5e - Spellblade (KibblesTasty)

by KibblesTasty

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Spellblade 0.3

One day a player dreamed of holding sword in one hand and a spell in the other hand. And then bonking an enemy with both of them. At the same time.

Insert flavorful and epic stories here that convince people that Spellblades make sense aren't just super gluing a Fighter to a Wizard and calling it a day. Ideally they show that despite the class name literally being the "weapon" + "magic" stapled together it

The Art of Bonking with Swords

Spellblades like swords.

The Mystery of Bonking with Magic

They also use magic.

Very Unique

They are somehow very unique special people.

This is an Alpha

This class is now being made for the better or the worse, and has had some effort put into balance and design, but it is not a finished class. This is playtest content, and by playing it, you are promising any complaints about how it's bullshit or terrible will be formatted as useful feedback instead of blaming Kibbles for ruining your campaign.

Well, that wasn't what this art for originally, but I have it, and it does look like a Spellblade, don't it?

The Spellblade
Level Proficiency
Bonus
Features Cantrips
Known
Spells
Known
1st 2nd 3rd 4th 5th
1st +2 Arcane Surge (2 uses)
2nd +2 Spellcasting, Spellstrike, Aegis (Optional) 2 3 2
3rd +2 Spellblade Technique 2 4 3
4th +2 Ability Score Improvement 2 4 3
5th +3 Empowered Strike, Arcane Surge (3 uses) 4 5 4 2
6th +3 Arcane Recuperation, Magical Warding 4 5 4 2
7th +3 Specialization Feature 4 6 4 3
8th +3 Ability Score Improvement 4 6 4 3
9th +4 Arcane Surge (4 uses) 5 7 4 3 2
10th +4 Archetypal Magic 5 7 4 3 2
11th +4 Unerring Spellstrike 5 8 4 3 3
12th +4 Ability Score Improvement 5 8 4 3 3
13th +5 Arcane Surge (5 uses) 6 9 4 3 3 1
14th +5 Surging Focus, Magical Sensitivity 6 9 4 3 3 1
15th +5 Specialization Feature 6 10 4 3 3 2
16th +5 Ability Score Improvement 6 10 4 3 3 2
17th +6 Arcane Surge (6 uses) 7 11 4 3 3 3 1
18th +6 Point Blank Mage 7 11 4 3 3 3 1
19th +6 Ability Score Improvement 7 12 4 3 3 3 2
20th +6 Specialization Feature 7 12 4 3 3 3 2

Creating an Spellblade

When a Wizard and a Fighter love each other very much..

Sometimes known as half-wizards or half-fighters due to the lineage.

Quick Build

You can make an Spellblade quickly by following these suggestions. Acquire a point hat. Then (and this is the tricky bit) also a sword.

Class Features

  • Hit Dice: 1d8 per sword mage 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
  • Weapons: Simple weapons, martial weapons.
  • Tools: None
  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Acrobatics, Athletics, Arcana, History, Investigation, Medicine, Nature, Perception, Religion, Sleight of Hand, Stealth

Equipment

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

  • (a) a martial weapon
  • (a) a light crossbow and quiver of 20 bolts or (b) any two simple weapons.
  • (a) scale mail, (b) leather armor, or (c) chain mail.
  • (a) a dungeoneer’s pack or (b) an explorer’s pack

Arcane Surge

Your affinity for magic gives you a pool of arcane surges. Once during your turn, you can expend a use of Arcane Surge to do any of the following:

  • Cast detect magic without expending a spell slot.
  • Gain advantage on an attack roll (no action required).
  • Add your Intelligence modifier to a Strength or Dexterity ability check (no action required).
  • Teleport up 5 feet to an unoccupied space you can see (no action required). This distance increases by 5 at 5th (10 feet), 9th (15 feet), and 13th (20 feet), and 17th (25 feet) level.

You can use this feature a number of times equal to your Proficiency bonus. You can regain expended uses when you complete a short or long rest. As you level, you may gain additional uses for your arcane surges, but can still only spend a single use of Arcane Surge a turn.

Spellcasting

As part of your study of magic, you gain the ability to cast spells at 2nd level. The spells you learn are limited in scope, primarily concerned with enhancing your abilities and devastating your foes.

Cantrips

At 1st level, you know two cantrips of your choice from the Spellblade spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table

Spell Slots

The Spellblade table shows how many spell slots you have to cast your Spellblade spells of 1st level and higher. To cast one of your Spellblade 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.

