for the Sorcerer spell list.
Cantrips. You learn three cantrips of your choice from the Sorcerer spell list. You learn an additional sorcerer
cantrip of your choice at 10th level.
Spell Slots. The Mageblade 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 wizard 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 Mageblade Spellcasting table shows when you learn more Sorcerer spells of 1 st
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 7 th level in this class, you can learn one new
spell of 1st or 2nd level.
The spells you learn at 7th, 13th, and 19th 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 7 th , 13th , or 19th level.
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

Mageblade Spellcasting Table

Fighter Level Cantrips Known Spells Known1 1st 2nd 3rd 4th
3rd 2 2+1 any 2 — — —
4th 2 3+1 any 3 — — —
5th 2 3+1 any 3 — — —
6th 2 3+1 any 3 — — —
7th 2 4+2 any 4 2 — —
8th 2 4+2 any 4 2 — —
9th 2 5+2 any 4 2 — —
10th 3 6+2 any 4 3 — —
11th 3 6+2 any 4 3 — —
12th 3 7+2 any 4 3 — —
13th 3 7+3 any 4 3 2 —
14th 3 7+3 any 4 3 2 —
15th 3 8+3 any 4 3 2 —
16th 3 8+3 any 4 3 3 —
17th 3 8+3 any 4 3 3 —
18th 3 9+3 any 4 3 3 —
19th 3 9+4 any 4 3 3 1
20th 3 9+4 any 4 3 3 1

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.

War Magic
Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus
action.

Eldritch Strike
At 10th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. 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.

Arcane Charge
At 15th 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.

Improved War Magic


Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus
action.
Cantrips
Name School Casting Time Save Concentration
Acid Splash Conjuration 1 action Dexterity
Blade Ward Abjuration 1 action
Booming Blade Evocation 1 action Attack roll
Chill Touch Necromancy 1 action Attack roll
Control Flames Transmutation 1 action
Create Bonfire Conjuration 1 action Dexterity Yes
Dancing Lights Evocation 1 action Yes
Fire Bolt Evocation 1 action Attack roll
Friends Enchantment 1 action Yes
Frostbite Evocation 1 action Constitution
Green-Flame Blade Evocation 1 action Attack roll
Gust Transmutation 1 action Strength
Infestation Conjuration 1 action Constitution
Light Evocation 1 action
Lightning Lure Evocation 1 action Strength
Mage Hand Conjuration 1 action
Mending Transmutation 1 minute
Message Transmutation 1 action
Minor Illusion Illusion 1 action
Mold Earth Transmutation 1 action
Poison Spray Conjuration 1 action Constitution
Prestidigitation Transmutation 1 action
Ray of Frost Evocation 1 action Attack roll
Shape Water Transmutation 1 action
Shocking Grasp Evocation 1 action Attack roll
Sword Burst Conjuration 1 action Dexterity
Thunderclap Evocation 1 action Constitution
True Strike Divination 1 action Yes

1st Level
Name School Casting Time Save Ritual Concentration
Absorb Elements Abjuration 1 reaction
Burning Hands Evocation 1 action Dexterity
Catapult Transmutation 1 action Dexterity
Chaos Bolt Evocation 1 action Attack roll
Charm Person Enchantment 1 action Wisdom
Chromatic Orb Evocation 1 action Attack roll
Color Spray Illusion 1 action
Name School Casting Time Save Ritual Concentration
Comprehend Languages Divination 1 action Yes
Detect Magic Divination 1 action Yes Yes
Disguise Self Illusion 1 action
Earth Tremor Evocation 1 action Dexterity
Expeditious Retreat Transmutation 1 bonus action Yes
False Life Necromancy 1 action
Feather Fall Transmutation 1 reaction
Fog Cloud Conjuration 1 action Yes
Ice Knife Conjuration 1 action Attack roll, Dexterity
Jump Transmutation 1 action
Mage Armor Abjuration 1 action
Magic Missile Evocation 1 action
Ray of Sickness Necromancy 1 action Attack roll
Shield Abjuration 1 reaction
Silent Image Illusion 1 action Yes
Sleep Enchantment 1 action
Thunderwave Evocation 1 action Constitution
Witch Bolt Evocation 1 action Attack roll Yes

