Spellblade

by drognbork

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The Spellblade

The Spellblade

An elf slips from underneath her cover, her party in toe, as she lunges towards a goblin patrol. A goblin clad in armor yells, telling the patrol to draw their swords and bows, and the air is filled with the sounds of swords grinding against scabbards, and arrows notching in place. The goblins quickly move themselves into formation, but for some of them, it is already too late, as flames shoot from the elf’s fingertips, burning those in front of her, as her blade cuts down those beside her.

The dragon gave off a bone chilling roar as the team of men entered its cave. A human, stocky and fitted with sheets of armor, stands in the center, facing the dragon head on while the rest of his team circles it. Enraged at this intrusion, the dragon spews a torrent of flame which momentarily engulfs him and his armor. Unperturbed, the human charges forward with his team, smoke and soot clearing behind him, and only small black streaks on his armor to mark the event.

The orc scouting party moves through the forest, only the slight rustle of their foot steps betraying their position. A dwarf, hidden amongst the thick canopy overhead, watches them, eyeing his prey. His bow creaking from the weight, he notches an arrow, and looses it. Screams of pain race through the forest, and the scouting party is filled with dread as they eye their former compatriot, an arrowing sprouting from its back like an enemy flag. A feeling soon vindicated as a blast of biting cold leaves their faces and hearts frozen in fear.

More than wizards dabbling with swords, or soldiers trying their hand at magic, spellblades are united and defined by a common thought and desire: to merge the arcane and martial into something beyond the mere sum of their parts.

Personal Vision

Though spellblades are unified by their common desire and goal, they are certainly not unified by a common method to complete this goal. Every spellblade has has their own vision of what the unification of might and magic should look like, and how to approach or apply it. The most tangible representation of this is a spellblade weapon. Spellblades imbue their weapons with magic, tailoring them to the combat they expect to encounter, and the path they think most correct. In turn these weapons are used to channel spells, further intertwining it with their identity.

A Natural Calling

Adventuring is to a spellblade what air and water are to a commoner. It’s something that rises above the joys it brings, and becomes a necessity of life. In order for a spellblade to achieve their goal of unifying their separate arts, they need practice, and worthy opponents, both of which are often lacking in everyday life.

To this end they find themselves in lost jungles hunting for powerful artifacts, in abandoned tombs looking for forgotten and worthy opponents, and on battlefields where practice partners are plenty. Thus, though a spellblade's choice might determine whether they live in fame or infamy, all of their choices lead them to a life of adventure.

Creating a Spellblade

As you make your spellblade you should think about what your vision for the unification of the martial and the arcane is, what it looks like, and what the purpose of your art should be. Does it look like flaming arrows flying from your quiver? Explosions of force accompanying your sword blows? Or perhaps it looks like shields of shimmering force stopping incoming strikes? Is the purpose of a spellblade's art to defend the powerless from the powerful? Is it to take your position above the powerless as the powerful? Or maybe it has no purpose at all, and your only goal should be to learn, and grow.

You should also strongly consider where you found your training, or otherwise how you came to have the skills of a spellblade. Was there another spellblade whose services you sought out, or maybe they sought you out? Did you comb through a library for what little knowledge it had? Did you slowly learn all of your techniques through trial and error? Or perhaps this knowledge has been passed down through your family from parent to child?

Quick Build

You can make a spellblade quickly by following these suggestions. First, Strength or Dexterity (depending on what type of weapons you want to focus on) should be your highest ability score, followed by Intelligence. Second, choose the Soldier background.

The Spellblade
Level Proficiency Bonus Features Aegis Uses Augmentations Known 1st 2nd 3rd 4th 5th
1st +2 Arcane Augmentations, Arcane Armory 5
2nd +2 Arcane Aegis, Fighting Style, Spellcasting, Spellstrike 2 5 2
3rd +2 Arcane Academy, Arcane Awareness 3 5 3
4th +2 Ability Score Improvement 3 5 3
5th +3 Extra Attack 3 5 4 2
6th +3 Pierce Defences 4 5 4 2
7th +3 Arcane Academy Feature 4 5 4 3
8th +3 Ability Score Improvement 4 5 4 3
9th +4 Arcane Awareness Improvement 4 5 4 3 2
10th +4 Flexible Aegis 4 5 4 3 2
11th +4 Greater Blade Magic 4 6 4 3 3
12th +4 Ability Score Improvement 5 6 4 3 3
13th +5 5 6 4 3 3 1
14th +5 Dual Aegis 5 7 4 3 3 1
15th +5 Arcane Academy Feature 5 7 4 3 3 2
16th +5 Ability Score Improvement 5 7 4 3 3 2
17th +6 6 8 4 3 3 3 1
18th +6 Rapid Aegis 6 8 4 3 3 3 1
19th +6 Ability Score Improvement 6 8 4 3 3 3 2
20th +6 Arcane Academy Feature Unlimited 8 4 3 3 3 2

Class Features

As a Spellblade you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per Spellblade level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + 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 Acrobatics, Athletics, Arcana, History, Insight, Investigation, Perception, Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) any martial weapon or (b) two shortswords
  • (a) a scholar's pack or (b) an explorer's pack
  • (a) leather armor or (b) scale mail
  • component pouch and a spellbook

Arcane augmentations

Beginning at 1st level, you have learned to magically alter your own weapons. These alterations are represented by augmentation points, which allow you to create a variety of magical effects.