Spells Known of 1st Level and Higher

You know three 1st-level spells of your choice from the Spellblade spell list. The Spells Known column of the Spellblade table shows when you learn more Spellblade spells of your choice.

Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Spellblade spells you know and replace it with another spell from the Spellblade spell list, which also must be of a level for which you have spell slots.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.

Spell attack modifier = your proficiency bonus + your Intelligence modifier.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your Spellblade spells. See chapter 5, "Equipment" in the Player’s Handbook for various arcane focus options.

Spellstrike

Starting at 2nd level, you can infuse spells into your weapon. When you cast a 1st level or higher Spellblade spell with a casting time of 1 action, you can infuse it into a melee weapon as a bonus action. The next time you make a melee attack with that weapon before the end of your turn, the spell is cast against the target of the attack. The spell fizzles if you cast another spell before attacking.

If the spell requires an attack roll (melee or ranged) it automatically hits the target if the weapon attack hits and misses the target if the weapon attack misses. If the spell has a saving throw, it automatically deals damage as if they failed saving throw against the spell on hit, but if it has any effects besides dealing damage, the target makes the save against those effects as normal for being targeted by the spell (regardless if the attack hits or misses). If a spell does half damage to targets that pass their save, they take half damage on a missed attack, treating it as if they had passed their saving throw. If a spell always hits (such as magic missile), the spell hits regardless if you hit or miss your attack.

If the spell has an area of effect, that area of effect is triggered from the target's space (for example, a cone spell would hit the target as part of the attack, and then cast the cone area behind them, while a radius spell would be centered on the target, casting the area of effect around them with them at the center). Other creatures caught in the area of effect treat the spell as if you had cast it normally. The target is not affected by the spell again (having already resolved as part of the attack).

Spells that have multiple attack rolls (such as scorching ray or crackleK) tie the outcome of only the first attack roll to the melee weapon attack. You resolve all subsequent attack rolls of the spell as if you had cast the spell, but can ignore the disadvantage on ranged attack rolls from being within 5 feet of hostile creatures when doing so.

Spellblade Spells

You can only cast spells you've learned through the Spellblade class, and can only cast them at a level you can cast them as a Spellblade, though you can use any spell slot you have available to cast the spell.

Aegis

Additionally at 2nd level, you form a magical Aegis that protects and empowers you. You learn the shield spell, incorporating it into your Aegis, allowing you to cast it without components, and allowing you to cast it without expending a spell slot once, after which you must expend a spell slot as normal until you complete a short or long rest.

You can further boost your Aegis with additional effects by sacrificing spell slots to empower it further until you complete your next long rest. When you so do so, select an Aegis Effect (listed at the end of the class document) and expend the listed level of spell slot at the end of a long rest, gaining the benefit of listed effect until you complete your next long rest. You can expend a maximum number of spell levels this way equal to your Spellblade level divided by four (rounded up).

Spellblade Archetype

When you reach 3rd level, you select a specialization for your powers. You can choose from the Classic, Aethersword, or Guardian archetypes, each of which grants you additional features.

Your choice grants you features at 3rd level, and again at 7th, 15th, and 20th 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.

Empowered Strike

Beginning at 5th level, you can use cantrips gained from the Spellblade class with Spellstrike.

You learn 2 additional cantrips of your choice, selecting the options from the Spellblade cantrip list, and an additional cantrip at 9th, 13th, and 17th level (these additional cantrips are included on the Spellblade table).

Arcane Recuperation

Starting at 6th level, as a bonus action you can expend a spell slot to regain Arcane Surges equal to the level of spell slots spent.

Magical Warding

Additionally at 6th level, you gain proficiency in your choice of Wisdom or Charisma saving throws, and you automatically pass saving throws against your own spells.

Archetypal Magic

At 10th level, you can cast each of your the spells granted by your archetype without expending a spell slot once. After you cast a spell that way, you cannot cast it that way again until you complete a long rest.

Improved Spellstrike

Beginning at 11th level, when you use Spellstrike, your empowered strike deals an additional 1d8 force damage.

Surging Focus

Start at 14th level, if you fail a Constitution saving throw to maintain concentration on a spell, you can spend an Arcane Surge to succeed instead.

Magical Sensitivity

Additionally at 14th level, you learn the detect magic spell, and it does not count against your spells known, and the detect magic spell no longer requires concentration for you.

For the duration of detect magic, you gain proficiency in the Arcana skill. If you are already proficient in the arcana skill, for the duration you gain expertise, allowing you to add double your proficiency bonus to ability checks made using the Arcana skill.

