A Fat Dragon
2018-09-03, 07:25 PM
So, this is a subclass that I felt inspired to make. Might be a bit overpowered, I’m not too sure, but here it is - critique and comments welcome!
DND 5e: Spellsword
Fighter Subclass
Spellswords are a rare type of warrior, the arts of their ways combining raw magic with a mastery of the sword. Fighters who become Spellswords are powerful fighters, able to adapt to their situation, and utilize pure, unrefined magic to devastate those who stand in their way.
(Lvl 3) - Elemental Augmentation: When you choose this subclass at level 3, you gain the power to augment your weapon with elemental energies. Beginning at level three, you can perform a one-hour ritual to imbue one melee weapon with the power to channel pure elemental energy. You may only have one weapon imbued at a time, and It requires a bonus action to then activate an augmentation, change your augmentation, or to turn it off. Each augment has a special secondary effect, and only one secondary effect can be activated on your turn.
You learn two augmentations at level 3. You learn an additional augmentation of your choice at levels 7 and 15.
The save DC for an augmentation is equal to 8 + Prof Mod + Int Mod.
(Lvl 7) - Savant of Lore: Your training in the arts of raw magic and the martial prowess has led to you being able to recognize magic more easily. You can cast both Identify, and Detect Magic as rituals.
(Lvl 10) - Reflexive Defense: Your mastery in the elements has led to you being able to protect yourself against the elements more naturally. While you have a weapon augmented, you gain resistance to the damage type of your current augmentation.
(Lvl 15) - Adaptive Combatant: Your prowess in magic has given you a heightened, almost magical ability to react. You can add your Intelligence modifier to your Initiative, and you do not take the extra damage from critical attacks.
(Lvl 18) - Savant of Elements: Your power over raw magic has grown so great, that you are able to imbue your Weapons with energies beyond what you have trained. As a bonus action, you can choose to activate any augmentation, and all damage it deals is increased to a d6, rather than a d4. This effect lasts for a minute, after which it will end. You can do this three times between rests.
Augmentations:
* Fire: When you attack an opponent while augmented with Fire, you deal an extra 1d4 fire damage with each attack.
- Secondary Effect: If you land an attack that turn, you may choose for your opponent to take 1d4 fire damage for every attack you have.
* Cold: When you attack an opponent while augmented with Cold, you deal an extra 1d4 cold damage with each attack.
- Secondary Effect: If you land an attack that turn, you may have one enemy you hit make a Constitution saving throw against your Augmentation DC, and if they fail, their move speed is reduced by 10.
* Lightning: When you attack an opponent while augmented with Lightning, you deal an extra 1d4 lightning damage with each attack.
- Secondary Effect: If you land an attack that turn, you can choose for two different opponents within 10 feet of the target to each take 1d4 lightning damage.
* Acid: When you attack an opponent while augmented with Acid, you deal an extra 1d4 acid damage with each attack.
- Secondary Effect: If you kill an opponent while augmented with Acid, you can choose for them to explode into a burst of acid, forcing all creatures that you choose within 10 feet of the target to make a Dexterity saving throw, or each take 1d4 acid damage for every attack you have.
* Poison: When you attack an opponent with Poison, you deal an extra 1d4 poison damage with each attack.
- Secondary Effect: If you land an attack that turn, you can choose for one enemy you hit to make a Constitution save against your Augmentation Save DC, or suffer the Poison condition until the beginning of your next turn. If the succeed, they are immune to the effect for 1 hour.
* Thunder: When you attack an opponent with Thunder, you deal an extra 1d4 thunder damage with each attack.
- Secondary Effect: If you land an attack that turn, you can choose to have one enemy you hit make a Constitution save against your Augmentation save DC, or be Deafened until the beginning of your next turn.
* Radiant: When you attack an opponent with Radiant, you deal an extra 1d4 radiant damage with attacks.
- Secondary Effect: If you land an attack that turn, you can choose to have one enemy you hit make a Constitution save against your Augmentation save DC, or be Blinded until the beginning of your next turn.
* Necrotic: If you attack an opponent with Necrotic, you deal an extra 1d4 necrotic damage with attacks.
- Secondary Effect: If you make an attack on your turn, you can choose to instead have it be a five-foot wide beam that stretches up to 20 feet, dealing all of its damage as Necrotic. Instead of rolling attack, all enemies in the area of the beam must make a Dexterity saving throw, or take damage.
* Force: If you attack an opponent with Force on your turn, you deal an extra 1d4 force damage with each of your attacks.
