Spellblade

This is not ready for play!! Another update coming soon...

The halfling thief looks around as an ogre finds its hiding spot. As the ogre slams its club down, a swordsman appears with a flash of blue light to block the club with his glowing sword. Between him and his halfling friend, they easily dispatch the surprised ogre.

The mighty dragon breathes fire at the intruder, but the lightly armored elf smiles unconcerned. She strides through the fire, a reddish, magical barrier protecting her from the worst of the flames. The shocked dragon has little time to react to the impossibly-alive elf, before her twin blades start cutting through its scales.

As the bandit's blade threatens to cut the pale warrior in half, the warrior simply twists his hand and mutters an arcane word of power. The bandit cries out in pain as his sword arm suddenly stops in place. With a chilling smile, the warrior plunges his blade into the bandit savoring the warmth of vitality gained from the bandit's blood.

All these magical warriors are spellblades, combatants that blend magic and martial might. Whether a spellblade relies on necromancy, elemental manipulation, abjuration, or many other types of magic. Regardless of a spellblade's magical specialization, magic is crucial to a spellblade. Unlike more mundane warriors, spellblades rely on magic to boost their defensive and offensive capabilities.

Magical Warriors

Spellblades spend equal time learning magic as they do practicing their bladework creating an unique fighting style. Although all spellblades rely on defensive and offensive magic, they often specialize in certain types of magic similarly to a wizard. Crimson Knights focus on the application of necromantic blood magic while Guardians specialize on abjuration magic to keep themselves and their friends safe.

Bonding to a Weapon

Besides magic, spellblades also bond with a particular weapon to provide a conduit for their arcane prowess. As their bonded weapon is not only their tool in combat, but also a source of magic, spellblades normally treat their weapon with the the utmost care. Choosing your bonded weapon is an important step that is often dictated by their weapon training or personal style. Although the name implies wielding bladed weapons, some spellblades choose other weapons such as axes, hammers, spears, or flails.

Creating a Spellblade

As you build your spellblade, carefully consider three elements of your character's background:

  • Where were they trained?
  • What magic interests them the most?
  • What weapon will they bond with?

Some large cities, especially among more magical cultures such as the elves, might have institutions that train aspiring spellblades. Perhaps you were a trained soldier chosen for your intelligence to learn magic to help your cause win a war. Maybe you apprenticed with a spellblade mentor who taught you all they knew and now you are striking out on your own.

Furthermore, how does your spellblade fight? With dual blades or a large greatsword meant to intimidate your enemies? The weapon or weapons you bond with is an important choice. Was the weapon a family heirloom or perhaps passed down from the master that taught you everything you know? Or did you earn this weapon in combat and it represents your first victory?

Quick Build

You can make a spellblade quickly by following these suggestions. First, your highest ability score should be Dexterity or Strength, depending on whether you want to focus on melee weapons or on finesse weapons. Your next highest score should be Intelligence as this determines the power of your magic. Second, choose the soldier or scholar background.

The Spellblade

Level Prof. Bonus Features Aegis Uses Cantrips 1st 2nd 3rd 4th 5th
1 2 Aegis, Spellcasting, Weapon Bond 2 2 — — — — —
2 2 Enspell Blade, Fighting Style 3 2 2 — — — —
3 2 Arcane Discipline, Weapon Lore 3 2 3 — — — —
4 2 Ability Score Improvement 3 2 3 — — — —
5 3 Blade Magic 3 2 4 2 — — —
6 3 Flexible Aegis 4 2 4 2 — — —
7 3 Arcane Discipline Feature 4 2 4 3 — — —
8 3 Ability Score Improvement 4 2 4 3 — — —
9 4 Aegis Improvement 4 2 4 3 2 — —
10 4 Mental Fortitude 4 3 4 3 2 — —
11 4 Greater Blade Magic 4 3 4 4 3 — —
12 4 Ability Score Improvement 5 3 4 4 3 — —
13 5 — 5 3 4 4 3 — —
14 5 Spell Ward 5 4 4 4 3 1 —
15 5 Arcane Discipline Feature 5 4 4 4 3 1 —
16 5 Ability Score Improvement 5 4 4 4 3 2 —
17 6 Aegis Improvement 6 4 4 4 3 2 1
18 6 Arcane Leap 6 4 4 4 3 3 1
19 6 Ability Score Improvement 6 4 4 4 3 3 2
20 6 Arcane Discipline Feature Unlimited 4 4 4 3 3 2