Blast Zone Immunity

Starting at 18th level, you are immune to the area of effect of your own spells. When you pass the saving throw against them you take no damage or other effects on a passed saving throw.

Battlemage Technique

It does the thing with the swords and the spells.

Battlemage Spells

You learn the following spells at the following levels. The following are Spellblade spells for you, but do not count against your spells known.

Spellblade Level Spells Learned
3rd burning hands
5th mirror image
9th lightning bolt
13th dimension door
17th hold monster

Arcane Warrior

Starting at 3rd level when you select this archetype, whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest.

Quickening Surge

Starting at 3rd level, you gain a new option for your Arcane Surge feature:

  • You can cast a spell with a casting time of one action as a bonus action.

Twin Surge

At 7th level, when you use Arcane Surge, you can select two the available options.

Surge Mastery

Starting at 15th level, when you use your Arcane Surge, you gain enhanced results:

  • When you cast detect magic with your Arcane Surge, you also gain the effects of darkvision and see invisibility.
  • When you gain advantage on attack through Arcane Surge, you can reroll one of the dice once.
  • When you add your Intelligence to a Strength or Dexterity ability check, you gain advantage on the check.
  • When you teleport, the range you can teleport is increased by 10 feet.

Unlimited Surges

Starting at 20th level, you can enter a state of perfect arcane resonance for 1 minute (no action required). During this state the first Arcane Surge you use on your turn does not consume a use of your Arcane Surge feature.

Aether Sword Technique

But what if you had a big glowing sword instead of a lame pointy metal sword? Making zwooppping and zwooming noises when you swing your sword is considered mandatory.

Aethersword Spellblade Spells

You learn the following spells at the following levels. The following are Spellblade spells for you, but do not count against your spells known.

Spellblade Level Spells Learned
3rd magic missile
5th star dustK
9th aetherlanceK
13th resilient sphere
17th aetherstormK

Aether Weapon

Starting at 3rd level when you select this archetype, when you roll initiative or as a bonus action at any time, you can manifest an oversized melee weapon of pure force energy. This cane take the shape of any bladed melee weapon, but deals 1d10 damage with a range of 5 feet regardless of its form.

When you attack with this weapon, you can use your Intelligence modifier (in place of your Strength) for attack and damage rolls. This weapon lasts until you let go of it, become incapacitated, or dismiss it as a bonus action.

While this weapon is temporary and magical, it counts as having a value of 1 sp for purposes of being treated as a material component in spells.

As a ritual taking 1 hour, you can absorb the power from a magical weapon with a bonus to attack and damage rolls. This cannot target artifacts, sentient weapons, or cursed items. At your GM's discrection, this might not work other weapons depending on their origin and type. This drains the power from the weapon, leaving it as a mundane weapon, but your Aethersword gains the bonus to attack and damage rolls previously possessed by the magical weapon.

Empowering Surge

Starting at 3rd level, you gain a new option for your Arcane Surge feature:

  • You empower your Aether Weapon (no action required) causing it to deal an additional die of damage until the end of your next turn.

Aether Great Weapon

Starting at 7th level, the aether weapon manifested by Aethersword grows larger and more powerful. Its damage increases to 1d12, and it gains the reach property.

Channeled Power

Starting at 15th level, you gain the effects of Empowering Surge when you use any of your Arcane Surge effects.

Massive Blade

Starting at 20th level, you can overcharge your Aethersword for 1 minute (no action required). For the duration, when you attack with your Aethersword, you ignore all non-magical armor and defenses to treat the target's AC as 10 + their dexterity for that attack (magical defenses like mage armor or shield are not bypassed). While attacking in this way with your Aethersword, your attacks can target up to 2 creatures as long as they are within 10 feet of each other, though if an attack triggers a spell through Spellstrike, it does not effect the second target unless the spell can target multiple creatures.

Guardian Technique

You get a shield. Rejoice, you've broken bounded accuracy. The Spellblade that pretends to remember this was for some reason a defender in 4e. Basically, this is an EK with some bells and whistles, MADness and all.

Quite obnoxious to kill, but only moderate aggro tools.

Guardian Spellblade Spells

You learn the following spells at the following levels. The following are Spellblade spells for you, but do not count against your spells known.

Spellblade Level Spells Learned
3rd arcane ablationK
5th warding bond
9th haste
13th resilient sphere
17th wall of stone

Guardian Proficiency

Starting at 3rd level when you select this archetype, you gain proficiency in heavy armor and shields.

