Sunderblade (5e Class)

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Sunderblade[edit]

Amidst the chaos of battle, a lone figure strides onto the field, wielding a massive warhammer crackling with arcane energy. With a mighty swing, they bring the hammer down upon their foes, sending shockwaves rippling through the air. As enemies attempt to counter, they find themselves overwhelmed by the sheer force of the Sunderblade's enchanted strikes, their defenses crumbling before the onslaught of both steel and magic.

Within the ancient ruins of a forgotten temple, a group of adventurers encounters a massive stone golem, its gaze fixed upon them with unwavering hostility. Sensing danger, the Sunderblade steps forward, their hands aglow with pulsating arcane energy. With a deft motion, they weave spells of binding and destruction, channeling their magical prowess to disrupt the golem's defenses and weaken its stone form. With a final incantation, they unleash a torrent of force, shattering the golem into rubble and reclaiming the temple's lost treasures.

In the heart of a treacherous forest, a lone traveler finds themselves face to face with a band of marauders. Armed with dark intentions, the leader steps forward, a malevolent glint in their eyes betraying their true nature. With a swift and deadly strike, they unleash a force both arcane and brutal, cutting down their helpless victim. As life fades from the fallen, the dark silhouette of the Sunderblade looms over the scene, a silent harbinger of doom in the depths of the woods.

Harnessing both the darkness and light, the Sunderblade strides through realms of ambiguity, wielding the dual powers of magic and might to shape their own path, where the lines between good and evil fade into obscurity.

Spellcasters walking a Warrior's Path[edit]

A Sunderblade is a master of both arcane magic and martial combat, blending the two disciplines seamlessly to become a formidable warrior. These individuals harness the forces of magic to enhance their physical prowess, wielding spells and weapons with equal skill and precision. With centuries of knowledge at their disposal, Sunderblade are revered as living legends, their power and wisdom unmatched by mere mortals.

Creating a Sunderblade[edit]

How did your character become a Sunderblade? Were they once a skilled mage who sought to enhance their martial prowess? Did they start as a noble knight who delved too deeply into forbidden magics? Were they drawn to the allure of power and knowledge, forsaking the constraints of morality to master both the arcane and the martial arts? Did they just want to learn the ways of magic and martial arts?

Quick Build

You can quickly build a Sunderblade by prioritizing Strength as your highest ability score, followed by Charisma and Constitution. Opt for the Soldier background, and start with a martial weapon and shield or two martial weapons, a shortbow with 20 arrows, half plate or chain mail, and an explorer's pack for your starting gear.

Class Features

As a Sunderblade you gain the following class features.

Hit Points

Hit Dice: 1d10 per Sunderblade level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Sunderblade level after 1st

Proficiencies

Armor: Medium Armor, Heavy Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Strength, Charisma
Skills: Choose 2 from Arcana, Athletics, Insight, Intimidation, Perception, and Persuasion

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) 2 Martial Weapons
  • (a) A Shortbow with 20 Arrows or (b) Any Simple Melee Weapon
  • (a) Half Plate or (b) Chain Mail
  • (a) Dungeoneer's Pack or (b) Explorer's Pack or (c) Scholar's Pack
  • If you are using starting wealth, you have If you are using starting wealth, you have 5d4 x 10 gp in funds.

Table: The Sunderblade

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Magic Sense, Healing Hands
2nd +2 Fighting Style, Spellcasting, Astral Smite 2
3rd +2 Arcane Fortitude, Arcane Path, Regain Spell Slot 3
4th +2 Ability Score Improvement, Martial Versatility (Optional) 3
5th +3 Extra Attack, Arcane Mind 4 2
6th +3 Arcane Radiation 4 2
7th +3 Arcane Path Feature 4 3
8th +3 Ability Score Improvement, Martial Versatility (Optional) 4 3
9th +4 4 3 2
10th +4 Aura of Resilience 4 3 2
11th +4 Ethereal Onslaught 4 3 3
12th +4 Ability Score Improvement, Martial Versatility (Optional) 4 3 3
13th +5 4 3 3 1
14th +5 Nullifying Touch 4 3 3 1
15th +5 Arcane Path Feature 4 3 3 2
16th +5 Ability Score Improvement, Martial Versatility (Optional) 4 3 3 2
17th +6 Arcane Path Feature (Only Path of Chaos) 4 3 3 3 1
18th +6 4 3 3 3 1
19th +6 Ability Score Improvement, Martial Versatility (Optional) 4 3 3 3 2
20th +6 Arcane Path Feature 4 3 3 3 2