Augmentations

You gain five arcane augmentations of your choice. Your augmentations options are detailed at the end of the class description. When you gain certain Spellblade levels, you gain additional augmentations of your choice, as shown in the Augmentation Known column of the Spellblade table.

Additionally, whenever you gain a Spellblade level, you may exchange one augmentation you know for another augmentation you do not know.

You may apply a number of arcane augmentation to your bonded weapons equal to your Intelligence modifier across both weapons.

Augmentation Points

You have a pool of arcane energy, this has a number of points equal to your Spellblade level. You spend points by using Augmentations, empowering your weapon. You regain any expended points at the end of a long rest.

Arcane Armory

At 1st level, you channel your arcane power through your tools of combat. You can transform a number of items equal to your Intelligence modifier (a minimum of 1) into your Arcane Armory by performing a special ritual over the course of a 1 hour, which can be done during a short rest. One of the items in your Arcane Armory must always be a weapon, which becomes your Arcane Weapon. You cannot have more than two Arcane Weapons at a time and they must always be melee weapons.

Once bonded to your Arcane Weapon, you can use it as a spellcasting focus for your spells and to ward yourself. If you are wielding your Arcane Weapon in one hand, and your other hand is free of a weapon or shield, then you gain +1 bonus to your AC. You do not gain this bonus if your Arcane Weapon has the two-handed property.

If any items of your Arcane Armory are on the same plane of existence as you, you can summon them as an bonus action on your turn, causing the bound items to teleport to you, and instantly equip them in the process.

An item ceases being in your Arcane Armory if you die, if you replace it by performing the 1-hour ritual on a different item, or if you use a 1-hour ritual to break your bond to it.

Arcane Aegis

Starting at 2nd level, you can use your Arcane Weapon to empower yourself with a magical dweomer called an Aegis. You can use a bonus action to activate your Aegis on yourself. The Aegis lasts for 1 minute or until you activate your Aegis again or you end this effect on your turn as part of any other action. If you fall unconscious, your Aegis ends. You start off knowing the below Aegis types that you can pick from when you activate your Aegis:

  • Aegis of Shielding. While this Aegis is active, you can shield yourself from harm. When you take damage, you can use your reaction to reduce the damage taken by 1d6 plus half your spellblade level (rounded down). At higher levels, the damage reduction die increases to 1d8 at 6th level, 1d10 at 11th level, and 1d12 at 17th level.

  • Aegis of Enspell. When you activate this Aegis, you infuse your arcane weapon with potent magical energies. While this Aegis is active, the weapon is considered magical, can deal force damage on a hit, and adds a +1 bonus to attack rolls and damage rolls. If the weapon already grants a magical bonus to attack and damage, use whichever bonus is higher. The enspell ends if you lose possession of the weapon. A weapon can only benefit from one enspell at a time. These bonuses to hit and damage increase to +2 when you reach 9th level and +3 when you reach 13th.

Once you have activated your Aegis a number of times shown for your spellblade level in the Aegis Uses column of the spellblade table, you must finish a long rest before you can activate your Aegis again.

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Defense

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

Dueling

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. The weapon must have the two-handed or versatile property for you to gain this benefit.

Spellcasting

By 2nd level, your studies of arcane magic have begun to come to fruition. You have a spellbook containing spells that you have recorded.

Spellbook

At 2nd level, you have a spellbook containing six 1st-level Spellblade spells of your choice.

Preparing and Casting Spells

The Spellblade table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of Spellblade spells that are available for you to cast. To do so, choose a number of Spellblade 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 and two 2nd-level spell slots. With an 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 magic missile, 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 you learn your spells through dedicated study and memorization. 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 a 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

Ritual Casting

You can cast a spellblade spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Spellcasting Focus

You can use a component pouch or any weapon which you are bonded to with your Weapon Bond class feature as a 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. This spell 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.

Spellstrike

Starting at 2nd level, you can use an action on your turn to attempt a spell strike, concentrating a spell into your weapon and using the strike to cast it onto a target. Choose a spell you know of 1st level or higher with a casting time of one action, and spend a spell slot as if you were casting it as normal.

The spell must be capable of targeting a hostile creature. As part of the action, you then make a single weapon attack with the chosen weapon. If the attack hits, the target suffers the attack's normal effects and the effects of the spell. The target has disadvantage on Dexterity saving throws. If the spell has an area of effect, it instead only affects the target. If the attack does not hit, the spell slot is not expended.

