Spellfighter

Those poor deluded fools. So often you meet people who say that blending magic use with skill at arms is impossible, and to them you have but one answer: a blast of fire to the face. Not only do you know what’s possible—you prove it with your magical attacks. You exult in the wonder your mad skills evoke.
Some say your methods originated from a society of exceptional warrior-mages who threw themselves into both magic and skill at arms, all to protect the magicians who recruited them. You’ve heard tell that those spellfighters not only exceeded expectations but played a part in their masters’ undoing. Not that you care: you encompass the best of two worlds, and you dare anyone to stand in your way.

Level 3 Spellfighter

Attributes: Increase two attributes by 1 each.
Health: +8, Bonus Damage: +1d6
Tradition: One, Spells: One novice
Languages: Any one
Spell-Charged Weapon (Magical): You can perform a ritual to imbue one weapon you touch for the entire performance with magical energy. When you finish, the weapon becomes charged until it’s destroyed or you use this talent again. Being charged in this way grants the following benefits:

Level 4 Spellfighter

Health: +8
Spells: One novice
Spellstrike: When you cast a spell, the next attack you make before the end of your next turn deals extra damage. You deal an extra 1d6 damage if you cast a novice spell, 2d6 for an expert spell, or 3d6 for a master spell.

Level 6 Spellfighter

Health: +8
Spells: One novice
Battle Casting: When you use an action to attack, you can also cast a novice spell as part of the attack, provided you can expend a casting to do so. Casting a spell in this way triggers additional effects from your Spellstrike talent. Once you use this talent, you lose access to it (luck ends).

Level 9 Spellfighter

Health: +8, Bonus Damage: +1d6
Spells: One expert
Bestow Magic Weakness: When you get a critical success on a roll to attack, you can use this talent to make the target vulnerable to magic (luck ends). While vulnerable to magic, the target makes rolls to resist magical effects with 1 bane and takes double damage from magic. Once you use this talent, you lose access to it (luck ends).