Magic Sense[edit]

The presence of magic registers on your senses like a sweet odor. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any creature that bears magic (Fey, Aberration, Fiend, Undead, Celestial and Elemental) and magical barriers, within 30 feet of you that are not behind total cover. You know the type of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier with minimum of 1. When you finish a long rest, you regain all expended uses.

Healing Hands[edit]

Your body is surging with magical power. You can use that magic on creatures that you can physically touch. With that power, you can restore a total number of hit points equal to your spellcaster level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Healing Hands, expending hit points separately for each one. If the creature is a non-physical creature then healing hands has to be used at the position where the creature is.

Fighting Style[edit]

Starting at 2nd level, choose one of the following options. You can't choose the same style twice, even if you later get to choose again.

Spellblade

You learn two cantrips of your choice from the warlock and/or wizard spell list. They count as Sunderblade spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the warlock and/or wizard spell list. The number of cantrips increases by one when you reach 4th level and again at 10th level.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

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

Protection

When you are wielding a shield, you may use your reaction to impose disadvantage on an attack roll targeting another ally within 5 feet of you.

Dueling

When 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 weapon held in two hands, you can reroll the die and must use the new roll, even if it is a 1 or a 2. The weapon must have the two-handed or versatile property for you 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.

Spellcasting[edit]

Starting at 2nd level, you gain the ability to cast Sunderblade spells.

Preparing and Casting Spells

The Sunderblade table indicates the number of spell slots you have available for casting your spells. To cast a Sunderblade spell of 1st level or higher, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots after finishing a long rest.

You prepare your list of Sunderblade spells, selecting from the Sunderblade spell list. When doing so, choose a number of Sunderblade spells equal to your Charisma modifier plus half your Sunderblade level, rounded down (minimum of one spell). These spells must be of a level for which you have spell slots.

Casting a spell does not remove it from your list of prepared spells. You can change your list of prepared spells following a long rest. Preparing a new list of Sunderblade spells necessitates time for personal reflection or quiet meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma serves as your spellcasting ability for Sunderblade spells. Whenever a spell refers to your spellcasting ability, you use your Charisma. Additionally, you utilize your Charisma modifier when determining the saving throw DC for a Sunderblade 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

Astral Smite[edit]

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal Force damage to the target, in addition to the weapon's damage. The extra damage is 2d8 + your Charisma modifier for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is made of an inorganic material or an aberration, to a maximum of 6d8.

Arcane Fortitude[edit]

Starting at 3rd level, the magic power flowing through you bolsters your fortitude, and makes you immune to disease.

Arcane Path[edit]

Starting at 3rd level, you choose an Arcane Path to follow: the Path of Power, the Path of Knowledge, or the Path of Chaos. Each path grants you features at 3rd, 7th, 15th, and 20th level.

Path Spells

Each path has a list of associated spells. You gain access to these spells at the levels specified in the path description. Once you gain access to a path spell, you always have it prepared. Path spells don't count against the number of spells you can prepare each day. If you gain a path spell that does not appear on the Sunderblade Spell List, it now counts as a Sunderblade spell for you.

Regain Spell Slot[edit]

Your magic body allows you to syphon the surrounding magic. As a bonus action, you can channel your Arcane Arts and regain one expended spell slot, the level of which can be no higher than half (or 2/3 at the GM's discretion) your proficiency bonus (rounded up). The number of times you can use your Arcane Arts is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.

Martial Versatility (Optional)[edit]

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.

Ability Score Improvement[edit]

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.

Extra Attack[edit]

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Arcane Mind[edit]

At 5th level, the magic power coursing through you fortifies your mental Resilience, rendering you immune to the effects of fright.

