Homebrewing a Fighter Subclass for a PC

Kotik Lap

First Post
Hi everyone, I am a DM about to start my second campaign. One of my players asked if it was possible to play as a spellfencer, like from the game Bravely Default. However, looking at some of the class home brews out there, I was afraid of the lack of play testing and some serious power balance issues. As a result, I have taken it on myself to create a fighter subclass to hopefully fit the bill.

After having completed and altered the subclass extensively, I began to realize that my limited experience as a DM may be hampering my ability to properly gauge the power of a subclass. That's why I come to you all! Here's what I have so far:


Armamancy
Beginning at level 3, you gain the ability to enhance your weapon strikes using innate magic. You learn 2 armamancy techniques from the list below, which can be performed using innate magic points. You learn an additional technique at levels 5, 9 and 15. At level 3, you may use 2 of these techniques per long rest. The number of techniques you may use increases by 1 at the 7th and 15th level.

You can activate a technique as a bonus action, imbuing 1 weapon you wield with arcane power for up to 1 minute. While this technique is in effect, any nonmagical weapon is considered magical for the purposes of overcoming resistance. The first time you hit with the weapon during the duration, apply the effects the armamancy technique you are using, and then the technique ends. The technique duration also ends early if you are incapacitated or are no longer wielding the weapon.

Additionally, when you gain a level in this class, you can choose one of the techniques you know and replace it with another technique that you could learn at that level. A level prerequisite in a technique refers to fighter level, not character level.

Some of your armamancy techniques require your target to make a saving throw to resist the technique's effects. The saving throw DC is calculated as follows:

Armamancy save DC = 8 + your proficiency bonus + your Strength modifier


Examine

Beginning at 7th level, your eyes are opened to the arcane nature of your enemies. You may take an action to make an Intelligence (arcana) check to survey one enemy you can see. On a successful check, you are granted arcane insight, allowing you to determine if the enemy is weak to any of the following damage types: fire, lightning, cold, poison, necrotic, radiant, force, or psychic damage.


Auto-Spell Blade

At the 10th level, you are so suffused with arcane energies that all of your strikes are conduits for elemental forces. As a part of your attacks, you may cause your weapon to briefly flare up with either fire, blizzard, or thunder magic. On a successful strike, the target takes an extra 1d6 elemental damage of your choosing from the following options: fire, cold, or lightning. If you also use an armamancy technique with an Attack, you add this damage to the extra damage provided by the technique.


Antimagic

At level 15, your body becomes naturally resistant to spell effects. When you are subjected to a magical effect that allows you to make a Dexterity or constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.


Phantom Weapon

At 18th level, you regain 2 uses of sword magic techniques after a short rest.


Armamancy Techniques

Fire: You can expend one point of innate magic to envelop your weapon in flames. When you hit with this technique, the damage is converted to fire damage. For each extra use of innate magic, you deal an extra 2d4 fire damage.

Blizzard: You can expend one point of innate magic to chill your weapon with ice. When you hit with this technique, the damage is converted to cold damage. For each extra use of innate magic you deal an extra 1d6 cold damage and decrease the target's speed by 5 for one minute.

Thunder: You can expend one point of innate magic to charge your weapon with lightning. When you hit with this technique, the damage is converted to lightning damage. For each extra use of innate magic, you deal an extra 1d8 lightning damage.

Silence (Prerequisite, level 7): You can expend two points of innate magic to cover your weapon with clouds. When you hit with this technique, the target must make a constitution save against your spell save DC. On a failed save, the target cannot cast any spells with a verbal component. The target can repeat this save at the end of their turn.

Poison (Prerequisite, level 7): You can expend two points of innate magic to coat your weapon with poison.When you hit with this technique, the target must make a constitution save against your spell save DC. On a failed save, the target is poisoned. The target can repeat this save at the end of their turn.

Sleep (Prerequisite, level 7): You can expend two points of innate magic to exude purple mist from your weapon. When you hit with this technique, the target must make a constitution save against your spell save DC. On a failed save, the target falls unconscious. The target can repeat this save whenever they sustain damage or at the end of their turn. Undead and creatures immune to charming aren't affected by this technique.

Drain (Prerequisite, level 13)- You can expend two points of innate magic to fill your weapon with a hunger for life. When you hit with this technique, the target takes an extra 2d6 necrotic damage, granting you the necrotic damage dealt in temporary hit points.

Aspir (Prerequisite, level 13)- You can expend two points of innate magic to imbue your weapon with a hunger for energy. When you hit with this technique, the target takes an extra 4d4 poison damage and must make a constitution save against your spell save DC. On a failed save, the target’s level of exhaustion is increased by one, and your level of exhaustion is decreased by one.

Fear (Prerequisite, level 13)- You can expend two points of innate magic to mask your weapon with sheer terror. When you hit with this technique, the target must make a wisdom save against your spell save DC. On a failed save, the target is frightened by you, cannot attack you directly, and must use all of their movement to get as far away as possible from you. The target can repeat this saving throw at the end of each of their turns.

Holy (Prerequisite, level 17)- You can expend three points of innate magic to ensconce your weapon in sunlight. When you hit with this technique, the target will take an extra 3d8 radiant damage.

Dark (Prerequisite, level 17)- You can expend three points of innate magic to shroud your weapon in shadow. When you hit with this technique, the target will take an extra 2d12 force damage.

Death (Prerequisite, level 17)- You can expend three points of innate magic to consume your weapon with eldritch horror. When you hit with this technique, the target will take an extra 4d6 psychic damage. If the effects of this technique bring the target to 0 hit points, the target dies.

Are there any armamancy spells or class features that need tweaking to either be more or less powerful?


