Spellblade

by rsquared

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Spellblade

A graceful elf steps inside an orc's axe swing. Her hand contorts in complex figures, and a glowing brand appears on her enemy. With a precise stab, she strikes through it, and turns away even as the conflagration consumes this opponent.

An assassin slips through the shadows, using grace and magic in equal amounts to remain unseen. His blade glows ice-white a moment before he lunges for his target, cold as death before the body touches the ground.

A warrior roars a challenge, his armor sparking, the air stinking of ozone. He swings recklessly through a pack of hobgoblins, fearlessly allowing his defensive magicks to protect his body while his all-out offense carves a path of blood and pain.

These are the Spellblades, the masters of sword and spell, who use their magical talents to enhance their swordsmanship; guarded by defensive wards and bolstered by their mastery of elemental forces, their sword strikes carry the searing flame, the burning frost, the sting of acid, and the shock of lightning.

The Arma Arcana

Spellsword. Duskblade. Magus. Swordmage. Bladecaster. Commonly-used terms, used for any style of warrior who mixes arcane study with martial prowess. The Spellblade is different. His magical training is in service of the sword, focusing energies on the tip of his blade or to shield himself from harm.
Their hallmark is the arcane sigil, a vicious brand laid upon the Spellblade's enemies that explodes in a shower of elemental energy when struck with a weapon. Their study of the bellicose applications for magicks leaves little room for other studies, though a Spellblade often learns a few spells for his life outside of battle.

Class Features

As a Spellblade, you gain the following class features:

Hit Points


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

Proficiencies


  • Armor: Light Armor, Medium Armor, Shields
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: None

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Athletics, Deception, Insight, Intimidation, Investigation, 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) two martial weapons or (c) a two-handed martial weapon
  • - (a) chain shirt and five javelins or (b) leather armor, longbow, and 20 arrows
  • - (a) a priest’s pack or (b) an dungeoneer’s pack

Multiclassing

  • Prerequisites. To qualify for multiclassing into the Spellblade class, you must meet these prerequisites: Strength and Intelligence 13.
  • Proficiencies. When you multiclass into the Spellblade class, you gain the following proficiencies: Light armour, medium armour, shields, and martial weapons.
Classes | Spellblades

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The Spellblade
Level Proficiency Bonus Features Spells Memorized
(+INT Mod)
1st 2nd 3rd 4th 5th
1st +2 Arcane Infusion
2nd +2 Evocant Sigil, Spellblade Training, Spellcasting 1 2
3rd +2 Spellblade Specialist 1 3
4th +2 Ability Score Increase 2 3
5th +3 Extra Attack 2 4 2
6th +3 Abjurant Infusion 3 4 3
7th +3 Specialist Feature 3 4 3
8th +3 Ability Score Increase 4 4 3
9th +4 Transmutant Burst 4 4 3 2
10th +4 Conjurant Circle 5 4 3 2
11th +4 Necrant Sigil 5 4 3 3
12th +4 Ability Score Increase 6 4 3 3
13th +5 6 4 3 3 1
14th +5 Arcane Infusion Improvement 7 4 3 3 1
15th +5 Specialist Feature 7 4 3 3 2
16th +5 Ability Score Increase 8 4 3 3 2
17th +6 8 4 3 3 3 1
18th +6 Divinant Blade 9 4 3 3 3 1
19th +6 Ability Score Increase 9 4 3 3 3 2
20th +6 Martial Maelstrom 10 4 3 3 3 2

Arcane Infusion

There is a well of arcane power within you, represented by a number of dice equal to one plus your Intelligence modifier (minimum 1), that replenishes at the end of a short or long rest. Using this pool of Infusion dice, you may charge your weapon with destructive elemental energies. Choose an element: fire, lightning, cold or acid; your Infusions, when they deal damage, deal this damage type. You may change the damage type of your Infusion at the end of a long rest.

As a bonus action, touch a weapon you are wielding, giving it a crackling energy and a slight glow. Select a number of d4s up to the number remaining in your pool. When you have an active Infusion, you may expend one Infusion die to add its roll to the damage of your melee attack. This damage is of the Infusion’s type.

