Spellfencer

The Spellfencer, or as other would know them as, Red Mages, focus on the practice of using both weapon and spells in combat. They focus their magic not just on hurting others, but also on offering aid in the midst of combat. By channeling both positive and negative energies, they can cast spells that both heal and harm.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 of the general rules of spellcasting and chapter 11 for the cleric and wizard spell list.

Cantrips. You learn two cantrips of your choice from the cleric or wizard spell list. You learn an additional cleric or wizard cantrip of your choice at 10th level.

Spell Slots. The Spellfencer 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 healing word and you have a 1st-level and a 2nd-level spell slot available, you can cast healing word using either slot.

Spells Known of 1-st Level and Higher. You know three 1-st level cleric or wizard spells of your choice, two of which you must choose from the evocation spells on the cleric or wizard spell list.

The Spells Known column of the Spellfencer Spellcasting table shows when you learn more cleric or wizard spells of 1st level or higher. Each of these spells must be an evocation spell of your choice, and must be 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.

The spells you learn at 8th, 14th, and 20th level can be from any school of magic.

Whenever you gain a level in this class, you can replace one of the cleric or wizard spells you know with another spell of your choice from the cleric or wizard spell list. The new spell must be of a level which you have spell slots, and it must be an evocation spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability. Charisma is your spellcasting ability for your cleric and wizard spells, since you cast your spells by manipulating energies by force of will. 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 cleric or wizard spell you cast and when you make an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellfencer Spellcasting

Fighter Level Cantrips Known Spells Known Spell Slots per Spell Level 1st 2nd 3rd 4th 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

Enspell

At 3rd level, you have gained the ability to channel elemental energies into your blade. As an action, you can enchant your weapon. You choose acid, cold, fire, lightning, poison, or thunder for the type of damage. Your weapon damage type gets replaced by the new type of damage chosen. When you cast a spell with one of the listed damage types, you can use a bonus action to swap to that new damage type instead.

The weapon remains enchanted for one minute. Only one weapon may be enchanted at a time. You may reapply enspell as a bonus action when the duration ends to extend it for another minute.

Quick Cast

At 7th level, you can channel your magical energy into a powerful burst for quicker casting. When you cast a spell that has a casting time of 1 action, you can change the casting time to 1 bonus action for this casting. Once you use this feature, you must finish a short rest before you can use it again. Starting at 15th level, you can use it twice before a short rest.

Elemental Ward

At 10th level, your mastery of the elements applies to defense as well as offense. While your weapon is under the effect of enspell, you gain resistance to the corresponding damage type for the duration.