P.S. I also know that Sword Magic: Death isn't quite accurate to the source material, but I absolutely refuse to add an instant death technique.
 
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At least at a glance, this looks like a much-more-powerful variant of the eldritch knight. You have a ton of abilities in there that are just... yeesh... very overpowered. I know you're trying to emulate something from another game that I haven't seen, but I'd just stick to the regular eldritch knight. Basically, if you make a homebrewed subclass that is very similar to another subclass but much more powerful, you've made something that is not balanced.
 

I appreciate your input! I was afraid of this coming across as a more powerful eldritch knight, but it seems that fear didn't quite stop it from happening anyway. I would still like to make this subclass possible. I've gone through and seriously nerfed the Sword Magic spells, and I've also rearranged some abilities, removing the magic weapon portion of the "phantom weapon" feature, and removing epic groupcast all. I've also disallowed the use of cantrips. Hopefully this makes balancing the class as a whole more manageable. I would love to hear your input on this new version if you have the time. Thanks!
 

I'd recommend you remove the spellcasting entirely and just go with the weapon-damage thing. If you have Xanathar's Guide to Everything you could look at the Arcane Archer class for an example of this; in fact, you could do a lot worse than adapting Arcane Archer to use melee weapons. It's kind of like the Battlemaster but magical instead of with "superiority dice."

Also consider that maybe this should just be a Paladin subclass with a special ability to deal elemental damage with their divine smites. That seems waaaaaay easier to balance. Oath of the Elements? Oath of Balance? Oath of the World?
 

I like this idea of a paladin oath, actually! I'm thinking that the channel divinity options could be "Sword Magic: Smite" which makes nonmagical weapons magical and changes the damage type of weapon smite for one minute, and "Turn Elemental" which applies the turning effect to elementals. I would have to make some alterations to the oath spell list, but that could work really nicely.
 

I agree with the sentiments here - use something existing and make some tweaks as opposed to homebrewing something completely new.

My first thought is to use the Eldritch Knight and work with your player to come up with a spell list that fits his or her concept. The limited spell lists for the subclasses are mostly for flavor. I don't really see any balance issue with tailoring them to the character.
 

Re-reading your class more carefully now, I think this is actually fairly balanced, and possibly even too weak. But with a big caveat: There's no spellcasting table presented, so it's unclear how many slots at each level they are getting. However the spell effects are reasonably balanced for their level.

But it's weird that they are spells, since they all work the same way. So if you want this as a fighter subclass, I'd switch all of these to a single special ability. Something like:

Armamancy

When you select this class at 3rd level, you learn 2 armamancy technique from the list below. You learn an additional technique at levels X, Y, and Z.

You can activate a technique as a bonus action, imbuing 1 weapon you wield with arcane power for up to 1 minute. For the duration, you gain a bonus to attack rolls with that weapon equal to your Intelligence modifier (minimum +1). The first time you hit with the weapon during the duration, apply the effects the armamancy technique you are using, and then the technique ends. The technique duration also ends early if you are incapacitated or are no longer wielding the weapon.

You can activate 3 techniques before finishing a long rest. This number increases to 4 techniques at level X, 5 techniques at level Y, and 6 techniques at level Z.

Fire. Your weapon is wreathed in flames. When you hit with this technique, the target takes an extra 2d10 fire damage. The damage increases to 3d10 at level X and 4d10 at level Y.

Blizzard. Your weapon becomes chilled to impossibly cold temperatures. When you hit with this technique, the target takes an extra 2d8 cold damage, and their speed is reduced by 30 feet until the end of your next turn. The damage increases to 3d8 at level X and 4d8 at level Y.

Storm. Your weapon cackles with electricity. When you hit with this technique, the target takes an extra 2d8 lightning damage, and they can't take reactions until the end of your next turn. The damage increases to 3d8 at level X and 4d8 at level Y.

etc.

I'm not saying this is better balanced than what you have -- but I think it is a better format than trying to explain all the techniques as spells.
 

I really like your idea of almost turning the armamancy features into features akin to eldritch incantations! I've made an update to reflect that new system. I'm to hear you find many mechanics to be balanced, but I have to ask which features you would say are underpowered? I'm trying to stay as balanced as possible so my spellfencer PC can have as much fun as possible.
Thank you for the great suggestion!
 

Am I missing the resource cost or can you activate a technique every round?

I am trying to picture a level 20 fighter with this maxing STR and INT with just taking GWM and a simple Greatsword.
That is two attacks that deal on average 22+27+4,5(53,5) damage and two attacks that "just" deal 26,5. No Action surge or fighting style included etc.
And the bonus of Int to your Hit Dice completely negates GWM.
In a single turn you get an average of 160 damage while your first two hits can rival a max level Rogue Sneak Attack in regards of exploding on a crit (They would already surpass a Paladin Smiting at full level).

This class deals an absurd amount of damage on the base of an already very durable frame. If you pick the Fighter Class to fight and deal damage, this class easily outclasses EVERYTHING that has been released in official prints. This homebrew pretty much combines the best features of Fighter, Paladin, (somewhat) Hexblade and improves them even further.

Other classes can be lucky if they ever exceed 100 damage per turn (That is combat specialists) yet in a vacuum this class deals 160 damage and on a surge 266 without even taking any outside buffs or magical items into account.
 

I took note of your criticisms an adjusted accordingly. Apparently I missed the resource limit in translation (sorry for this, there have been many edits). I noted your concern about adding the int modifier to the attack roll and instead made the weapon "magical for the purposes of overcoming resistance". I also removed the double strike effect on the "Sword Magic Amp" class feature. I wasn't quite able to follow your calculations, but hopefully the combination of these two factors will bring the class down to a more manageable balance. Thanks for your input, and please let me know if I have made any other errors in need of correction.
 

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