The ward is spent when there are no more dice available, when you stop wielding the weapon, or when you finish a short or long rest. Creating a second Infusion causes the first to vanish and any remaining dice are lost. You may end the Infusion as a free action.

At 14th level, your Infusion dice become d6s.

Spellblade Training

At 2nd level, your training in the arma arcana gives your combat a flair that others lack. Choose one of the following options:

  • Agile Assault. You can use Dexterity instead of Strength for the attack and damage rolls of weapons with the versatile or heavy traits. You must use the same modifier for both rolls.

  • Arcane Aegis. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier. You can use a shield and still gain this benefit.

  • Arcane Edge. When you hit creature with a melee attack, you deal additional elemental damage equal to your intelligence modifier if you had advantage on the attack roll. This damage is the same type as your Arcane Infusion.

In addition, whenever you cast a spell containing the word "Smite", the damage is dealt in the type of your Arcane Infusion.

Evocant Sigil

Upon reaching 2nd level, you learn to seal vicious magical energies into other creatures in the form of sigils. Choose a damage type: fire, cold, lightning or acid. You may change the damage type of your sigils at the end of a long rest. The damage type of your Sigil need not be the same as that of your Arcane Infusion feature.

As a bonus action, you may expend spell slots to place a sigil on one or more creatures within 30 feet. The number of sigils you may place with this action is given on the Sigil table above: 2 for a 1st level slot, 3 for a 2nd, etc. Only one sigil can affect a creature at one time, and you can only utilize your own sigil-marks for the purposes of spellcasting.

Maintaining your sigils does not require your concentration, but you must make a concentration check when you take damage with sigils active. Each time you fail this special concentration check, choose one sigil-marked creature; that sigil dissipates without effect, but you maintain all your other sigils. If you are concentrating on a spell, use the result of that check to determine whether you lose a sigil in addition to the spell.

Only the Spellblade who placed the sigil, or a detect magic spell, can view the sigil, unless the Spellblade chooses to make it visible; it appears on the target’s skin as a faintly-glowing glyph of the Spellblade’s design.

When an attacker hits a creature bearing a sigil that it can see, it may choose to strike and burst the sigil. The sigil’s energies are released in a flare of elemental magic, inflicting 2d4 damage of the sigil’s damage type as part of the melee attack.

Sigils dissipate if not burst in one minute, or on the death of the sigil-marked creature.

Sigils per Spell Slot Level

Spell Slot
Level
Number
of Sigils
1 2
2 3
3 5
4 6
5 8
Evocant Sigil Example

If you are an 8th level Spellblade, your Evocant Sigil is capable of placing up to 3 sigils as a bonus action, using a 2nd level spell slot. If you only face 2 enemies, you can place up to 2 sigils.
You can place both sigils using a 1st level slot. If you or an ally strike one sigil-marked enemy and burst it, on your next turn you may re-place that sigil using another 1st level slot (but the other enemy is still marked, so the "extra" sigil is wasted).

Spellcasting

By 2nd level, you have learned to manipulate the intricacies of arcane magic to cast spells.

Your Spellbook

At 2nd level, you acquire a spellbook containing four 1st-level Spellblade spells of your choice. Your spellbook is the repository of the Spellblade spells you know, except your cantrips, which are fixed in your mind.

Preparing and Casting Spells

The Spellblade table shows how many spell slots you have to cast your spells. When you wish to cast a spell you expend a spell slot of the spell's level or higher. You regain all spell slots when you finish a long rest.

You prepare the list of Spellblade spells that are available for you to cast. When you do so, choose a number of spells from your spellbook, equal to your Intelligence modifier + half your Spellblade level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level Spellblade, you have four 1st level spells and two 2nd level spells. With a Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell shield, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest.

Preparing a new list of Spellblade spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your Spellblade spells, since their power derives from your study and dedication. 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 an Spellblade 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
  • Spellcasting Focus: You can use a holy symbol (found in chapter 5) as a spellcasting focus for your Spellblade spells.

Spellcasting Focus

You may use a bladed weapon that you are proficient in, or an arcane focus, as the spellcasting focus for your Spellblade spells.

Learning Spells of 1st Level and Higher

Each time you gain a Spellblade level, you can add one Spellblade spell of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Spellblade table. On your adventures, you might find other spells that you can add to your spellbook (see “Your Spellbook”).