Additionally, you can use your a melee weapon as your arcane focus, and when you do so you can perform somatic components with the hand holding your arcane focus (even for spells without a material component).

Projected Barrier

Starting at 3rd level, you gain a new option for your Arcane Surge feature:

  • As a reaction to an allied creature within 30 feet being hit by an attack or targeted by the magic missile spell, you expend a use of Arcane Surge to cast shield, granting that creature the AC bonus instead of yourself.

Fortifying Surge

At 7th level, when you expend a use of Arcane Surge, you gain temporary hit points equal to 1d8 + Intelligence modifier.

Swapping Surge

Starting at 15th level, when you use your Arcane Surge to teleport, you can instead swap positions with a willing creature within range, teleporting to their space and teleporting them to your space. When you do so, both you and them gain the temporary hit points from Fortifying Surges.

Resilient Aegis

At 20th level, you can fortify yourself with magic for 1 minute (no action required). For the duration, you have resistance to all damage. Once you use this feature, you cannot use it again until you complete a long rest.

Swiftblade Technique

You can do most of your Spellblade stuff with two weapons. I'm not making another whole class for this, so...

Stabby Striker.

Swiftblade Spellblade Spells

You learn the following spells at the following levels. The following are Spellblade spells for you, but do not count against your spells known.

Swiftblade Level Spells Learned
3rd inflict wounds
5th poison dartK
9th spider biteK
13th blightK
17th mislead

Fighting Style

Starting at 3rd level when you gain this archetype, you gain the Two Weapon Fighting Fighting Style.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Swift Casting

3rd level you can use Spellstrike as part of the Attack action before making a melee weapon attack.

Additionally, you can use your a melee weapon as your arcane focus, and when you do so you can perform somatic components with the hand holding your arcane focus (even for spells without a material component).

Rapid Surge

Starting at 3rd level, you gain a new option for your Arcane Surge feature.

  • You can expend a use of Arcane Surge to make a single weapon attack (no action required).

Relentless Spellstrike

At 7th level, if you miss an attack empowered by a Spellstrike, you can choose to not trigger the effect. When you do so, your next attack before the end of your turn will trigger it instead.

Vanishing Surge

Starting at 15th level, when you expend an Arcane Surge, you become invisible until the start of your next turn.

Infinite Strikes

At 20th level, you draw on your magic to hasten yourself to blinding speeds (no action required). For one minute, any time you make an attack with an action or bonus action, you can immediately make another attack with the same weapon. Once you use this feature, you cannot use it again until you complete a long rest.

Arcane Archer

You can do most of your Spellblade stuff with a bow. I mean, why not. It cannot be worse than what we got the first time around.

Arcane Archer Spellblade Spells

You learn the following spells at the following levels. The following are Spellblade spells for you, but do not count against your spells known.

Spellblade Level Spells Learned
3rd gale boltK
5th misty step
9th lightning bolt
13th greater invisibility
17th pressure cutterK

Ranged Spellstrike

Starting at 3rd level when you select this archetype, you gain the ability to apply your Spellstrike to pieces of ammunition ammunition as well as melee weapons, and can trigger the spell strike on a ranged weapon attack made with the infused piece of ammunition.

Spells infused into a ranged weapon target the target of the ranged weapon when fired, but only have a range equal to the range of the spell or the normal range of the weapon (whichever is shorter range). If you attack a target beyond that range, the spell fails and is lost.

Distant Surge

Starting at 3rd level, you gain a new option for your Arcane Surge feature.

  • When you infuse a spell into a piece of ammunition with Spellstrike, you can expend an Arcane Surge to increase that spells range to the range of weapon used to fire that piece of ammunition.

Transmuted Ammunition

Additionally at 7th level, when you infuse a spell that targets a line, you can transmute your ammunition into the spell effect, releasing the spell in a line from you as if you had cast it, but using your Strength or Dexterity modifier (your choice) in place of your Intelligence modifier for the spell save DC. When you do this, you add your weapon damage (including modifier) to the spell's damage roll.

Transmuted Ammunition Example

For example, if you Spellstrike using arctic breathK, you can choose to transmute the ammunition into a blast of freezing wind instead of firing it normally and triggering the effect on hit, firing it in a 30 foot line. All targets in would make a Dexterity saving throw against 8 + your Dexterity modifier + your proficiency bonus, and the spells damage would be 2d8 (from the spell) + 1d8 + your Dexterity modifier (from your weapon attack).


