Spellblade

Core Spellblade Traits
Primary Ability Intelligence
Hit Point Die 1d8 per Spellblade level
Saving Throw Proficiencies Dexterity, Intelligence
Skill Proficiencies Chose two skills from Acrobatics, Animal handling, Athletics, History, Perception, Arcana, Investigation
Weapon Proficiencies Simple and Martial Weapons
Tool Proficiencies
Armor Training Light Armor, Medium Armor, and Shields
Starting Equipment

Masters of the magical and physical modes of combat, Spellblades combine the two to become ultimate combatants. Some use their magic for personal and party enhancement, others to deal out massive damage, and still others to control and maneuver around the battlefield.

Class Features

LevelProficiency BonusFeatures1st2nd3rd4th5th
1st+2Spellcasting, Weapon Mastery-----
2nd+2Spell Infused Strikes, Fighting Style2----
3rd+2Arcane Shields, Subclass3----
4th+2Ability Score Improvement4----
5th+3Cast and Slash42---
6th+3Heightened Magical Awareness42---
7th+3Subclass Feature43---
8th+3Ability Score Improvement43---
9th+4-432--
10th+4Subclass Feature432--
11th+4Improved Spell Infused Strikes433--
12th+4Ability Score Improvement433--
13th+5-4331-
14th+5Shared Defenses4331-
15th+5Subclass Feature4332-
16th+5Ability Score Improvement4332-
17th+6-43331
18th+6Lesser Spell Master43331
19th+6Ability Score Improvement43332
20th+6Magical Wellspring43332

Weapon Mastery

Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins.

Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails.

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true capabilities.

Cantrips

At 1st level, you know 2 cantrips of your choice from the Spellblade spell list. You learn additional Spellblade cantrips of your choice at 5th and 11th level. 

Spellbook

At 2nd level you get a spellbook containing 6 1st-level Spellblade spells of your choice. Your spellbook is the repository of the Spellblade spells you know, except your cantrips, which are fixed in your mind.

Preparing and Casting Spells

The Spellblade table shows how many spell slots you have to cast your Spellblade spells. To cast one of your Spellblade spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Spellblade spells that are available for you to cast, choosing from the spells in your spellbook. When you do so, choose a number of Spellblade spells equal to your Intelligence modifier + half your Spellblade level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest.

Spellcasting Ability

Intelligence is your spellcasting ability for your Spellblade spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Spellblade you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your Spellblade spells.

Learning Spells of 1st Level and Higher

Each time you gain a Spellblade level, you can add two Spellblade spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Spellblade table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar in the Wizard class in the PHB).  

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. You gain a Fighting Style feat of your choice. 

Spell Infused Strikes

Starting at 2rd level, you’ve learned how to harness residential magical energy from your spells to boost your attacks. When you cast a damaging spell, you can infuse your weapon with the damage type of the spell. When you next hit with that weapon, you deal an extra 1d6 damage + 1d6 damage per spell level above the first level of the infused damage type. 

Arcane Shield

Starting at 3rd level you’ve learned to bolster your fortitude with your magic. You have a pool of 2 times your spellblade level points of arcane fortitude. As a reaction when you’re hit by an attack, you can spend as many points as you would like, gaining 1 temp hp per spent point. You regain up to ½ your Spellblade level (rounded down) points on a short rest. Upon finishing a long rest you regain all points. 

Cast and Slash

At 5th level, you have become an expert at weaving your spells alongside your attacks. When you cast a cantrip or spell with a cast time of 1 action, you can make a weapon attack as part of that action.

Heightened Magical Awareness

Starting at 6th level, you have become acutely aware of the dangers of magic. You have advantage on checks to locate magical traps and hazards. 

Improved Spell Infused Strikes

Starting at 11th level, you become more adept at infusing your strikes with magic. Your damage die for spell infused strikes becomes a d8. 

Shared Defenses

Starting at 14th level, you learn how to share your magical defenses with others. You can use your reaction whenever any creature within 30 feet of you is hit by an attack to spend as many points of arcane fortitude as you would like, giving 1 temp hp to the struck creature per spent point. 

Lesser Spell Mastery

By 18th level, you’ve developed a mastery of magic on par with some wizards. Choose a 1st level Spellblade spell that is in your spellbook. You always have this spell prepared and it does not count against your number of prepared spells. You can cast this spell without using a spell slot. Once you use this feature, you cannot use it again until you finish a long rest. 

Sword and Sorcery

You’ve become a master at wielding weapons and magic in tandem, able to seamlessly weave your spells and strikes together in a single onslaught. 

At 20th level, when you use cast and slash to cast a damaging spell that uses an attack roll and make an attack against one of the targets of the spell you can choose which roll to apply to both attacks. You can make this choice after rolling both attacks and seeing the result. The damage then counts as coming from a single attack. You can use this feature a number of times equal to your proficiency modifier and you regain all expended uses on a long rest.



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