Spellblade, Variant (5e Subclass)
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LONG STORY SHORT: The purpose of this subclass 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 subclass is that ALL ITS SPELLS AND CANTRIPS HAVE RANGE REDUCED TO 5 FEET. If you are interested in a BASE CLASS that uses the same mechanics take a look here: Spellblade as Base Class ENJOY!
The school of the Spellblade studies the use of magic to awaken the martial skills of its disciples. Through a ritual, the mind and body of scholars are altered, and also changes the behavior of the magic as they know it. The Dungeon Master may require you to perform specific actions in order to access the ritual, such as contacting the disciples of the school or passing certain endurance tests. The ritual lasts one night, after which you will get the following features:
Mark of the Ritual
On your skin appears a shimmering mark, which shines with a suffused blue light every time you use your arcane powers. When you undergo the ritual at 2nd level, you get the following effects:
- Mind to Body
You can chose to swap your Intelligence and Strength scores once. This action is not reversible. If you do, you gain two levels of Exhaustion.
- Arcane Constitution
You gain 3 hit points. From now on, anytime you obtain a new level, you gain 1 additional hit point.
- Energy Constraint
The mark uses your arcane energy to increase your combat skills, reducing, however, the effectiveness of your spells. All your spells and cantrips have range reduced to 5 feet. Spells or abilities that normally increase the range of a spell have no effect. Also you can use your own weapon as a spellcasting focus for your wizard spells.
- Bonus Proficiency
Mystical martial knowledge flows into your body. You also gain proficiency with medium armor, shields, and all weapons.
Starting at 2nd level, 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.
You can use this feature a number of times equal to your current Proficency Bonus. You recover all the uses spent when completing a short rest.
You can release the power of spells directly from your body.
Once you reach 6th 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.
At 6th level you also 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.
When you reach 10th 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.
Beginning at 10th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. This feature can be used togheter with the Arcane Smite feature.
Improved Arcane Smite
At 14th 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.