- Secondary Effect: If you land an attack that turn, you can choose to have one enemy you hit make a Strength save against your Augmentation save DC, or be knocked prone.
DND 5e: Spellsword
Fighter Subclass
Spellswords are a rare type of warrior, the arts of their ways combining raw magic with a mastery of the sword. Fighters who become Spellswords are powerful fighters, able to adapt to their situation, and utilize pure, unrefined magic to devastate those who stand in their way.
(Lvl 3) - Elemental Augmentation: When you choose this subclass at level 3, you gain the power to augment your weapon with elemental energies. Beginning at level three, you can perform a one-hour ritual to imbue one melee weapon with the power to channel pure elemental energy. You may only have one weapon imbued at a time, and It requires a bonus action to then activate an augmentation, change your augmentation, or to turn it off. Each augment has a special secondary effect, and only one secondary effect can be activated on your turn.
You learn two augmentations at level 3. You learn an additional augmentation of your choice at levels 7 and 15.
The save DC for an augmentation is equal to 8 + Prof Mod + Int Mod.
(Lvl 7) - Savant of Lore: Your training in the arts of raw magic and the martial prowess has led to you being able to recognize magic more easily. You can cast both Identify, and Detect Magic as rituals.
(Lvl 10) - Reflexive Defense: Your mastery in the elements has led to you being able to protect yourself against the elements more naturally. While you have a weapon augmented, you gain resistance to the damage type of your current augmentation.
(Lvl 15) - Adaptive Combatant: Your prowess in magic has given you a heightened, almost magical ability to react. You can add your Intelligence modifier to your Initiative, and you do not take the extra damage from critical attacks.
(Lvl 18) - Savant of Elements: Your power over raw magic has grown so great, that you are able to imbue your Weapons with energies beyond what you have trained. As a bonus action, you can choose to activate any augmentation, and all damage it deals is increased to a d6, rather than a d4. This effect lasts for a minute, after which it will end. You can do this three times between rests.
Augmentations:
* Fire: When you attack an opponent while augmented with Fire, you deal an extra 1d4 fire damage with each attack.
- Secondary Effect: If you land an attack that turn, you may choose for your opponent to take 1d4 fire damage for every attack you have.
* Cold: When you attack an opponent while augmented with Cold, you deal an extra 1d4 cold damage with each attack.
- Secondary Effect: If you land an attack that turn, you may have one enemy you hit make a Constitution saving throw against your Augmentation DC, and if they fail, their move speed is reduced by 10.
* Lightning: When you attack an opponent while augmented with Lightning, you deal an extra 1d4 lightning damage with each attack.
- Secondary Effect: If you land an attack that turn, you can choose for two different opponents within 10 feet of the target to each take 1d4 lightning damage.
* Acid: When you attack an opponent while augmented with Acid, you deal an extra 1d4 acid damage with each attack.
- Secondary Effect: If you kill an opponent while augmented with Acid, you can choose for them to explode into a burst of acid, forcing all creatures that you choose within 10 feet of the target to make a Dexterity saving throw, or each take 1d4 acid damage for every attack you have.
* Poison: When you attack an opponent with Poison, you deal an extra 1d4 poison damage with each attack.
- Secondary Effect: If you land an attack that turn, you can choose for one enemy you hit to make a Constitution save against your Augmentation Save DC, or suffer the Poison condition until the beginning of your next turn. If the succeed, they are immune to the effect for 1 hour.
* Thunder: When you attack an opponent with Thunder, you deal an extra 1d4 thunder damage with each attack.
- Secondary Effect: If you land an attack that turn, you can choose to have one enemy you hit make a Constitution save against your Augmentation save DC, or be Deafened until the beginning of your next turn.
* Radiant: When you attack an opponent with Radiant, you deal an extra 1d4 radiant damage with attacks.
- Secondary Effect: If you land an attack that turn, you can choose to have one enemy you hit make a Constitution save against your Augmentation save DC, or be Blinded until the beginning of your next turn.
* Necrotic: If you attack an opponent with Necrotic, you deal an extra 1d4 necrotic damage with attacks.
- Secondary Effect: If you make an attack on your turn, you can choose to instead have it be a five-foot wide beam that stretches up to 20 feet, dealing all of its damage as Necrotic. Instead of rolling attack, all enemies in the area of the beam must make a Dexterity saving throw, or take damage.
* Force: If you attack an opponent with Force on your turn, you deal an extra 1d4 force damage with each of your attacks.
- Secondary Effect: If you land an attack that turn, you can choose to have one enemy you hit make a Strength save against your Augmentation save DC, or be knocked prone.