Arcane Radiation[edit]

Starting at 6th level, any hostile creature within 10 feet of you, must make a saving throw, you impose a negative modifier to the saving throw equal to your Charisma modifier (with a minimum disadvantage of -1). At 18th level, the range of this aura increases to 30 feet.

Aura of Resilience[edit]

Starting at 10th level, you as well only one friendly creature (you choose per turn) within 10 feet of you can't be charmed or frightened, while you are conscious. At 18th level, the range of this aura increases to 30 feet and the number of creatures affected are 3.

Ethereal Onslaught[edit]

By 11th level, you are overloaded with magic power that all your melee weapon strikes carry magic power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 force damage.

Nullifying Touch[edit]

At 14th level, you gain the ability to end one spell affecting yourself or a creature you physically touch as an action. To use this ability, you must specify either the exact spell you wish to end or the general type of spell (such as spells that cause harm, impose suggestions, provide buffs or debuffs, etc.). If you choose a spell type, and there are multiple spells of that type affecting the target, one of them is randomly selected for dispelling. If no spell of the chosen type affects the target, this ability has no effect. You can use this feature a number of times equal to your Charisma modifier, with a minimum of once. You regain expended uses of this ability when you finish a long rest.

Arcane Paths[edit]

Path of The Mighty[edit]

Those who walk the Path of the Mighty harness both physical strength and arcane power, becoming formidable warriors and spellcasters. Through their mastery of force magic and martial prowess, they dominate the battlefield with unyielding might.

Mighty Spells

Starting at 3rd level, you have a list of always prepared spells. These spells do not count against your number of prepared spells and cannot be changed. If the spell does not appear on the Sunderblade Spell List, it now counts as a Sunderblade spell for you.

Path of The Mighty
Sunderblade Level Spells
3rd shield, magic missile
5th enlarge/reduce, misty step.
9th haste, fireball.
13th greater invisibility, stoneskin.
17th teleportation circle, bigby's hand.
Arcane Fury

At 7th level, gain a bonus to weapon damage rolls equal to your Charisma modifier (minimum of 1)

Arcane Channeling

At 15th level, your connection to the arcane energies grants you the ability to channel magical defenses. You gain proficiency in Constitution saving throws. Additionally, when you succeed on a saving throw against a spell or magical effect, you can use your reaction to absorb a portion of the magical energy, gaining temporary hit points equal to your Charisma modifier + your Sunderblade level. These temporary hit points do not stack with each other or any temporary hit points gained from other sources. If your character already has temporary hit points, your total temporary hit points will be either the maximum of your current temporary hit points or the saving throw (Charisma modifier + your Sunderblade level).

Arcane Strike

At 15th level, when you hit a creature the bonus damage dealt by Arcane Fury can be changed to either the weapon damage or Force damage at your choice.

Primordial Conduit

At 20th level, you can channel the raw power of the cosmos, becoming a conduit for primal energy. As an action, you summon elemental energies that empower you and wreak havoc on your foes. You gain resistance to all damage types except psychic for 1 minute. Once on each of your turns, when you hit a creature with a spell or weapon attack, you can choose to unleash a burst of elemental energy, dealing 4d10 damage of a type of your choice: fire, cold, lightning, or thunder. After activating this feature, you can't use it again until you finish a long rest.

Path of Knowledge[edit]

Followers of the Path of Knowledge seek to unravel the mysteries of the arcane, delving into ancient tomes and esoteric lore. By blending magic and wisdom, they wield their spells with precision and foresight, gaining unparalleled insight into the workings of the universe.

Knowledge Spells

Starting at 3rd level, you have a list of always prepared spells. These spells do not count against your number of prepared spells and cannot be changed. If the spell does not appear on the Sunderblade Spell List, it now counts as a Sunderblade spell for you.