Arcane Academy

At 3rd level, you choose an Arcane Academy, defining your style of magic through one of three schools: the Academy of the Assault, the Academy of the Warp, the Academy of the Guard or Academy of the Shade

Arcane Awareness

At 3rd level, as an action, your eyes visibly flash with magic as your senses wake to the mystical energies of the multiverse. Until the end of your next turn, you know if each creature you can see within 60 feet of you has the Spellcasting or Innate Spellcasting feature or trait. Additionally, you learn each of those creatures’ spellcasting ability, if they have one. You can use this feature a number of times equal to 1 + your intelligence modifier. You regain all expended uses when you finish a long rest.

Additionally, you can cast the identify spell at will, without expending a spell slot. You still require material components for this spell.

At 9th level, whenever a creature you can see casts a spell, you know what school of magic the spell is from before they have finished casting it.

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.

A Spellblade's Spellbook

The spells that you add to your spellbook as you gain levels reflect the philosophy of arcane might as applied to warfare that you refine as you progress, as well as the insights gleaned through battling your enemies and testing their philosophies against yours. You might find other spells during your adventures. You could discover a spell recorded on a scroll in a chest, for example, or take it from a rival Spellblade's spellbook after you defeated them in battle.

Copying a Spell into the Book. When you find a Spellblade spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it. Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the mage who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Book. You can copy a spell from your own spellbook into another book - for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many Spellblades keep backup spellbooks in a safe place.

The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a sturdy iron-backed tome secured to your belt by a thick chain to keep it from being lost in battle, or even a loose collection of notes scrounged together after you lost your previous spellbook in a route

Blade Magic

At 5th level, when you use your action to cast a cantrip, you can make one melee weapon attack with your Arcane Weapon as a bonus action.

Pierce Defences

At 6th level, you can empower your blade to weaken a foe's magical wards. When you hit a creature with a melee weapon attack, you can cause the creature to have disadvantage on saving throws it makes against spells you cast before the end of your next turn. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain expended uses when you finish a long rest.

Flexible Aegis

When you reach 10th level, you can readily change your Aegis with your magic. Once your Aegis is activated, you can use your bonus action to switch your Aegis from one type to another. Alternately, when you cast a spell of 1st level or higher on your turn with your Aegis activated, you can switch your Aegis type as part of the same action used to cast the spell. Switching Aegis type in this manner doesn't count as a new use of your Aegis, with the duration lasting 1 minute from when your Aegis was originally activated.

Greater Blade Magic

Starting at 11th level, when you use your action to cast a spell, you can make one melee weapon attack with your Arcane Weapon as a bonus action.

Dual Aegis

By 14th level, you can blend the powers of your Aegis together. When you activate your Aegis, you can activate two Aegis types by spending two uses of your Aegis. You gain the benefits of both Aegis types. If you switch Aegis types later, then you choose which type to switch from. Once you use this feature, you can't use it again until after a long rest.

Rapid Aegis

At 18th level, you flawlessly blend your swordplay and magic. When you use your bonus action to make a weapon attack with Blade Magic or Greater Blade Magic, you can use that same bonus action to activate your Aegis or switch your Aegis type with Flexible Aegis.

Arcane Academy

Academy of the Guard

Spellblades choosing this Academy focus on protecting others from harm through abjuration magic. Guardians normally serve as elite guards for rulers or are wandering swordsmen defending the innocent.

Academy Spells

Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown in the Academy Spells table. The spells count as spellblade spells for you, and are always prepared

Spellblade Spells Spells
3rd protection from evil and good, shield of faith
5th aid, lesser restoration
9th beacon of hope, magic circle
13th death ward, otiluke's resilient sphere
17th circle of power, wall of force

Aegis Expansion

When you take this archetype at 3rd level, you gain a new type of Aegis:

Aegis of Protection: When you activate this Aegis, you mark another creature within 30 feet of you. While this Aegis is active, if you see a creature within 30 feet of you attack your marked creature with a melee attack, you can use your reaction to teleport to an unoccupied space within 5 feet of the attacker. You can then make one melee weapon attack with your Arcane Weapon against the attacker. Alternatively, whenever your marked creature takes damage, you can use your reaction to reduce the damage they take by an amount equal to your spellblade level.

On later turns, you can use your bonus action to switch your mark to another creature within 30 feet of you.

Guarded Flourish

You learn the Warding Weapon Arcane augmentation. This does not count toward your total number of Arcane augmentations known.

Bulwark Arcanum

Starting at 7th level, your magic protects allies from harm. When you target a friendly creatue with a spell of 1st level or higher or your Aegis of Protection, they gain temporary hit points equal to 1d6 plus your Intelligence modifier (a minimum of 1).