Spells This Works With
  • Arctic Breath
  • Aether Lance
  • Lightning Bolt
  • Pressure Cutter
  • ...Uh... more spells I guess I'll have to make?

Seeking Surges

Starting at 15th level, when you expend an Arcane Surge, you can add your Intelligence modifier to your next attack roll.

Arcane Bolts

Additionally at 15th level, you can always generate ammunition out of arcane force energy when you fire a ranged weapon. When you do so, you consume no ammunition when firing an ranged weapon with the ammunition property, and your weapon damage becomes force damage.

Ribbon Alert

This here is a ribbon (coming at 15th level). Don't over think it. I just wanted to give them this at some point.

Perfect Escape

Starting at 20th level, you can become uncatchable for one minute. For the duration, you have advantage on Dexterity saving throws, you are under the effect of freedom of movement, and at the start of each of your turns you can teleport up to 30 feet (no action required).

Spellblade Aegis Spells

The level listed for an Aegis spell is the level of spell slot sacrificed to gain the feature. A spell slot sacrificed for an Aegis feature cannot be regained until the Aegis Spell effect is removed during a long rest. You must know an Aegis Spell to select its power during a long rest. Aegis Spells count as spells known, and can be learned or forgotten when you gain a level in the class like normal Spellblade spells.

You can have a maximum number of spell slot levels sacrificed equal one fourth of your Spellblade class level. You can only sacrifice spell slots you have, and have gained from the Spellblade class.

1st Level Aegis Spells

Arcane Style

While this Aegis Spell is active, you gain one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.


Arcane Agility

You are under the effect of the jump spell during the effect.


Arcane Swiftness

You are under the effect of the longstrider spell during the effect.


Arcane Armor

You are under the effect of the mage armor spell during the effect.


Enchanted Shield

You touch a shield making it easy to wield. You have proficiency with that shield during the effect.


Weapon Focus

You turn your weapon into an arcane focus for your Spellblade spells.

2nd Level Aegis Spells

Arcane Eyes You gain the ability to see in the dark. You have darkvision out to a range of 60 feet during the effect.


Loyal Weapon

A weapon you touch as part of selecting this Aegis Spell is under the effect of returning weaponK.


Illusionary Ally

When you roll of initiative, you create a single duplicate as per the mirror image spell. You can only have one duplicate at a time from this effect. If you cast mirror image during the effect, the spell remains the same, but the first time an image is lost, this duplicate is destroyed instead.

3rd Level Aegis Spells

Aether Barrier (prerequisite: Aethersword only)

When you deal damage with your Aethersword, you gain temporary hit points equal to your Intelligence modifier.


Arcane Shield

You can create a shield of arcane power that protects you, blocking incoming attacks. You gain a +2 to AC as if you had a shield equipped. This counts as an equipped shield, and you cannot benefit from both this and an equipped shield.


4th Level Aegis Spells

Arcane Resistance

You gain resistance to acid, cold, fire, lightning, poison, or thunder damage during the effect.


Contingent Blink

The first time you would drop to 0 hit points as a result of taking damage, then you instead drop to 1 hit point, and vanish from your plane of existence, appearing on the Ethereal Plane. At the start of your turn, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. Once triggered, this cannot be triggered until you complete a long rest.

5th Level Aegis Spells

Arcane Flight

You gain a flying speed of 30 feet during the effect.


Runic Strength

Your Strength score becomes equal to your Intelligence score during the effect.