Path of Knowledge
Sunderblade Level Spells
3rd magic missile, identify
5th hold person, mirror image.
9th counterspell, fly.
13th dimension door, banishment.
17th teleportation circle, true seeing.
Arcane Insight

At 7th level, your deep understanding of arcane mysteries grants you the ability to manipulate magic more effectively. You gain proficiency in Arcana and one additional Intelligence-based skill of your choice. Additionally, you can use your Arcane Insight to disrupt enemy spells. Once per short rest, when a creature within 30 feet of you casts a spell, you can use your reaction to attempt to counter it. Make an Intelligence check contested by the caster's spellcasting ability check. If your check succeeds, the spell fails to take effect, and you regain one expended spell slot of a level equal to or lower than the countered spell's level. If your check fails, the spell takes effect as normal.

Arcane Ward

At 15th level, create a protective barrier around yourself, granting temporary hit points equal to your Charisma modifier at the start of each of your turns (minimum of 1). These temporary hit points do not stack with each other or any temporary hit points gained from other sources. If your character already has temporary hit points, your total temporary hit points will be either the maximum of your current temporary hit points or the hit points gained with this feature (Charisma modifier).

Nexus of Fate

At 20th level, you become a nexus of temporal energy, wielding the power to manipulate time itself. As an action, you can manipulate the flow of time around you for 1 minute. Once on each of your turns, you can use your reaction to reroll a failed attack roll, ability check, or saving throw of you or creatures you choose within a range of 10 feet. After activating this feature, you can't use it again until you finish a long rest.

Path of Chaos[edit]

Those who embrace the Path of Chaos revel in the unpredictable nature of magic, using it to sow confusion and disorder on the battlefield. Masters of arcane unpredictability, they wield chaotic energy to disrupt their foes and reshape reality to their whim.

Chaos Spells

Starting at 3rd level, you have a list of always prepared spells. These spells do not count against your number of prepared spells and cannot be changed. If the spell does not appear on the Sunderblade Spell List, it now counts as a Sunderblade spell for you.

Path of Chaos
Sunderblade Level Spells
3rd chaos bolt, mirror image
5th blink, hypnotic pattern.
9th fireball, polymorph.
13th dominate person, banishment.
17th telekinesis, animate objects.
Unleash Surge

At 7th level, once per short rest, you can unleash a surge of wild magic, causing a random beneficial or harmful effect determined by rolling on a table of wild magic effects.

Chaotic Resilience

At 15th level, your attunement to chaos grants you resistance to damage from spells and magical effects that cause damage. Additionally, twice per short or long rest, you can use your reaction to impose disadvantage on an attack roll made against you or a creature within 5 feet of you until the start of your next turn.

Unpredictable Strikes

At 17th level, when you roll a natural 20 on an attack roll, instead of dealing critical damage, you can choose to unleash chaotic energy. The target must succeed on a Wisdom saving throw against your spell save DC or be affected by a random condition until the end of its next turn. Roll a 1d6 to determine the condition:

  • Blinded
  • Deafened
  • Frightened
  • Poisoned
  • Stunned
  • Paralyzed
Ethereal Form

At 20th level, you can transcend the material plane, becoming an ethereal being for a brief period. As an action, you come and go as you please from the Ethereal Plane for 1 minute. While in this form, you have advantage on Dexterity saving throws and can move through objects and creatures as if they were difficult terrain. You can only affect and be affected by other creatures on the Ethereal Plane. Additionally, you can use your bonus to return to the material plane at a point of your choice within 30 feet of where you left (Only if already in the Ethereal Plane). After using this feature, you can't use it again until you finish a long rest.

Sunderblade Spell List[edit]

You know all of the spells on the basic Sunderblade spell list and additional spells based on your subclass.

1st Level

wrathful smite, thunderous smite, hex, bane

2nd Level

branding smite, magic weapon, blur, warding wind, lesser restoration, locate object,

3rd Level

elemental weapon, fear, blink, lightning bolt, dispel magic

4th Level

elemental bane, freedom of movement, death ward, arcane eye, phantasmal killer

5th Level

steel wind strike, destructive wave, teleport, cloudkill, modify memory

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Sunderblade class, you must meet these prerequisites: Strength 13, Charisma 13

Proficiencies. When you multiclass into the Sunderblade class, you gain the following proficiencies: Medium Armor, Heavy Armor, Simple Weapons, Martial Weapons.

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