Infuser

The Infuser is an archetype for the Fighter class. This archetype allows the user to invoke magical elements into their weapon and use that to deal additional damage. The Fighter can't learn spells, but instead, uses that magical energy to bolster their weapon in fights. Much like the Eldritch Knight, this archetype relies on a high Intelligence score.

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 I 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 lose the bond to the first weapon.

Infuse Magic

At level 3, you burn a spell slot as an action to imbue your sword with an element of magic: Fire, Cold, Poison, Acid, Necrotic, Radiant, Lightening, Thunder and Force. You know a number of Elements equal to your Intelligence Modifier. This gives your weapon an extra 1d6 of damage of that chosen type. This effect lasts until the end of your next turn.

The damage die increases to a 1d8 at 8th level, 1d10 at 13th level and 1d12 at 17th level. You gain spell slots back on a short rest.

Spell slots

Level No. Spell slots 3rd 2 11th 3 17th 4

Remarkable Athlete

Beginning at 7th level you can add half your proficiency bonus (round up) to any Strength, Dexterity or Constitution skill check you make that doesn’t already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Ignore Resistance

At 10th level if you are fighting something with resistance to the imbued element on your weapon, you ignore the resistance when you attack.

Blade Beam

At 15th level you have learned to extend the magic from your sword. You can make a ranged attack (You must be a minimum of 10ft away/60ft range) with your sword while it is imbued and this sends a blast of magical energy at the enemy. This uses up the imbuement and does 3d12 damage of the element that was used to imbue your sword.

Natural Feel

At 18th Level you no longer need to concentrate when Imbuing the sword.