Spellblade Specialist

Upon reaching 3rd level you choose your specialty, beginning to design your own personal relationship with the arma arcana. You choose either Shadowdancer, Warblade or Arcanamach as your path.

You gain your Specialty’s Occult Optima at 3rd level, and additional Specialist abilities at 7th and 15th level.

Ability Score Improvement

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

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

Abjurant Infusion

At 6th level, your Infusion can be used to supplement your defense as well as your offense. While the Infusion is active, you may use your reaction to roll one or more of these dice to reduce damage dealt to you by the number rolled; the damage reduction is doubled if the damage and ward are of the same type. If the reduction is greater than the damage, you gain temporary hit points equal to the overage.

Also, when you deal damage with an Infused attack, all of your weapon damage is considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

Transmutant Burst

At 9th level, you synergize your Infusion and Sigil to cause additional effects. When you use an Infusion die against a sigil-marked enemy, you may choose to either maximize that die, or cause the following effect corresponding to your Sigil type in addition to the die damage:

  • Acid. Acid corrodes the sigil-marked's armor. Their AC is reduced by 2 as armor is damaged or natural armor is weakened. A creature cannot be affected by this effect more than once. Restoring this AC requires repair (for armor) or healing equal to the damage dealt by the attack.
  • Fire. Flames burn the sigil-marked. The target must make a Constitution saving throw on the beginning of each of its turns, or take 1d6 fire damage. A successful saving throw, or an action spent extinguishing the flames, ends this effect.
  • Lightning. Shock distracts the sigil-marked. Their attack rolls have disadvantage until the end of their next turn.
  • Cold. A shower of razor-sharp ice blasts from the sigil. Any creatures in a 15' cone emanating from you towards the target must make a Dexterity saving throw or take 1d6 cold damage.

Conjurant Circle

At 10th level, your connection with the elemental planes has strengthened to the point that you can summon minor denizens of those planes. As an action, you may summon up to two mephits to serve you for up to one minute, appearing in an unoccupied space you can see wtihin 30'. The mephits obey your commands to the best of their ability. A summoned mephit cannot summon additional mephits. They act on the same initiative you act on. If you die or fall unconscious, the mephit returns to its home plane. Once you have used this ability, you are unable to use it again until you have finished a long rest.

If your Infusion and Sigil are of the same type, you summon two mephits of the corresponding type. If they are of differing types, you summon one of each.

Fire Cold Lightning Acid
Magma Ice Smoke Mud

Necromant Sigil

Upon reaching 11th level, you have learned to tie your sigils to your own life, draining some of the energy from them to yourself.

Bursting a sigil deals an additional 1d4 damage and you regain 3 hit points.

In addition, you may spend two Infusion dice when you hit an enemy. You may maximize both dice at once when using Transmutant Burst, or use the option corresponding to the element of your Sigil.

Divinant Blade

At 18th level, you are a master of the arma arcana and always prepared for combat. When you roll for initiative with less than half your maximum Infusion dice, you regain two dice.

Martial Maelstrom

Starting at 20th level, as an action you can emanate elemental energies.

For one minute, a maelstrom of elemental wrath affects the area around you to a distance of 30 feet, with the clash of forces generating cacophonous noise and heavily obscuring the area and an additional 30 foot radius. Your vision and hearing are unaffected.

Whenever an enemy creature starts its turn in the maelstrom, the creature takes 2 damage from each of the following types: fire, cold, lightning, acid, thunder (10 damage total).

You regain the use of this ability at the end of a long rest.

Spellblade Specialties

As there are schools of magic, there are schools of swordsmanship. Spellblades combine the schools of both, leading to many different ways to practice the arms arcana.

Specialty Spells

. You gain access to these spells at the levels specified in the specialty description. Once you gain access to a specialty spell, you always have it prepared. Specialty spells don’t count against the number of spells you can prepare each day. If you gain a specialty spell that doesn’t appear on the Spellblade spell list, the spell is nonetheless an Spellblade spell for you.

Occult Optima

The Occult Optima is a specialist school’s technique that interacts with the arms arcana. When you use your Occult Optima, you choose which option to use. You must then finish a short or long rest to use your Occult Optima again. Some Occult Optima effects require saving throws. When you use such an effect from this class, the DC equals your Spellblade spell save DC.