Defensive Swap

At 15th level, you can quickly switch places with an ally to place them out of danger. While your Aegis of Protection is active, as part of your reaction to teleport next to your marked creature's attacker, you can teleport your marked creature to your original location if they are willing.

Guardian Ward

When you reach 20th level, you ward yourself and nearby allies from all danger. You can use your action to emanate abjuration magic in a 30-foot aura. You and all friendly creatures in the aura have advantage on saving throws against spells and other magical effects, and gain resistance to damage dealt by spells.

Affected creatures also gain temporary hit points at the start of their turn equal to your Intelligence modifier (a minimum of 1). The aura ends after 1 minute or if you fall unconscious.

Academy of the Warpwalker

Students of the Academy of the Warpwalker flit around the battlefield, teleporting themselves, allies and enemies alike. Valuing speed, swift blows and dexterous movement, they

Academy Spells

Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown in the Academy Spells table. The spells count as spellblade spells for you, and are always prepared

Spellblade Spells Spells
3rd expeditious retreat, zephyr strike
5th mirror image, misty step
9th blink, thunder step
13th freedom of movement, dimension door
17th far step, steel-wind strike

Aegis Expansion

When you take this archetype at 3rd level, you gain a new type of Aegis:

Aegis of Alacrity. When you activate this Aegis, you can teleport up to 15 feet to an unoccupied space that you can see. On later turns while this Aegis is active, you can use your bonus action to teleport the same distance. After teleporting with this Aegis, the first melee weapon attack you make with your Arcane Weapon before the end of the turn deals an additional 1d4 force damage. At higher levels, the additional damage and teleportation distance increase to 1d6 and 20 feet at 6th level, 1d8 and 25 feet at 11th level, and 1d10 and 30 feet at 17th level.

Rapid Repositioning

You learn the Transposing Weapon Arcane augmentation. This does not count toward your total number of Arcane augmentations known.

Portal-touched Swiftness

At 3rd level, your knowledge of portals and teleportation magic has changed you, allowing you greater speed. Your movement speed increases by 10 feet. Additionally, choose either the Dash or Disengage action. You can take the chosen action as a bonus action.

Transposition

At 7th level, you learn to use enemy attacks as a weapon. Whenever a creature hits you while your Aegis of Alacrity is active, you may use your reaction to end the aegis, and teleport yourself to a space occupied by another creature of the same size or smaller within 30 feet of them, that you can see. That creature is then teleported into the space, and the attack is instead made against that creature.

Once you use this feature, you can't use it again until you finish a short or long rest. At 11th level, you gain another use of this feature.

Paired Step

At 15th level, whenever you teleport, you may bring along one creature within 5 feet of you, as long as there is an unoccupied space within 5 feet of your destination the creature would fit in.

Send Skyward

By 20th level, you've learned to use teleportation as a weapon. When you hit a creature with a weapon attack, you may choose to teleport the creature 120 feet up. If there is no unoccupied space 120 feet up, they are instead teleported to the highest unoccupied space within 120 feet. Once you use this feature, you can't use it again until you finish a short or long rest.

Academy of the Ravager

Students of the Academy of the Ravager sees little point in subtlety, preferring to decimate their foes instead with powerful blasts of arcane energy, interwoven with equally powerful blows.

Academy Spells

Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown in the Academy Spells table. The spells count as spellblade spells for you, and are always prepared

Spellblade Spells Spells
3rd absorb elements, shield
5th biting bladeSB, enlarge/reduce
9th haste, protection from energy
13th dark empowermentCOFS:A, flashing bladesCOFS:A
17th banishing smite, arcane armamentsSB

Aegis Expansion

When you take this archetype at 3rd level, you gain a new type of Aegis:

Aegis of Empowerment. While this Aegis is active, whenever you deal damage with a melee weapon attack using your Arcane Weapon, you deal an extra 1d6 damage. This extra damage is either acid, cold, fire, lightning, necrotic, poison, or thunder. At higher levels of this class, the extra damage increases to 1d8 at 6th level, 1d10 at 11th level, and 1d12 at 17th level.

Elemental Burst

You learn the Elemental Weapon Arcane augmentation. This does not count toward your total number of Arcane augmentations known.

Ravager's Strength

At 3rd level, you have taken in the teachings of the Ravager, a mighty arcane warrior. You gain proficiency with heavy armor and your hit point maximum increases by your spellblade level, and increases by 1 whenever you gain a level in this class.

Shielded Assault

Starting at 7th level, whenever you use your Aegis of Empowerment feature or reduce an enemy to zero hit points, you gain temporary hit points equal to your Intelligence modifier + half your Spellblade level (rounded down).

Escalating Arcanum

At 15th level, you respond to threats to your companions with ever growing violence. Once per turn when you hit a creature with a melee weapon attack while you have temporary hit points as a result of your Shielded Assault feature, you may choose to deal additional damage to that creature equal to the amount of temporary hit points you currently have. If you do, you lose all temporary hit points you currently have.

