Spellblade Variant (5e Class)
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- 1 Spellblade variant
- 2 Creating a Spellblade variant
- 3 Class Features
- 4 Class Features
- 5 Archetypes
- 6 Multiclassing
Spellblades are the product of an individual training in martial combat techniques similar to a fighter or a rogue when they discover a deep and powerful source of magic similarly to a sorcerer. However unlike a sorcerer they choose to focus their natural born talent in producing magic to enhance their abilities with their blade as well as some spell casting. Using their very blades enhanced by their arcane power as their casting focus for their spells.
Creating a Spellblade variant
When creating a Spellblade you should ask yourself what their motivations and martial training style is. Are they a frontline athletic combatant that discovered how to wield magic at melee? Are they a stealthy or charming rogue type that upon discovering their natural magical gifts they use it to make their hidden assaults more deadly or make them even more charming through their natural magical means? Are they a martial combatant that upon discovering their gift in magical arts they chose to focus as much if not a little more of their time on wielding the magic itself as they do their martial prowess? Which path calls to you most?
As a Spellblade you gain the following class features.
- Hit Points
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Dexterity, Charisma
Skills: Choose three from Arcana, Acrobatics, History, Investigation, Perception, Survival, Insight, Stealth, and Perception.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Any martial weapon and shield or (b) Two shortswords
- (a) a dungeoneer's pack or (b) an explorer's pack
- (a) a component pouch and arcane focus or (b) two daggers
- (a) Scale Mail or (b) Studded Leather
|Arcane Blade||Features||Cantrips Known||Spells Known||Spell Slots||Slot Level|
|1st||+2||1d4||Path, Spellcasting, Arcane Blade||2||2||2||1st|
|4th||+2||1d6||Ability Score Improvement||3||5||3||2nd|
|6th||+3||1d6||Path feature, Ability Score Improvement||3||7||4||3rd|
|8th||+3||1d8||Ability Score Improvement||3||9||5||4th|
|12th||+4||1d10||Ability Score Improvement||4||12||6||5th|
|16th||+5||2d6||Ability Score Improvement||4||14||7||5th|
|19th||+6||2d8||Ability Score Improvement||4||15||8||5th|
At 1st level, choose an archetype path. The path of body, blade, or spirit. You gain features from your chosen archetype path. These Archetype paths are detailed at the end of this chapter.
You draw your magics straight from the ether, limiting your pull until you have had a rest.
- Cantrips. At 1st level you know two cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels as shown in the Cantrips Known column on the Spellblade table above.
- Spell Slots. The Spellblade table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of the spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short rest or long rest.
- Learning Spells of 1st level and Higher. Each time you gain a spellblade level you can learn additional spells of your choice from the sorcerer spell list, as shown on the Spells Known column of the Spellblade table above. Each of these spells must be of a level for which you have spell slots or below, as shown on the spellblade level.
- Spellcasting Ability. Charisma is your spellcasting ability for your spellblade spells, as your hours of dedication to martial magic has allowed you to learn the movements in using your spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma 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 Charisma modifier
- Spell attack modifier = your proficiency bonus + your Charisma modifier
- Spellcasting Focus. You can use an arcane focus as a spellcasting focus for your spells.
You've trained to enhance your weapon with magical energy. Starting at 1st level When you take a long rest you can choose to use an hour to perform a ritual upon one weapon and imbue it with an element of your choosing acid, cold, fire, or lightning. Whenever you hit with a weapon attack using that weapon you deal an extra 1d4 of damage of the chosen element. The amount of this damage increases as you gain levels in this class, as shown in the Arcane Blade column of the Spellblade table. This weapon is bound to you and when you will it goes to a pocket dimension. You can pull these weapons from this pocket dimension as a bonus action. You can bind up to 2 weapons at 2nd level. You can bind up to 3 weapons on the third level. If you bind any past the cap of weapons you may have bound a previously bound weapon becomes unbound of your choice and is no longer a magic weapon.
Your training with magic in and out of combat has taught you the ability to channel spells through your sword, using it as a spellcasting focus. In addition, you may now cast spells without the somatic gestures.
At 3rd Level, the Spellblade selects one of the following fighting style options:
Archery: You gain +2 to attack rolls when using a ranged weapon.
Dueling: When wielding a melee weapon in one hand an no other weapons, you gain a +2 bonus to damage rolls with the weapon.