Shadowdancer

Shadowdancers are Spellblades with a bent towards Shadow Magic, a rare discipline that is similar to, but distinct from, the Illusionist School. Despite the connotations, many Shadowdancers use their powers for good, though there are notable assassins and rogues that also follow the path.

Occult Optima: Shadow Jump

As a bonus action, you can teleport up to thirty feet, briefly moving through the Plane of Shadow. You must begin and end this teleport in at most dim light. If your destination is next to a sigil-marked creature and you attack it this turn, your first attack has advantage.

Occult Optima: Summon Shadows

As an action, you reach out to the Plane of Shadow and bind it to your sigils. All sigil-marked creatures within 30 feet must make a Dexterity saving throw or be restrained until the end of your next turn.

Bonus Cantrip:

You gain the Minor Illusion cantrip and may cast it as a Spellblade spell.

Evasion

Beginning at 7th level, 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.

Wreath of Shadows

Upon attaining 15th level, you may use an action to become invisible for one minute to all sigil-marked creatures. While this feature is active, you may choose whether your sigils burst when hit. If a sigil bursts or dissipates for any reason but the death of its host, you become visible until you activate this feature again.

SHADOWDANCER SPELLS

Level Spells
3 disguise self, fog cloud
5 shadow blade*, web
9 enemies abound, gaseous form
13 freedom of movement, shadow conjuration**
17 control winds, steel wind strike*
* if XGTE spells are not available, replace with blur, seeming
** Spellblade spell, see below

Warblade

Spellblades who prefer power over finesse often choose the path of the Warblade, using heavy plate to ward off blows while smashing their foes with might and magic. Many Warblades are lawful neutral and proudly avoid being “tainted” by distractions such as good or evil, but some who rise in power shift toward tyrannical and cruel natures.

Occult Optima: Decimator

As an action, every sigil-marked enemy within 30 feet must make a Constitution saving throw or take 1d6 plus your Intelligence modifier in the Sigil damage type. This does not burst the sigils.

Occult Optima: Efficient Evoker

When you use Evocant Sigil, you may place one additional sigil. You may continue to use this ability until you cannot see a sigil-marked creature.

Bonus Proficiencies

You gain proficiency with heavy armor.

Sigil Smite

Starting at 7th level, if you target a sigil-marked creature with a melee weapon, you may burst the sigil as an action. The sigil deals its effect, then you make a single melee attack with advantage.

Onslaught

Starting at 15th level, once per turn when you use your attack action to attack a sigil-marked enemy, you may make one additional weapon attack, but cannot burst that sigil this turn.

WARBLADE SPELLS

Level Spells
3 armor of agathys, earth tremor
5 blindness/deafness, ars explosis*
9 fear, fireball
13 fire shield, wall of fire
17 conjure elemental, destructive wave
* Spellblade spell, see below

Arcanamach

The Arcanamach are spellblades who focus on their arcane study over the sword. In doing so, they become mage-slayers, countering casters with both sword and spell. Notably, they tend to avoid use of evocation and conjuration magics, preferring to use their magics to strengthen themselves and weaken their enemies. Arcanamach are not common, but their services are valued highly as assassins and guards.

Occult Optima: Dispelling Strike

When you strike an opponent with a melee attack, you may target that creature with a Dispel Magic as if cast by you at your current highest spell level.

Occult Optima: Spellcounter

When an enemy within 5’ of you casts a spell, you may use your reaction to make a single melee attack. If it hits, the enemy must make a Constitution saving throw; on a failure, the spell fails to cast and the spell slot is lost.

Bonus Cantrip:

You learn the Booming Blade cantrip and can cast it as a Spellblade spell

Extended Spellstrength

Starting at 7th level, you may cast a spell that would normally require your concentration without concentration. This spell must be of 1st or 2nd level, have a single target, and be from the Illusion, Transmutation, or Enchantment School. A list of qualifying spells may be found here.

Tenacious Spells

Starting at 15th level, sigil-marked creatures take a penalty equal to your Intelligence modifier to their saving throws against your spells.