Arcane Strike

By 20th level, you've learned to turn your weapon into the perfect conduit for arcane energy. When you hit with a melee weapon attack, you may choose either acid, cold, fire, lightning, necrotic, poison, or thunder damage. If you do, the attack deals an additional 10d10 damage of the chosen type. Once you use this feature, you can't use it again until you finish a short or long rest.

Academy of the Shade

Students of the Academy of the Shadow or Shadowsworn, follow the belief that you can not hit what you can not see, shrouding themselves, their allies and their enemies in shadows.

Academy Spells

Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown in the Academy Spells table. The spells count as spellblade spells for you, and are always prepared

Spellblade Spells Spells
3rd disguise self, black lotus assault
5th darkness, shadow blade
9th blink, fear
13th greater invisibility, phantasmal killer
17th geas, seeming

Aegis Expansion

When you take this archetype at 3rd level, you gain a new type of Aegis:

Aegis of Shadow. When you activate this Aegis, you become invisible until the end of your current turn. On later turns, you can use a bonus action to become invisible again until the end of that turn. Once per turn, when you deal damage to one creature with an attack whilst invisible, you can deal an additional 2d4 psychic damage. The attack must use a finesse weapon. The extra damage increases to 3d4 at 10th level, and 4d4 at 17th level. The invisibility granted from your Aegis ends early if you attack or cast a spell.

Shrouded Blade

You learn the Umbral Weapon Arcane augmentation. This does not count toward your total number of Arcane augmentations known.

Cunning Trickery

At 3rd level, you are a master at trickery. You know the minor illusion cantrip, which counts as a spellblade spell, and gain proficiency in the Deception and Stealth skill. Your proficiency bonus is doubled for any ability check that uses these skills.

Sly Mind

When you reach 7th level, your quick wit allows to weave elaborate lies to fool others. Whenever you make a Charisma (Deception) check, you gain a bonus to the check equal to your Intelligence modifier (a minimum of 1). Your experience with deceptive magic causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Charisma saving throws.

Blinding Blade

Starting at 15th level, you can bespell your blade with powerful shadow magic. When you hit a creature with your Arcane Weapon, you can force the creature to make a Wisdom saving throw against your spell save DC. On a failure, the creature is blinded for 1 minute, its vision obscured by impenetrable darkness. While blinded, the creature takes psychic damage equal to your Intelligence modifier at the start of each of its turns. At the end of each of its turns, the creature can repeat the saving throw to end the effect on a success. Once you use this feature, you can't use it again until you finish a short or long rest.

Shadow Assassin

At 20th level, you weave shadows together to create a near copy of yourself. You can use your action to create a shadowy duplicate of yourself as if you had cast the simulacrum spell. The duplicate follows the details listed in simulacrum, except it has shadowy versions of your equipment. The duplicate's AC is equal to 12 plus your Dexterity modifier. It has a shadowy weapon that matches the statistics of your Arcane Weapon. The shadowy duplicate fades away after 1 minute or once it falls to 0 hit points. Once you use this feature, you can't use it again until after a long rest.

Arcane augmentations

If an arcane augmentation has prerequisites, you must meet them to learn it. You can learn the augmentation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Additionally, in order to place an augmentation with prerequisites onto a weapon, your weapon must also have the prerequisite augmentation placed on it. When you place multiple augmentations simultaneously, all the augmentations count in terms of meeting any prerequisites.

Amplifying Weapon

Prerequisite: 5th Level


Whenever you hit a creature with your augmented weapon and deal acid, cold, fire, lightning, necrotic, poison or thunder damage, you can spend 1 Augmentation point to gain an additional effect on that hit based on the damage type.

Acid: Each creature other than you within 5 feet of the creature you hit must make a Dexterity saving throw or take 4d4 acid damage on a failed save.

Cold: The creature must make a Strength saving throw or be restrained until the start of your next turn.

Fire: The creature must make a Constitution saving throw or be blinded until the start of your next turn.

Lightning: The creature must make a Constitution saving throw or be incapacitated until the start of your next turn.

Necrotic: You regain hit points equal to half the necrotic damage dealt by the attack.

Poison: The creature must make a Constitution saving throw or be poisoned for 1 minute.

Baleful Weapon

Whenever you make a weapon attack with the bonded weapon, you may have the attack deal necrotic damage instead.

Empowered. Whenever you hit a creature with the bonded weapon and deal necrotic damage, you can spend 1 Augmentation point to sap their life energy. The target can't regain hit points until the start of it's turn. You can only apply the effects of this augmentation to one attack per turn.

Battle-Light

The bonded weapon sheds bright light in a radius of 20 feet, and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the weapon with something opaque, such as a sheath, blocks the light.

