Martial Archetype: Spellstriker

by drognbork

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Martial Archetype

The Spellstriker

The archetypal spellstriker is an expert at blending magic into their weapon play, mastering a wide array of simple spells to augment the power of their lethal barrages. Their magic is arcane in nature, and focuses on lethality, but it is not bound by emulation of a certain type of spellcaster. This wider lens comes at the cost of raw power; a spellstriker doesn't gain access to blindingly powerful spells, but they make up for it by wielding their magic more gracefully than any other.

Spellstriking

3rd-level Spellstriker feature

When you choose this archetype, you start your study of using cantrips efficiently in and out of combat. Spells from this feature are referred to as your spellstriker spells.

Spellcasting

You learn 4 cantrips of your choice from any spell list. You learn an additional cantrip of your choice at 7th level, 10th level, 15th level, and 18th level. Some cantrips have been revised for this subclass. These are found at the end of the document.

Constitution is your spellcasting modifier for your cantrips. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Constitution modifier

Spell attack modifier = your proficiency bonus +

your Constitution modifier
Cantrip Imbuement

Imbued Weapon. Whenever you make a weapon attack, you can imbue the strike with magical energy. Choose one spellstriker cantrip you know - The attack deals the cantrip's damage type and additional effects. You may choose whether to use the damage die of your weapon or the cantrip. If you choose the damage die of the cantrip, you only roll 1 damage die regardless of your level. In addition, whenever you deal damage with an imbued weapon, you can temporarily replace its damage type with the damage type of another spellstriker spell, as you twist and shape your cantrips.

You cannot use maneuvers on this ability.


Spell Burst. When you deal damage with a spellstriker cantrip, or with your Imbued Weapon feature, you can choose to activate a spell burst. When you do, you expend a superiority die, and roll 1 additional damage die. This bonus increases to 2 additional dice at 5th level, 3 at 11th level, and 4 at 17th level.

Magic Tricks

3rd-level Spellstriker feature

You learn how to add flair to your fighting style. You learn two of the following cantrips: control flames, gust, mold
earth
, prestidigitation, shape water, or thaumaturgy. Whenever you make an attack as part of the Attack action, you can cast any of the listed spells without requiring any components (no action required). If its effects are not instantaneous, they end at the start of your next turn. Additionally, you can use any simple or martial weapon as a spellcasting focus for cantrips you learn from this subclass.

Empowered Spell Burst

7th-level Spellstriker feature

You have learned to empower your cantrips and weapon strikes, evoking their true potential. Whenever you use your Spell Burst ability, you can make it a Spell Explosion, doubling the extra damage dice you roll.

You can do this twice per short or long rest.

In addition, whenever you score a critical hit, or reduce an hostile creature to 0 hit points, you regain one superiority die.

Power Stored Within

7th-level Spellstriker feature

When you use your action to cast a cantrip, you can make one weapon attack as a bonus action. You also learn how to imbue a cantrip within your own body. At the end of a long rest, you can choose to invest one of the following cantrips you know and gain its listed effects until the end of your next long rest.

Dancing Lights. You can use your bonus action to radiate glowing sensory illusions, producing bright light in a 10 foot radius and dim light for an additional 10 feet. These illusions are harmless and can't block sight. Creatures within this radius have disadvantage on Wisdom (Perception) checks and can't benefit from being invisible.

Friends. A creature does not benefit from advantage on saving throws made to resist the charmed condition as a result of you fighting it, and your attacks don't let creatures repeat their saving throws. In addition, you have advantage on attack rolls against creatures that are charmed.

Guidance. When you imbue this cantrip, choose one ability score. You can add half your proficiency bonus, rounded down, to any ability check you make that uses the chosen ability score and doesn't already include your proficiency bonus.

Light. You can see perfectly in dim light, magical and non-magical darkness up to 60 feet. You can use your bonus action to cause your eyes to light up, or dismiss this effect.

Mending. If any damage happens to your equipment you wear, hold or carry, it gets restored back to normal within one turn (no action required). You have a +1 bonus to AC.

Message. You can communicate telepathically with any creature you can see within 60 feet of you, as long as you share a language (no action required).

.

Minor Illusion. You can use your bonus action to transform your appearance as per the disguise self spell.

Shillelagh. The damage die of a weapon that you wield increases by 1 size, to a maximum of 1d12. If it is 1d12 or greater than 1d12, it deals an additional 1d4 damage instead.

Spare the Dying. Whenever you are reduced to 0 hit points, you are automatically stabilized. In addition, you are immune to disease.

Overdrive

10th-level Spellstriker feature

When you use your Spell Burst feature, you can add your Constitution modifier to the damage roll. In addition, when you use your Action Surge feature, you can choose to gain one of the following benefits:

  • You can take an additional bonus action.

  • Your movement speed is doubled.

  • Your attacks deal an additional 1d8 damage until the start of your next turn.

  • You can take an additional action that's not an Attack action or casting of a cantrip that deals damage.

Potential Usage

15th-level Spellstriker feature

You can imbue yourself with two cantrips you know that don't deal damage, as well as one cantrip you know that deals damage after finishing a short or long rest. Whenever you deal damage with a weapon attack, you can force the target to suffer the additional effects of the invested cantrip, in addition to any other effects.

Master of the Average

18th-level Spellstriker feature

The magic from your weapon strikes can quickly conjure itself up faster than other casters would be able to. When you use your bonus action to make a weapon attack after casting a spell, you can choose for the bonus action attack to be affected by your Weapon Magic feature. In addition you learn to constantly flood your weapons with arcane energy. When you finish a short or long rest, choose a spellstriker cantrip that deals damage. Attacks you make with weapons deal an additional 1d6 damage of the chosen cantrip's damage type

When you finish a long rest, you can choose to replace any amount of cantrips granted to you by this class with new ones.

Revised Cantrips

These are only meant to be used with this subclass, and are only in effect when used with the Imbued Weapon feature.

Acid Splash

As official, with the addition of this sentence: "The creature's AC is reduced by 2 until the end of it's next turn"

Eldritch Blast

As official, with the addition of this sentence: "The target must roll a d4 and subtract the result from its next attack roll or saving throw, before the end of its next turn."

Fire Bolt

As official, with the addition of this sentence: "The creature takes another 1d4 fire damage at the start of its next turn."

Poison Spray

As official, with the addition of this sentence: "and must make a Constitution saving throw, or be poisoned until the start of its next turn."

Primal Savagery

As official, with the addition of this sentence: "and you gain temporary hit points equal to half the amount of damage dealt."

Sacred Flame

As official, with the addition of this sentence: "The creature has disadvantage on Dexterity (Stealth) checks and can't benefit from being invisible until the start of your next turn."

Sword Burst

As official, with the addition of this sentence: "and a faint spectral echo of your weapon appears hovering over its head. If the target is hit with an weapon attack before the end of your next turn, it immediately takes an additional 1d4 force damage."

Thunderclap

As official, with the addition of this sentence: "and is pushed 10 feet away from you."

Word of Radiance

As official, with the addition of this sentence: "The next attack roll made against the target before the start of your next turn, adds 1d4 to the result."

Credits

  • Written by drogn#0797

  • Features and general idea inspired by the War Mage from Mage Hand Press, the Ritualist class by /u/ezfi, and the Minimus Magus Fighter subclass by /u/darude11

The Fighter, Remastered

If you are not using the Fighter, Remastered Fighter class rework, then remove all mentions of superiority die, and add this sentence to the spell burst ability:

"You can activate a number of spell bursts equal to your Constitution modifier (minimum of one). You regain all uses of this ability when you finish a short or long rest."

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