Spellblade (5e Subclass)
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A spellblade, similarly to an eldritch knight, combines the fighter's martial prowess with magical ability. Unlike the eldritch knight, however, spellblades do not learn spells. Rather, they use their magic to augment their weapon strikes.
- Spellblade Lore
When you choose this archetype at 3rd level, you gain proficiency in the Arcana skill. If you already have proficiency in Arcana, you gain proficiency in one other skill of your choice from the fighter skill list. Additionally, you learn the prestidigitation cantrip.
- Arcane Infusion
When you choose this archetype at 3rd level, you learn weapon infusions that are fueled by special dice called superiority dice.
- You learn two Arcane Infusion options, which are detailed under "Arcane Infusion options" below. When you make a weapon attack on your turn as part of the Attack action, you can choose to apply one of your Arcane Infusion options to that attack. You can retroactively decide to use the option when the attack hits a creature, unless the option doesn't involve an attack roll.
- You learn an additional infusion of your choice at 7th, 10th, 15th, and 18th level.
- Superiority Dice
- You have two superiority dice, which are d8's. A superiority die is expended when you use one of your arcane infusions. You regain all of your expended superiority dice when you finish a short or long rest.
- You gain another superiority die at 7th level, and again at 15th level.
- Saving Throws
- Some of your infusions require the target to make a saving throw to resist the infusion's effects. The saving throw DC is calculated as follows:
- Infusion save DC = 8 + your Intelligence modifier + your proficiency bonus
- Redirect Attack
By 7th level, you have learned to direct an errant strike toward a new target. When you make an attack roll with a weapon and miss, you can use a bonus action to reroll the attack roll against a different target. If the attack was a melee attack, the new target must be both within 5 feet of the original target and within your weapon's reach. If the attack was a ranged attack, the new target must be both within 60 feet of the original target and within your weapon's range.
- Improved Combat Superiority
At 10th level, your superiority dice become d10's. At 18th level, they become d12's.
- Ever-Ready Strike
Starting from 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
Arcane Infusion options
The Arcane Infusion feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.
- Banishing Strike
You use abjuration magic to attempt to temporarily banish your target to a harmless location in the Feywild. A creature struck by this infusion must succeed on a Charisma saving throw or be banished. While banished in this way, the target's speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated, or, if that space is occupied, in the nearest unoccupied space.
- Beguiling Strike
Your enchantment magic temporarily beguiles a creature struck by this infusion. A creature struck by this infusion takes psychic damage equal to the number you roll on the superiority die, and must succeed on a Wisdom saving throw. On a failed save, the target is charmed by one of your allies of your choice within 30 feet of the target. This enchantment lasts until the start of your next turn. It ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.
- Bursting Strike
You imbue your weapon with energy drawn from the school of evocation. Immediately after a creature is struck by this infusion, that creature and all other creatures within 10 feet of it other than you each take force damage equal to the number you roll on the superiority die.
- Enfeebling Strike
You weave necromantic magic into your weapon. A creature struck by this infusion takes necrotic damage equal to the number you roll on the superiority die, and makes a Constitution saving throw. On a failed save, all damage dealt by the target's weapon attacks is halved until the start of your next turn.
- Grasping Strike
When you strike a creature with this infusion, conjuration magic creates grasping, poisonous brambles that wrap around the target. A creature hit by this infusion takes poison damage equal to the number you roll on the superiority die, and its speed is reduced by 10 feet. Additionally, the first time on each turn a creature under the effect of this infusion moves 1 foot or more without teleporting, you reroll the superiority die, and the creature takes slashing damage equal to the number you rolled. These brambles last for 1 minute or until you use this option again. The target or any other creature that can reach it can end this effect early by using its action to remove the brambles, requiring a successful Strength (Athletics) check against your Infusion save DC.
- Homing Projectile
Using divination magic, you grant a thrown weapon or piece of ammunition the ability to seek out a target. When you use this infusion, you don't make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The projectile flies toward that creature, moving around corners if necessary and ignoring half and three-quarters cover. If the target is within the weapon's range and there is a path large enough for the projectile to travel to the target, the target must make a Dexterity saving throw. Otherwise, the projectile falls to the ground after traveling as far as it can. On a failed save, the target takes the normal damage from the weapon plus force damage equal to the number you roll on the superiority die, and you learn the target's location. On a successful save, the target takes half as much damage, and you don't learn its location.
- Piercing Projectile
You infuse a thrown weapon or piece of ammunition with transmutation magic, giving it an ethereal quality. When you use this infusion, you don't make an attack roll for the attack. Instead, the projectile shoots forward in a line 30 feet long and 1 foot wide. The projectile passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw, taking the normal damage from the weapon on a failed save, or half as much damage on a successful one.
- Shadow Strike
You weave your weapon with illusion magic, causing it to occlude your foe's vision with shadows. A creature struck by this infusion takes psychic damage equal to the number you roll on the superiority die, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.