ARCANAMACH SPELLS

Level Spells
3 bane, heroism
5 blur, enlarge/reduce
9 counterspell, haste
13 locate creature, polymorph
17 contagion, far step

Spellblade Spell List

* Spellblade spell described below

1st level

  • Absorb Elements
  • Alarm
  • Ars Abitis*
  • Cause Fear
  • Command
  • Comprehend languages
  • Detect Magic
  • False Life
  • Feather Fall
  • Identify
  • Illusory Script
  • Longstrider
  • Searing Smite
  • Shield
  • Silent Image
  • Thunderwave
  • Thunderous Smite
  • Zephyr Strike

2nd level

  • Alter Self
  • Ars Infuris*
  • Ars Rejuvis*
  • Branding Smite
  • Darkness
  • Darkvision
  • Enhance Ability
  • Glitterdust
  • Hold Person
  • Invisibility
  • Locate Object
  • Mirror Image
  • Magic Weapon
  • Misty Step
  • See Invisibility
  • Silence
  • Spider Climb
  • Warding Bond

3rd Level

  • Ars Iteritas*
  • Bestow Curse
  • Blinding Smite
  • Blink
  • Dispel Magic
  • Elemental Weapon
  • Glyph of Warding
  • Magic Circle
  • Nondetection
  • Remove Curse
  • Sending
  • Slow
  • Vampiric Touch

4th Level

  • Arcane Eye
  • Banishment
  • Compulsion
  • Confusion
  • Dimension Door
  • Elemental Bane
  • Greater Invisibility
  • Hallucinatory Terrain
  • Leomund's Secret Chest
  • Locate Creature
  • Staggering Smite

5th Level

  • Ars Ultimatum*
  • Banishing Smite
  • Circle of Power
  • Dominate Person
  • Hold Monster
  • Mislead
  • Modify Memory
  • Passwall
  • Synaptic Static
  • Telekinesis
  • Wall of Force

Spellblade Spells

Ars Abitis

  • 1st-level abjuration
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous

All sigil-marked enemies within range must make a Strength saving throw or be pushed away from you 10 feet.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the push effect increases by 5 feet for each slot above 1st.

Ars Explosis

  • 2nd-level evocation
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous

Remove a sigil from an enemy within 30 feet. Every creature within 10’ of the target must make a Dexterity saving throw or take 4d8 fire damage.

At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you may choose an additional target for each slot above 2nd.

Ars Infuris

  • 2nd-level enchantment
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous

Remove a sigil from a creature within 30 feet. Every ally adjacent to that creature may use their reaction to immediately make a melee weapon attack against that enemy.

Ars Iteritas

  • 3rd-level evocation
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

Place a sigil on every enemy within range.

At higher levels: When you cast this spell using a spell slot of 4th or 5th level, the spell range increases to 60 feet.

Ars Rejuvis

  • 2nd-level evocation
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Until the end of your next turn

Your enemies’ life force restores your allies’ health. Until the end of your next turn, when an ally makes a successful melee weapon attack against a sigil-marked enemy within range, they regain hit points equal to your Intelligence modifier (minimum 1). This does not burst the sigil.

At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the spell heals 1d6 additional damage for each slot above 2nd.

Ars Ultimatum

  • 5th-level evocation
  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S, M (a piece of brimstone)
  • Duration: Instantaneous

Remove all sigils on all enemies within 30 feet. Each of those enemies must make a Charisma save or suffer 10d10 damage of your sigil's damage type on a failed save, half as much on a successful save.

Shadow Conjuration

  • 4th-level conjuration
  • Casting Time: 1 action
  • Range: see text
  • Components: V, S, M
  • Duration: Concentration, Up to 5 minutes

You summon a deadly shadow to serve you in combat. This shadow has the statistics of a shadow demon (MM pg.64), but is bound to serve you. It appears in an empty space you can see, and it disappears when it drops to 0 hit points or you lose concentration.

Roll initiative for it. When you summon it and on each of your turns, you can issue a verbal command for its next turn without using any action. If you issue no command, it attacks any creature in reach that has attacked it.

The shadow loses 3 hit points if it ends its turn in an area of dim light, or 10 in an area of bright light.

Version 1.0
Created by: Rsquared
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Inspired by/modified "Illrigger" concept by Matthew Colville
 

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