Spellblade, Variant (5e Class)
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LONG STORY SHORT: The purpose of this class is to create a powerful arcane warrior who maintains its nature as a melee fighter and does not become an armored turret. For this reason the main mechanics of the class is that ALL ITS SPELLS AND CANTRIPS HAVE RANGE REDUCED TO 5 FEET. If you are interested in a WIZARD ARCHETYPE that uses the same mechanics take a look here: Spellblade as Wizard Archetype Enjoy!
- 1 Spellblade
- 1.1 Creating a Spellblade
- 1.2 Class Features
- 2 Spellblade Training
- 3 Extra
Through study and training a spellblade is able to combine very different abilities. Whether they are dedicated to defending the borders of a kingdom, imposing their superiority or traveling in search of adventure, spellblades are always looking for new sources of knowledge to increase their skills and excel in every field.
Creating a Spellblade
Spellblades are masters of combat and mystical arts. Thanks to their training, a spellblade can wield any type of weapon and use every kind of shield and armor. In the same way it is able to channel powerful arcane abilities through its body and its weapon with devastating results.
- Quick Build
You can make a spellblade quickly by following these suggestions. First, make Strength your highest ability score. Your next-highest score should be Intelligence. Second, choose the soldier background.
As a spellblade you gain the following class features.
- Hit Points
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Strength, Dexterity
Skills: Choose two skills from Acrobatics, Arcana, Athletics, History, Intimidation and Survival
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 component pouch or (b) an arcane focus
- (a) a dungeoneer’s pack or (b) a scholar’s pack
|—Spell Slots per Spell Level—|
|1st||+2||Spellcasting, Arcane Smite||2||3||2||2||—||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement||2||4||5||4||3||—||—||—||—||—||—||—|
|6th||+3||Fighting Style, Spellblade Training||3||4||7||4||3||3||—||—||—||—||—||—|
|8th||+3||Ability Score Improvement||3||4||9||4||3||3||2||—||—||—||—||—|
|10th||+4||Spellblade Training Feature||4||5||11||4||3||3||3||2||—||—||—||—|
|12th||+4||Ability Score Improvement||4||5||12||4||3||3||3||2||1||—||—||—|
|14th||+5||Spellblade Training Feature||5||5||13||4||3||3||3||2||1||1||—||—|
|16th||+5||Ability Score Improvement||5||5||14||4||3||3||3||2||1||1||1||—|
|17th||+6||Improved Arcane Smite||6||5||15||4||3||3||3||2||1||1||1||1|
|19th||+6||Ability Score Improvement||6||5||15||4||3||3||3||3||2||1||1||1|
|20th||+6||Superior Arcane Smite||6||5||15||4||3||3||3||3||2||2||1||1|
A spellblade is a warrior who applies its arcane studies to its martial techniques, releasing mystical energies directly from its body. Due of their hybrid nature, all spellblade's spells and cantrips have range reduced to 5 feet. Spells or abilities that normally increase the range of a spell have no effect.
You know two cantrips of your choice from the wizard spell list. You learn additional spellblade cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Spellblade table.
- Spell Slots
The Spellblade table shows how many spell slots you have to cast your spellblade spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Magic Missile and have a 1st-level and a 2nd-level spell slot available, you can cast Magic Missile using either slot.
- Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the wizard spell list. The Spells Known column of the Spellblade table shows when you learn more wizard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the wizard spell list, which also must be of a level for which you have spell slots.
- 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 wizard 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
- Ritual Casting
You can cast any spellblade spell you know as a ritual if that spell has the ritual tag.
- Spellcasting Focus
You can use your own weapon as a spellcasting focus for your spellblade spells.
When you cast a spell or a cantrip with a casting time of an action, that requires a spell attack roll, you can channel the effects through the weapon you wield.
To do so, make a single melee attack, using the ability modifier of the weapon, instead of the spell attack roll, and add the attack damage to the effects of the spell. Using this feature counts as an Attack Action in order to use the extra attacks granted by the Extra Attack feature.
Once you have used this feature the number of times shown for your spellblade level in the Arcane Smites column of the Spellblade table, you must finish a short or long rest before you can use it again.
At 2nd level, you choose to undertake special training to specialize your techniques. Choose Arcane Defender or Warmage, both detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 6th, 10th and 14th level.
You can release the power of spells directly from your body.
Once you reach 3rd level, you can cast area-effect spells without suffering from instantaneous effects even if you are within range. To do so the spell's origin must be centered on yourself, or, if required, you must be the target of the spell.
Ability Score Increase
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.
At 6th level you adopt a particular style of fighting as your specialty. Choose one of the following options.
While you are wearing armor, you gain a +1 bonus to AC.
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.
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.
Beginning at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
This feature can be used together with the Arcane Smite feature.
Beginning at 11th level, you can create pockets of relative safety within the effects of your spells. When you cast an Evocation spell using your Battle Surge feature, you can choose a number of creatures equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Improved Arcane Smite
At 17th level, you have become skillful at casting spells while fighting and you can take advantage of uncanny energies and powers. When you use Arcane Smite while casting a cantrip, you no longer expend uses of this feature.
At 18th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Superior Arcane Smite
At 20th level, you no longer have limits on the number of uses of the Arcane Smite feature.
Those who decide to defend their comrades and support them in and out of battle choose to train as Arcane Defenders.
When you undertake this training at 2nd level, you gain access to specific magical knowledge. Add two spells belonging to the Abjuration school to your list of known spells. You will learn a new spell of the same school on the 6th and 10th level. Each of these spells must be of a level for which you have spell slots at the time you learn them.
Once you've reached 6th level, you can spend 1 hour of meditation and forge a special bond with a chosen shield. This bond lasts until you create a new one, but you can't benefit from the following effects if you are holding another shield, a second weapon or a two-handed weapon with your off-hand.
As a bonus action, you can teleport your bonded shield to orbit around one of your ally located within 45 feet of you. It gains all the benefits guaranteed by the shield, as if it were holding it, as long as it remains within 45 feet of you. Otherwise, the shield comes back to you.
Also, if your ally is within 45 feet of you, you can cast your abjuration spells as if you were positioned in the shield square. You can also consider the ally as yourself in order to use the abjuration spells that have Self as range descriptor, or require a reaction.
At 10th level, when the ally you are protecting with your Shieldbond feature is the target of an attack, you can use your reaction and one charge of your Arcane Smite feature to teleport both of you on each other position before the attack. You can choose to keep your bonded shield on your new position or to teleport it with your ally. When you use this feature, you will not be able to use the Arcane Smite feature or spend its uses until the end of your next turn.
Beginning at 14th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in Counterspell and Dispel Magic), you add your proficiency bonus to that ability check.
Those who aim to specialize in a particular branch of magic, choose to follow the studies of an ancient tradition. Scholars who combine study and training in this way are called Warmage.
When you choose this training at 2nd level, choose a wizard tradition from the ones listed below:
When you undertake this training at 2nd level, you gain access to specific magical knowledge. Add two spells belonging to the tradition you have chosen to your list of known spells. You will learn a new spell of the same tradition on the 6th and 10th level. Each of these spells must be of a level for which you have spell slots at the time you learn them.
At 6th level, you gain your chosen tradition’s 2nd level benefits.
At 10th level, you gain your chosen tradition’s 6th level benefits.
At 14th level, you gain your chosen tradition’s 10th level benefits.
- As long Battle Surge requires that the spell origin is centered on the caster it can not be used in combination with Arcane Smite.
- A weapon with the Reach tag allows you to apply the effects of Arcane Smite even to targets beyond the normal range reachable by the caster.