2nd Level
Casting
Name School Save Ritual Concentration
Time
Aganazzar's Scorcher Evocation 1 action Dexterity
Alter Self Transmutation 1 action Yes
Blindness/Deafness Necromancy 1 action Constitution
Blur Illusion 1 action Yes
Cloud of Daggers Conjuration 1 action Yes
Crown of Madness Enchantment 1 action Wisdom Yes
Darkness Evocation 1 action Yes
Darkvision Transmutation 1 action
Wisdom,
Detect Thoughts Divination 1 action Yes
Intelligence
Dragon's Breath Transmutation 1 bonus action Dexterity Yes
Dust Devil Conjuration 1 action Strength Yes
Earthbind Transmutation 1 action Strength Yes
Enhance Ability Transmutation 1 action Yes
Enlarge/Reduce Transmutation 1 action Constitution Yes
Gust of Wind Evocation 1 action Strength Yes
Hold Person Enchantment 1 action Wisdom Yes
Invisibility Illusion 1 action Yes
Casting
Name School Save Ritual Concentration
Time
Knock Transmutation 1 action
Levitate Transmutation 1 action Constitution Yes
Maximilian's Earthen
Transmutation 1 action Strength Yes
Grasp
Mind Spike Divination 1 action Wisdom Yes
Mirror Image Illusion 1 action
Misty Step Conjuration 1 bonus action
Phantasmal Force Illusion 1 action Intelligence Yes
Pyrotechnics Transmutation 1 action Constitution
Scorching Ray Evocation 1 action Attack roll
See Invisibility Divination 1 action
Shadow Blade Illusion 1 bonus action Attack roll Yes
Shatter Evocation 1 action Constitution
Snilloc's Snowball Swarm Evocation 1 action Dexterity
Spider Climb Transmutation 1 action Yes
Suggestion Enchantment 1 action Wisdom Yes
Warding Wind Evocation 1 action Yes
Web Conjuration 1 action Dexterity Yes

3rd Level
Name School Casting Time Save Ritual Concentration
Blink Transmutation 1 action
Catnap Enchantment 1 action
Clairvoyance Divination 10 minutes Yes
Counterspell Abjuration 1 reaction Spell DC
Daylight Evocation 1 action
Dispel Magic Abjuration 1 action Spell DC
Enemies Abound Enchantment 1 action Intelligence Yes
Erupting Earth Transmutation 1 action Dexterity
Fear Illusion 1 action Wisdom Yes
Fireball Evocation 1 action Dexterity
Flame Arrows Transmutation 1 action Attack roll Yes
Fly Transmutation 1 action Yes
Gaseous Form Transmutation 1 action Yes
Haste Transmutation 1 action Yes
Hypnotic Pattern Illusion 1 action Wisdom Yes
Lightning Bolt Evocation 1 action Dexterity
Major Image Illusion 1 action Yes
Melf's Minute Meteors Evocation 1 action Dexterity Yes
Name School Casting Time Save Ritual Concentration
Protection from Energy Abjuration 1 action Yes
Sleet Storm Conjuration 1 action Dexterity Yes
Slow Transmutation 1 action Wisdom Yes
Stinking Cloud Conjuration 1 action Constitution Yes
Thunder Step Conjuration 1 action Constitution
Tidal Wave Conjuration 1 action Dexterity
Tongues Divination 1 action
Wall of Water Evocation 1 action Yes
Water Breathing Transmutation 1 action Yes
Water Walk Transmutation 1 action Yes

4th Level
Name School Casting Time Save Ritual Concentration
Banishment Abjuration 1 action Charisma Yes
Blight Necromancy 1 action Constitution
Charm Monster Enchantment 1 action Wisdom
Confusion Enchantment 1 action Wisdom Yes
Dimension Door Conjuration 1 action
Dominate Beast Enchantment 1 action Wisdom Yes
Greater Invisibility Illusion 1 action Yes
Ice Storm Evocation 1 action Dexterity
Polymorph Transmutation 1 action Wisdom Yes
Sickening Radiance Evocation 1 action Constitution Yes
Stoneskin Abjuration 1 action Yes
Storm Sphere Evocation 1 action Strength Yes
Vitriolic Sphere Evocation 1 action Dexterity
Wall of Fire Evocation 1 action Dexterity Yes
Watery Sphere Conjuration 1 action Strength Yes

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