Fighter

Martial Archetypes

Blademaster

Blademaster text here

Blademaster Spells

Some of your Blademaster features allow you to cast spells that require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows:

Spell save DC = 8 + your proficiency bonus + your Dexterity or Strength modifier (your choice)

Spell attack modifier = your proficiency bonus + your Dexterity or Strength modifier (your choice)

Orbiting Blades

At 3rd level, a circle of spectral blades permanently circles around you. You learn the cantrip Sword Burst and you can cast it as a bonus action.

Blade Manipulation

At 7th level, as an action, you magically pull weapons from their user's hands toward yourself. All creatures within 30 feet must succeed on a Strength saving throw or be disarmed and have their weapons fly 5 feet toward you.

Enfilade

At 15th level, you learn the spells Conjure Barrage and Conjure Volley. You can cast each of them once. You must finish a long rest before you can do so again.

Phantom Blades

At 18th level, you learn the spell Spiritual Weapon, but the spell works slightly differently for you when you cast it through this feature:

If you are holding a melee weapon, the spiritual weapon takes the same form as that weapon.

The weapon lasts for 1 hour instead of 1 minute. You can also dismiss the weapon early as an action.

You can only cast this spell at its lowest level.

You can cast Spiritual Weapon through this feature 5 times, and you regain all expended uses whenever you finish a long rest.