Battle Mage's Focus

Whenever you cast a spell of 1st level or higher that deals acid, cold, fire, lightning, necrotic, poison or thunder damage, you can infuse your weapon with the residual arcane energy. The first time you hit a creature before the start of your next turn, you can spend 1 Augmentation point to deal an additional 1d6 damage of that type.

Charged Weapon

Whenever you make a weapon attack with the bonded weapon, you may have the attack deal lightning damage instead.

Empowered. Whenever you hit a creature with the bonded weapon and deal lightning damage, you can spend 1 Augmentation point to electrocute the target. The creature can't take reactions until the start of its next turn.

Corrosive Weapon

Whenever you make a weapon attack with the bonded weapon, you may have the attack deal acid damage instead.

Empowered. Whenever you hit a creature with the bonded weapon and deal acid damage, you can spend 1 Augmentation point to cover the target in acid. The creature takes additional acid damage equal to your intelligence modifier at the start of its next turn.

Dancing Weapon

Prerequisite: 17th Level


The bonded weapon gains the abilities of a Dancing Sword, but does not require attunement. (DMG)

Dazzling Weapon

Whenever you hit a creature with the bonded weapon, you can spend 1 Augmentation point to entrance the target. That creature cannot gain advantage on attacks until the start of your next turn.

Elemental Weapon

Prerequisite: Academy of the Assault


Whenever you hit a creature with the bonded weapon and deal acid, cold, fire, lightning, necrotic, poison or thunder damage, the attack deals an additional d4 damage of that type. You can only apply this effect once per attack.

Empowered: You can spend 1 point to increase the d4 to a d6. You can spend additional points, 1 per die size increase, up to a d12.

Farbond Weapon

You can spend 1 Augmentation point to grant the Thrown property with a range of 20/60 feet to your bonded weapon for 1 minute. After you throw the weapon, it immediately teleports back to your hand. When you throw the bonded weapon, it may not benefit from any other augmentations for that attack.

Flaming Weapon

Whenever you make a weapon attack with the bonded weapon, you may have the attack deal fire damage.

Empowered. Whenever you hit a creature with the bonded weapon and deal fire damage, you may spend 1 Augmentation point to cause the target to erupt in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d4 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.

Frigid Weapon

Whenever you make a weapon attack with the bonded weapon, you may have the attack deal cold damage instead.

Empowered. Whenever you hit a creature with the bonded weapon and deal cold damage, you can spend 1 Augmentation point to cause frost to spread across their body. The creature's speed is reduced by 10 feet until the end of their next turn.

Glamoured Weapon

As a bonus action, you may cause the bonded weapon to assume the appearance of an object of similar size and shape.

Keen Weapon

Prerequisite: 11th Level


When you make an attack with your bonded weapon, you can spend 3 Augmentation points to infuse your weapon with precise brutality. Attacks made with the bonded weapon score a critical hit on a roll of 19 or 20 for 1 minute.

Limning Weapon

Whenever you hit a creature with the bonded weapon, you can spend 1 Augmentation point to limn that creature in light. Attacks against that creature cannot suffer disadvantage until the end of your next turn.

Magebane Weapon

When you hit a creature concentrating on a spell, you can spend 1 Augmentation point to add your Intelligence modifier to the DC for any concentration checks they make this turn. This augmentation can only affect a creature once per turn.

Primordial Weapon

Whenever you hit a creature with the bonded weapon and deal acid, cold, fire, lightning, necrotic, poison or thunder damage, you can spend 1 Augmentation point to reroll any number of damage dice for that attack. You must use the new rolls, even if it is lower.

Empowered. You can spend an additional point to use the higher of the rolls.

Reserve Weapon

Prerequisite: 11th Level


The bonded weapon functions as a Ring of Spell Storing though it does not require attunement and starts with no spells stored within it. Only you may store spells in the weapon or use it to cast them. If this augmentation is removed from the weapon, the spells are lost.

Spelldrain Weapon

Prerequisite: 5th Level


Whenever you score a critical hit against or reduce a creature to 0 hit points, you may use your reaction to regain 2 Augmentation Points, up to your maximum. You may regain a maximum number of Augmentation points equal to your intelligence modifier plus your proficiency bonus per long rest using this feature.

Spellseal Weapon

Prerequisite: 17th Level


Whenever you hit a creature that can cast spells with the bonded weapon, you can spend 4 points to cut that creature off from a school of your choice. That creature is unable to cast spells from a school of magic of your choosing until the start of your next turn. This augmentation can only affect a creature once per turn.

Toxic Weapon

Whenever you make a weapon attack with the bonded weapon, you may have the attack deal poison damage instead.

Empowered. Whenever you hit a creature with the bonded weapon and deal poison damage, you can spend 1 Augmentation point to infect the creature. That creature suffers disadvantage on strength and constitution saving throws and checks until the start of their next turn.

Thunderous Weapon

Whenever you make a weapon attack with the bonded weapon, you may have the attack deal thunder damage instead.