Great Weapon Fighting: When you roll a 1 or 2 on damage die for an attack with a weapon you wield with two hands, you can reroll the die and must use the second roll. The weapon must have two-handed or versatile as a property to gain this benefit.
Two Weapon Fighting: When you engage in two weapon fighting, you can add your ability modifier to the damage of the second attack.
Defense: While you are wearing armor, you gain a +1 bonus to AC.
Ability Score Increase
When you reach 4th level, and again at 6th, 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
At 7th level, your experience with magical attacks and sudden changes in the battlefield allows you to instinctively sense when certain area effects, such as a blue dragon’s lightning breath or a fireball spell are about to take place, allowing you to avoid them. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Starting at 10th level you deal full damage whenever you damage a creature who is resistant to an element if it is the element that you have a weapon imbued with using your Arcane Blade class feature.
At 15th level, with all the arcane energy you are able to channel you have learned to change the element of your Arcane Blade even more. You may now change your damage type to Necrotic or Radiant
The Body path focuses most on bettering their body and enhancing their defensive capabilities more than other Spellblades.
At 1st level, those of the Body path gains Mage Armor and Shield spells without counting against total spells known.
At 2nd level those of the Body path gains the ability to use Second Wind (Using Spellblade level instead of Fighter), and gains +1 AC while wielding an Arcane Blade.
Beginning at 6th level, those of the Body path may cast Mage Armor spell twice without using a spell slot. May also cast Shield spell twice without using a spell slot as well. Must take a long rest to do this again.
Beginning at 11th level, those of the Body path gain 2nd Fighting skill and proficiency in Atheltics ( Expertise in Athletics if already proficient ) and advantage on constitution saving throws.
Beginning at 14th level, those of the Body path gain 1 health per Spellblade level. As well as an Extra Attack.
Beginning at 18th level, those of the Body path gain resistance to acid, cold, lightning, and fire damage.
At 20th level, those of the Body path may cast Shield 4 times per long rest. As well as gain an additional +1 to AC while wielding an Arcane Blade and becomes immune to charm and sleep spells and can use 2nd Wind a second time a day.
The Blade path focuses most on attacking and stealth in combat, dealing damage with their weapons.
At 1st level, those of the Blade path may use their charisma modifier instead of their strength or dexterity modifier for attack and damage rolls when attacking with a weapon imbued with their Arcane Blade class feature.
At 2nd level those of the Blade path gains the ability to use Action Surge and Cunning Action
At 5th level those of the Blade path gain the ability to cast Pass without Trace twice per long rest.
Beginning at 6th level, those of the Blade path gains the ability to use Second Wind (Using Spellblade level instead of Fighter), and Proficiency in Steath and Persuasion ( Expertise if Stealth or Persuasion Proficiency is already had.).
Beginning at 11th level, those of the Blade path may add 3d8 of their weapon's element at the time to damage and consumes a spell slot.
Beginning at 14th level, those of the Blade path gain the ability to critical on a 19 as well as 20 attack roll.
At 18th level, those of the blade path may add 4d8 instead of 3d8 of their weapon's element at the time to damage and consumes a spell slot.
At 20th level, those of the Blade path have become as one with their Arcane Blade weapons. If they miss on an attack they can roll the attack roll again but must take that roll. Now can critical on an attack roll of 18-20.
Those of the Mind path focuses more on their spells than other Spellblade, able to cast more and greater spells than other Spellblades
Beginning at 1st level, those of the Mind path has one more spell slot.
Beginning at 2nd level, those of the Mind path has one more spell slot.
Beginning at 6th level, those of the Mind path gain the Shield without counting against known spells and may cast Shield spell twice per day without expending a spellslot. Those of the Mind path must finish a long rest before doing so again.
Beginning at 11th level, those of the Mind path may learn 2 spells from the wizard spell list. These spells must be of a level the Spellblade can cast.
Beginning at 14th level, those of the Mind path have two more spell slots and get Telekinesis without counting against total spells known.
Beginning at 18th level, those of the Mind path may learn 2 more spells from the wizard spell list but these two do not count against the total spells known. These spells must be of a level the Spellblade can cast.
At 20th level, those of the Mind path's spell slots go up to level 6 instead of 5. The Spellblade also gains one addition spell slot, and get Chain Lightning without counting against total spells known.
Prerequisites. To qualify for multiclassing into the Spellblade class, you must meet these prerequisites: Cha 13, Str or Dex 13
Proficiencies. When you multiclass into the class, you gain the following proficiencies: Light armor, Shields, Simple Weapons