Sword and Spell

There are many subclasses who mix magic and melee, such as the College of Swords or Valor for the Bard, the Bladesinger for the Wizard, and the Hexblade for the warlock. As such, it is only fitting to bring along new melee attackers for the other full casters. This document contains the Freedom Domain for the Cleric, the Circle of Predation for the Druid, and the Heroic Bloodline for the Sorcerer.

Freedom Domain

Followers of the Freedom Domain value independence and choice as inviolate. Their clerics welcome and accept beings of all races who desired to see all people living in harmony, without pointless discrimination or wars, and worked towards that goal. They try to bring happiness and merriment everywhere they go, lifting people's hearts with kindness, gaiety, songs, jests, dancing, and revelry. They respond violence with swift violence, thus quickly removing dangers and threats, so that the fewest might be hurt.

Domain Spells

You gain domain spells at the cleric levels listed in the Freedom Domain Spells table. See the Divine Domain class feature for how domain spells work.

Freedom Domain Spells
Cleric Level Spells
1st Longstrider, Zephyr Strike
3rd Branding Smite, Moonbeam
5th Elemental Weapon, Tongues
7th Dimension Door, Freedom of Movement
9th Far Step, Steel Wind Strike

Moonsong

At 1st level, you gain proficiency with double-bladed scimitars, longswords, scimitars, shortswords, rapiers, and the Performance skill if you don’t already have it.

Flexibility

Starting at 1st level, you have advantage on checks and saving throws made to escape grapples, and while you are not wearing armor or bearing a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Channel Divinity: Inspired Step

Starting at 2nd level, you can use your Channel Divinity to gracefully dance when an opponent hits you, possibly making their attack miss. When a creature successfully lands an attack on you, you can expend a usage of your Channel Divinity as a reaction to move up to 10 feet without provoking opportunity attacks, potentially causing the attack to miss. additionally, roll a d6 and add that number to your AC until the start of your next turn

Extra Attack

Starting at 6th level, You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, when you successfully hit an opponent with an attack, that opponent cannot make opportunity attacks against you until the start of your next turn.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Blessing of Song

At 17th level, you choose four spells from the bard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.

Credit: Revillen on Deviantart https://www.deviantart.com/revillen/art/Varsana-Cleric-of-Life-Follower-of-Eilistraee-854274448

Circle of Predation

Druids of the Circle of Predation follow one belief: kill or be killed. In nature, you are either predator or prey, both with the ultimate goal of survival. And their goal is to expand their abilities to ensure they survive. Unlike other druids, the Circle of Predation prefers to use their wildshape only partially, taking on partial animal forms in order to enhance their combat abilities.

Predatory Wild Shape

When you choose this circle at 2nd level, you can expend a usage of your wild shape as a bonus action to gain one of the following features for the next hour. You may only have one of these features active at a time.

-Pack Tactics: You have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

-Keen Senses: You have advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell (choose two whenever you use this feature).

-Charge: If you move at least 30 feet towards a creature and then hit it with the first attack on your turn, it takes an extra weapon die of damage from the attack. This feature does not activate if the weapon attack was made using two hands.

Hunter's Instinct

Also at 2nd level, you gain advantage on opportunity attacks. Credit: @anonbeadraws on Twitter https://mobile.twitter.com/anonbeadraws/status/1446521663521185792

Extra Attack

Starting at 6th level, you learn to attack with fury but conserve your energy when necessary. You can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, if you damage a creature and it is resistant or immune to the damage you dealt, you may use your reaction to gain 1d8+your druid level in temporary HP.

Wild Mind

At 10th level, your mind is fortified with bestial thoughts, preventing easy access. When you are subjected to an effect that allows you to make a Wisdom 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. Additionally, your Predatory Wild Shape feature now lasts for a number of hours equal to 1/3rd your Druid level (Rounded down)

Wild Body

At 14th level, you gain access to incredibly advanced mutations. You may expend a usage of wild shape as per Predatory Wild Shape to gain access to the following features

-Blood Frenzy: You have advantage on melee attack rolls against creatures with less than their maximum hit points. Additionally, when you hit a creature at less than half its maximum hit points with a melee weapon attack, once per turn, you may add half your druid level to the damage roll.

-Predator's Senses: You gain blindsight out to 60 feet. You cannot use this blindsight if you are deafened.

-Regeneration: If you start your turn with below half of your maximum hit points and are not incapacitated or unconscious, you regain hit points equal to half your Druid level. This ability ceases to function until the end of your next turn if you take damage from a silvered weapon.

Heroic Bloodline

Some sorcerers claim their powers from ancestral magic, some from planar influence. Yours, however, is the blood of heroes. It doesn’t matter how you gained heroic powers, be it a deific blessing, being the descendant of an ancient champion, or prolonged exposure to magical weapons, but you plan to make use of them.

Heroic Origins
d6 Origins
1 You claim descent from an ancient hero who once saved an entire kingdom from ruin.
2 A deity of battle wished you to go out and perform great feats in their name, and blessed you to enable you to do so.
3 One of your ancestors made a pact with a powerful sentient weapon, and some of the traces of that magic linger in your blood.
4 You are a sentient magic item that has been True Polymorphed into a humanoid creature, and retains some of your old properties.
5 You experimented with Giant runes, and accidentally put some of the properties of one meant for equipment on yourself.
6 You are an artificially constructed being, quite literally made to be a hero.

Heroic Spells

You learn additional spells when you reach certain levels in this class, as shown on the Heroic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a conjuration spell from the sorcerer, warlock, or wizard spell list.

Heroic Spells
Sorcerer Level Spells
1st Blade Ward, Heroism, Searing Smite
3rd Find Steed, Magic Weapon
5th Blink, Spirit Shroud
7th Death Ward, Shadow of Moil
9th Holy Weapon, Steel Wind Strike

Legendary Fortitude

The magic of heroes in your blood toughens you and readies you for battle. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, you learn the blade ward cantrip, and can cast it as a bonus action a number of times equal to your proficiency bonus.

Martial Inheritance

Also at 1st level, you gain proficiency with shields and one type of one handed melee weapon of your choice.

Extra Attack

Starting at 6th level, you channel your magic into your attacks. You can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, if you are concentrating on a spell that affects yourself you may add your Charisma modifier to the damage of melee weapon attacks.

Battlefield Blur

At 14th level, you rush across the battlefield with unbelievable speed. Whenever you would use any form of movement, you can elect to spend 2 sorcery points to teleport that distance instead. If you do so, you gain resistance to the last damage type of your choice for one minute. You can only have one resistance with this feature at a time.

God of War

At 18th level, you can spend 6 sorcery points to transform into an avatar of battle for one minute. While in this form, you gain the following benefits.

-Whenever you use your action to cast a spell with a spell slot, you can make a melee weapon attack as part of that action.

-When a creature hits you with an attack, you can make one melee weapon attack as a reaction.

-You are immune to the charmed, frightened, and stunned conditions. You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

Credit: Ratislav Le, artdeepmind on artlords.com https://artlords.com/u/artdeepmind/images/battle_mage

The Freedom Domain, Circle of Predation, and Heroic Bloodline are unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC

Created by /u/Commanderluna