Empowered. Whenever you hit a Large or smaller creature with the bonded weapon and deal thunder damage, you can spend 1 Augmentation point to summon a burst of energy. The creature is pushed up to 15 feet.

Transposing Weapon

Prerequisite: Academy of the Warp


Whenever you hit a creature equal to our smaller than your size with your augmented weapon, you may teleport into an unoccupied space within 5 feet of it. If you do, the first attack the creature makes against you has disadvantage.

Empowered. You can spend 1 Augmentation point to choose a number of creatures equal to your Intelligence modifier within 30 feet. These creatures have disadvantage on the first attack they make against you.

Umbral Weapon

Prequisite: Academy of the Shadow


Whenever you hit a creature with the bonded weapon, you may animate that creatures shadow, causing a shadow clone of yourself to appear in a space adjacent to the creature. You may only create one shadow clone at a time from each creature. These clones take no actions and can't move, but can perform one opportunity attack using your Intelligence and proficiency bonus for its attack rolls. The damage is 1d8 + Intelligence modifier psychic damage. After the shadow clone makes a single opportunity attack, it vanishes.

Empowered. You can spend 1 Augmentation point to imbue the clone with increased stability. A shadow clone can make two opportunity attacks before vanishing.

Warding Weapon

Prerequisite: Academy of the Guard


While you are wielding the bonded weapon, you gain a +1 bonus to AC. If the bonded weapon is one-handed and your other hand is open, you gain a +3 bonus to your AC instead.

Empowered. You can spend 1 Augmentation point to gain resistance to one damage type until the start of your next turn.

Spellblade Spells

1st Level
  • Absorb Elements
  • Alarm
  • Burning Hands
  • Catapult
  • Cause Fear
  • Chromatic Orb
  • Compelled Duel
  • Comprehend Languages
  • Detect Magic
  • Earth Tremor
  • False Life
  • Feather Fall
  • Fog Cloud
  • Grease
  • Ice Knife
  • Jump
  • Longstrider
  • Magic Missile
  • Ray of Sickness
  • Shield
  • Sleep
  • Thunderwave
2nd Level
  • Aganazzar's Scorcher
  • Alter Self
  • Arcane Lock
  • Blur
  • Blindness/Deafness
  • Cloud of Daggers
  • Darkness
  • Darkvision
  • Dragon's Breath
  • Earthbind
  • Enlarge/Reduce
  • Flaming Sphere
  • Hold Person
  • Invisibility
  • Knock
  • Levitate
  • Locate Object
  • Magic Weapon
  • Maximilian's
    Earthen Grasp
  • Melf's Acid Arrow
  • Mirror Image
  • Misty Step
  • Pyrotechnics
  • Ray of Enfeeblement
  • Scorching Ray
  • Shadow Blade
  • See Invisibility
  • Shatter
  • Snilloc's Snowball Swarm
  • Suggestion
  • Warding Bond
  • Warding Wind
3rd Level
  • Animate Dead
  • Bestow Curse
  • Counterspell
  • Dispel Magic
  • Elemental Weapon
  • Erupting Earth
  • Fear
  • Fireball
  • Fly
  • Glyph of Warding
  • Haste
  • Leomund's Tiny Hut
  • Life Transference
  • Lightning Bolt
  • Magic Circle
  • Melf's Minute Meteors
  • Nondetection
  • Phantom Steed
  • Protection from Energy
  • Remove Curse
  • Sending
  • Sleet Storm
  • Slow
  • Stinking Cloud
  • Thunder Step
  • Tidal Wave
  • Vampiric Touch
  • Wall of Sand
  • Wall of Water
  • Water Breathing
4th Level
  • Banishment
  • Blight
  • Confusion
  • Conjure Minor Elementals
  • Dimension Door
  • Elemental Bane
  • Evard's Black Tentacles
  • Fire Shield
  • Greater Invisibility
  • Ice Storm
  • Locate Creature
  • Otiluke's Resilient Sphere
  • Phantasmal Killer
  • Polymorph
  • Stone Skin
  • Storm Sphere
  • Vitriolic Sphere
  • Wall of Fire
  • Watery Sphere
5th Level
  • Animate Objects
  • Bigby's Hand
  • Cone of Cold
  • Destructive Wave
  • Enervation
  • Far Step
  • Hold Monster
  • Immolation
  • Negative Energy Flood
  • Rary's Telepathic Bond
  • Skill Empowerment
  • Steel-wind Strike
  • Telekinesis
  • Teleportation Circle
  • Wall of Force

New Spellblade Spells

Battle Ward

1st-level Abjuration


  • Casting Time: Bonus Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Select up to 5 willing creatures within range. You and your allies are warded in a thin protective ward with a shared pool of 10 hit points. Whenever you or an ally would take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, the creature who took the damage takes any remaining damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the ward's health increases by 5 hit points for each slot level above first.

