Armamentalist

The Armamentalist
Some fighters just decide that swords and blood and sweat just aren't enough. They need more! So they tap into a mystical source of magical energy to enhance their swords. Occasionally this gives them an overbearing sense of superiority that they say is some kind of monastic enlightenment, but don't listen to them.

Use the Fource!
Definitely not linked to midichloreans. Or however you spell that fake thing. It's definitely not real. At 8th level, the Armamentalist can use a bonus action to imbue their weapon with elemental energy, changing its damage type from physical to another type of the following: cold, fire, lightning, necrotic or radiant. In addition, that weapon deals an additional 1d6 damage of that type. This lasts for a minute. The Armamentalist may also imbue their allies' weapons with this same benefit, at the same duration. An armamentalist can imbue a weapon a number of times equal to their Intelligence or Charisma modifier. They recover all uses of this ability with a short rest.

Fource Magic
There's magic, and then there's ''magic. ''And also disappointing kinds of magic that involves rabbits. At 13th level, the Armamentalist can cast Haste, Sleep, Slow, or Oomph (chosen when this ability is activated) as an attack action if they have hit with at least one attack on their turn. This ability can be used once between short rests. At 18th level, they gain an additional use of one of the above spells per short rest.

Voice of Experience
While Armamentalists can be a little preachy, they definitely know something or other about magic and swordsmanship. And sharing that with friends. At 18th level, the Armamentalist can imbue his and all allies' weapons within 30 feet with an element of the same type they can grant with their level 8 feature. However, instead of an additional 1d6 damage, they grant an additional 2d6 damage of their chosen type. This effect lasts for a minute, and cannot be used again until the Armamentalist takes a long rest.