Class Features

As a spellblade, you gain the following class features:

Hit Points

Hit Dice: 1d8 per spellblade level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per spellblade level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None

Saving Throws: Constitution, Intelligence
Skills: Choose two from Acrobatics, Arcana, Athletics, History, Insight, and Investigation

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a scholar’s pack or (b) an explorer’s pack
  • (a) scale mail or (b) leather armor

Aegis

At 1st level, you can channel arcane power to either ward yourself from damage or empower your weapon strikes. As a bonus action, you can choose to activate your Aegis on yourself. The Aegis lasts for 1 minute or until you activate Aegis again or you end this effect on your turn as part of any other action. If you fall unconscious, your Aegis ends.

When you activate your aegis, you can choose from two types:

  • Aegis of Shielding: You grant yourself a magical +1 to your armor class.
  • Aegis of Assault: You grant yourself a magical +1 to all attack rolls.

The magical bonus of your Aegis increases to +2 at 9th level, and +3 at 17th level.

Once you have used Aegis the number of times shown for your spellblade level in the Aegis Uses column of the Spellblade table, you must finish a long rest before you can use your Aegis again.

If you have your Aegis activated, you can spend your bonus action to switch your Aegis from Assault to Shielding or vice versa. Switching your type of Aegis does not end your current Aegis.

Spellcasting

At 1st level, you have learned to use your magical studies to cast spells, much as a wizard does. You learn two cantrips from the spellblade spell list. See Spells Rules for the general rules of spellcasting and the Spells Listing for the spellblade spell list at the end of this document.

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 spellblade spell list. 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. Preparing a new list of spellblade spells requires time spent studying: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your spellblade spells, since their magic reflects their arcane studies. 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 spell 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


Weapon Bond

At 1st level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

You can use your bonded weapon as your spellcasting focus for spellblade spells.

Enspell Blade

Starting at 2nd level, after casting a spell of 1st level or higher, you siphon the residual energy from the spell onto your weapon. Until the end of your next turn, your next weapon attack that hits deals additional force damage. The extra damage is 1d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 4d6.

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Arcane Discipline

When you reach 3rd level, you choose an Arcane Discipline that reflects your training and prioritizes certain types of magic. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features also include Discipline spells.

Weapon Lore

At 3rd level, your studies and magical talents make you quick to remember arcane tools of battle. You have advantage on Intelligence checks to recall information on magical weapons and armor

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Blade Magic

Beginning at 5th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. If you have the Two-Weapon Fighting Style, you can also make an additional additional weapon attack with your offhand weapon as part of your bonus action.

Aegis Reserves

When you reach 6th level, you can readily change your Aegis with your magic. When you cast a spell of 1st level or higher and have your Aegis activated, you can switch your Aegis type without spending a bonus action.

You can also expend a spell slot of the highest level that you can cast to regain an Aegis Use as a bonus action.

Mental Fortitude

Beginning at 10th level, you gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).

Greater Blade Magic

Starting at 11th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action. If you have the Two-Weapon Fighting Style, you can also make an additional additional weapon attack with your offhand weapon as part of your bonus action.

Spell Ward

By 14th level, your arcane studies have trained you to defend yourself against enemy magic. You have advantage on saving throws against spells and other magical effects.

Arcane Leap

Beginning at 18th level, when you cast a spellblade spell of 1st level or higher, you can teleport up to 30 feet to an unoccupied space that you can see

Multiclassing

When you advance in level, and at your DM's discretion, you may take the option to multiclass into a spellblade. You must meet the following prerequisites to qualify for an spellblade.

Prerequisites

You need a 13 Intelligence, and a 13 Strength or 13 Dexterity.

Multiclassing Proficiencies

When you first multiclass into spellblade, you gain only proficiency in simple weapons, martial weapons, light armor, medium armor, and shields.

Multiclassing Spell Slots

When determining spell slots, you add one half (rounded down) of your spellblade levels to the levels of your other classes as described on page 164 of the Player's Handbook. Use the resulting total to determine your spell slots by consulting the Multiclass Spellcaster table on page 165 of the Player's Handbook.

Based on Swordmage class by fanatic66