Elemental Ward

1st-level Evocation


  • Casting Time: Bonus Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes.

You are warded in a thin layer of elemental energy. When you are hit with a melee attack, the attacking creature takes 1d8 acid, cold, fire, lightning, poison, or thunder damage. Once this spell has dealt 3d8 damage this way, the spell ends.

Depending on the damage type, the ward inflicts an additional effect to the target. The target must make a saving throw against this effect, the effect being inflicted on a failed save.

Damage type Saving Throw Condition
Acid Dexterity The target's AC is reduced by 2 until the start of their next turn
Cold Constitution The target is restrained until the start of their next turn
Fire Dexterity The target takes an additional 1d4 fire damage
Lightning Constitution The target can't take reactions until the start of their next turn
Poison Constitution The target is poisoned until the start of their next turn
Thunder Strength The target is pushed back 5 feet and knocked prone

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum damage dealt increases by 2d8 for each slot level above 1st.

Spellbreaker Ward

3rd-level Abjuration


  • Casting Time: Bonus Action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

Choose a willing creature you can see within range. Until the spell ends, that creature is protected against magic. The first time the protected creature would be affected by a spell, it is interrupted. If the spell is 2nd level or lower, the creature is unaffected by the spell. If the spell is 3rd level or higher, make an ability check using your spellcasting ability. The DC is 10 + the spell's level. On a success, the creature is unaffected by the spell, and the spell ends.

Nightmare Ward

3rd-level Illusion


  • Casting Time: Bonus Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You are covered in an inky black film. When you are hit with a melee attack, each you choose within 15 feet of you must make a make a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. While Frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the range increases by 10 feet for each slot level above 3rd.

Conjure Armory

3rd-level Conjuration


  • Casting Time: Action
  • Range: 30 feet
  • Components: V, S, M (Any weapon or armor)
  • Duration: 8 hours

You conjure a Large ethereal armory in an unoccupied space within range. You and any creatures you specify when you cast the spell gain access to the armory. As an action, any creature with access to the armory may conjure both a +1 Weapon and +1 Armor they are proficient with from the armory that lasts until the spell ends.

Biting Blade

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a whetstone)
  • Duration: Concentration, up to 1 minute

One weapon you can see that deals damage becomes incredibly honed. For the duration of the spell, its damage dice become one category larger: d4 becomes d6, d6 becomes d8, and so on; d12 becomes 2d8.

Dark Empowerment

4th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You channel dark energy into your body, distorting your form and making you fearsome to behold. Your size increases to Large if it is smaller, and your equipment grows to suit your expanded form. If there is insufficient space, you grow as large as you safely can. While in this form, your weapon attacks inflict an additional 1d12 damage of their normal type, and you gain temporary hit points equal to twice your spellcasting modifier at the start of each of your turns that last for the duration of the spell

Flashing Blades

4th-level illusion


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a melee weapon)
  • Duration: 1 minute

You set an eerie shine to your weapon, coating it with luminous shadow and causing it to inflict an additional 1d10 radiant damage. Whenever you make an attack with this weapon, your target and all hostile creatures within 5 feet of your target must make a Wisdom saving throw. If they fail, they are blinded until the end of your next turn. Once a creature has been blinded by this spell, it can't be blinded again by this spell for one minute.

Arcane Armaments

5th-level abjuration


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

An arcane sigil appears on your shield, tabard, or other clothing. For the duration of the spell, you have resistance to acid, cold, fire, lightning, and thunder damage, and you do an additional 1d6 damage with melee weapon attacks.

Black Lotus Assault

1st-level illusion


  • Casting Time: 1 free action, while taking the Attack action
  • Range: Self
  • Components: V, S, M (a melee weapon)
  • Duration: 1 minute

The first time you take the Attack action during your turn, you can cast this spell to summon a swirl of black lotus petals to surround your weapon, distracting your foes and enabling you to strike with great power. Each successful hit you make with this weapon before the spell ends, the target must make a Wisdom saving throw or have a new effect apply. Once you've made three weapon attacks, the spell ends.

  • 1st Hit. If the target fails their saving throw, their movement speed is halved until the end of their next turn.
  • 2nd Hit. If the target fails their saving throw, they take 1d6 psychic damage and cannot take reactions until after the end of your next turn.
  • 3rd Hit. If the target fails their saving throw, they take 2d6 psychic damage and cannot take bonus actions during their next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the psychic damage of the 2nd hit increases by 1d6 per spell slot level above 1st.

Spellblade Multiclassing

Should you wish to multiclass into a spellblade, the prerequisites and proficiencies gained are listed below.

Spellblade Multiclassing
Prerequisites

Ability Score Minimum


Strength 13 or Dexterity 13, and Intelligence 13

Spellblade Multiclassing
Proficiencies

Proficiencies Gained


Light armor, medium armor, shields, simple weapons, martial weapons.

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