Difference between revisions of "Spellheart (5A)"

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'' '''Greyhawk:''' ''
 
'' '''Greyhawk:''' ''
''Ancient bloodlines often have a bit of magic and the rising tide of magic is constantly creating new ones.
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''Noble bloodlines often have a bit of magic and the rising tide of magic is constantly creating new ones.
  
 
Source: Original.
 
Source: Original.
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'''Spell attack modifier  
 
'''Spell attack modifier  
 
= your proficiency bonus + your Charisma modifier
 
= your proficiency bonus + your Charisma modifier
 
=== 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 only one bonded weapon. If you attempt to bond with a second weapon, you break your previous Weapon Bond.
 
  
 
=== War Magic ===
 
=== War Magic ===
At 7th level, when you cast a sorcerer spell that causes damage, add your precision bonus to the damage of that spell.
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At 3rd level, when you cast a sorcerer spell that causes damage, add your precision bonus to the damage of that spell.  
 
 
=== Spellheart's Improvisation ===
 
At 11th level, you learn how to improvise your spellcasting. You can cast any one sorcerer spell as long as you have a spells slot of that level.
 
You can use this ability once, and regain the ability when you take a long rest.
 
  
=== Spellheart's Dodge ===
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=== Spellstrike ===
Beginning at 15th level, you can spend an action to use both the Dodge and Cast a Spell actions.
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At 7th level, when you use your action to cast a spell, you can make one weapon attack without taking an action, either before or after you cast the spell.
  
== Potential Abilities ==
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=== Energetic Riposte ===
 
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Starting at 13th level, when you parry a melee attack, instead of making the attack allowed by Aggressive Dodge you can cast a cantrip against the opponent who's attack you parried.
=== XXX ===
 
Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal damage to the attacker. The damage equals your sorcerer level. Choose one of the types of damage you gained resistance to from the Heart of Fury ability, that is the type of damage inflicted. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you. You decide the exact distance.
 
  
 
=== Eldritch Strike ===
 
=== Eldritch Strike ===
At 11th 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.
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At 15th 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.
 
 
=== Martial Arts Magic ===
 
Starting at 17th level, when you use your action to cast a spell of 1st level or higher, you can make one weapon attack as a bonus action. If you do so, you can also use Flurry of Blows on the same turn.
 
  
 
== Designer's Notes ==
 
== Designer's Notes ==
 
Eldritch Knight powered down and using Charisma.
 
Eldritch Knight powered down and using Charisma.

Latest revision as of 15:48, 6 June 2025

5A5A logo
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Notepad.png This is a work in progress.

This is a Fencer subclass for 5A.

A few fencers are born with innate magic talent.

Greyhawk: Noble bloodlines often have a bit of magic and the rising tide of magic is constantly creating new ones.

Source: Original.

Spellcasting

Spellheart Spellcasting
Fighter
Level
Cantrips
Known
Spells
Known
Spells per Day
1 2 3 4
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

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 Spellheart 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 Cause Fear and have a 1st-level and a 2nd-level spell slot available, you can cast Cause Fear using either slot.

Spells Known of 1st Level and Higher You know three 1st-level sorcerer spells of your choice.

The Spells Known column of the Spellheart Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be sorcerer spell 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.

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,

Spellcasting Ability Charisma is your spellcasting ability for your sorcerer spells, since magic is in your blood. 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

War Magic

At 3rd level, when you cast a sorcerer spell that causes damage, add your precision bonus to the damage of that spell.

Spellstrike

At 7th level, when you use your action to cast a spell, you can make one weapon attack without taking an action, either before or after you cast the spell.

Energetic Riposte

Starting at 13th level, when you parry a melee attack, instead of making the attack allowed by Aggressive Dodge you can cast a cantrip against the opponent who's attack you parried.

Eldritch Strike

At 15th 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.

Designer's Notes

Eldritch Knight powered down and using Charisma.