Spellblade Spell List

Cantrips (0 Level)
  • Acid Splash
  • Chill Touch
  • Dancing Lights
  • Decaying TouchK
  • Fire Bolt
  • Light
  • Mage Hand
  • Message
  • Minor Illusion
  • Poison Spray
  • Prestidigitation
  • Produce Flame
  • Ray of Frost
  • Shocking Grasp
  • True Strike
1st Level
  • Alarm
  • Arcane AblationK
  • Arcane WeaponK
  • Arctic BreathK
  • Bane
  • Burning Hands
  • Crashing WaveK
  • Crippling AgonyK
  • ElectifyK
  • Faerie Fire
  • Feather Fall
  • Fog Cloud
  • Gale BoltK
  • Grease
  • Inflict Wounds
  • Lightning TendrilK
  • Longstrider
  • Mage Armor
  • Magic Missile
  • Ray of Sickness
  • Shield
  • Tasha's Hideous Laughter
  • Thunderwave
  • Unseen Servant
2nd Level
  • AlacrityK
  • Become FireK
  • Become StoneK
  • Become WaterK
  • Become WindK
  • Blindness DeafnessK
  • Blur
  • Boil Blood
  • Cold SnapK
  • CrackleK
  • DisorientK
  • Darkness
  • Darkvision
  • Earth RippleK
  • FlingK
  • Hold Person
  • Invisibility
  • Hurricane SlashK
  • Iron Wind StrikeK
  • Mirror Image
  • Misty Step
  • Poison DartK
  • Ray of Enfeeblement
  • Web
  • Wind CutterK
3rd Level
  • Aether LanceK
  • Blink
  • Counterspell
  • Dispel Magic
  • ElectrocuteK
  • ErodeK
  • Fireball
  • Flash FreezeK
  • Fly
  • Haste
  • Lightning Bolt
  • Sleet Storm
  • Spider BiteK
  • Tongues
  • Vortex BlastK
  • Water Breathing
  • Water CannonK
  • Water Walk
4th Level
  • Aero BarrageK
  • Arcane Eye
  • Banishment
  • Black Tentacles
  • Blight
  • Conusion
  • Dimension CutterK
  • Dimension Door
  • Echoing LanceK
  • Fire Shield
  • Force BladeK
  • Freedom of Movement
  • GeyserK
  • Greater Invisibility
  • Ice SpikeK
  • Ice Storm
  • Juping Jolt
  • Orbital StonesK
  • Phantasmal Killer
  • Poison PuffK
  • Stoneskin
  • SuffocateK
  • Wall of Fire
5th Level
  • Acid RainK
  • Aether StormK
  • Anvil DropK
  • Cloudkill
  • Cone of Cold
  • Deglove CreatureK
  • FissureK
  • Hold Monster
  • Martial Steel Wind Strike
  • Mislead
  • Passwall
  • Pressure CutterK
  • Scrying
  • Sky BurstK
  • Sonic ShriekK
  • TornadoK
  • ShockwaveK

Template

3rd - Weapon Skill

Make good at bonking with some kind of weapon.

3rd - New Arcane Surge Option

Give a benefit to using Arcane Surge.

7th - Wild Card

Anything goes.

15th - Arcane Surge Enhancement

More benefits Arcane Surge.

20th - 1/day Overpowered Captstone Ability

Changelog 0.1

  • Purging Surge was removed. Replaced
  • Unerring Spellstrike no longer grants advantage, and was renamed Improved Spellstrike. This is a large nerf that is made up for in other places.

Changelog 0.2

  • Magic Sensitivity revised - it's now more powerful in a narrow windows, but still requires committing to the use of it rather than simply using it all the time.
  • Arcane Archer added.
  • Improved Spellstrike revised - it now adds 1d4 to the attack roll and damage roll instead of 1d8 to the damage roll. This is a slightly stronger bonus overall, and helps resolve a spellblade having only one attack per turn.
  • Spellstrike now fizzles if you cast another spell before attacking. This is block it combining with blade Cantrips gained through multiclassing (for example booming blade). Stacking those spells generally proves too effective, while assuming their use restricts class design too much.
  • Weapon Focus removed and folded into the features of Guardian and Swiftblade subclasses.
  • Weapon Focus added as an Aegis Spell for people that really want it on the other subclasses.

Changelog 0.3

Change Summary

The big changes revolve Arcane Surge. It has been made into a Short Rest resource, which is a large buff. This has been balanced out by a fair number of smaller nerfs.

The goal of this change is allow you to more freely use your Arcane Surge, without making it overwhelming, give them a short rest resource, streamline mechanics, and generally promote flexibility and choice will reducing peak power.

0.8 with the class cleaned up for public consumption will come fairly soon, once the more dramatic changes here are tested. That will come with more changes likely as I see what works and doesn't with Arcane Surge on a short rest. It is possible the whole change will be reverted, but unlikely.

  • Arcane Surge now recovers on a short rest.
  • Arcane Surge gains uses equal to your proficiency bonus.
  • Arcane Surge no longer allows you to cast shield.
  • Teleporting with Acrane Surge is no longer requires a bonus action.
  • Aegis has been slightly revamped, and now grants the shield spell for free, in addition to empowering it further with sacrificing spell slots, and lets you use it 1/short rest for free.
  • All subclasses have hard their 3rd level Feature revamped to grant a new Arcane Surge option instead of a straight enhancement to using it. Enhancements to using it have been generally moved to the 7th or 15th level features.
  • Improved Spellstrike moved back to 1d8 force damage (no longer grants +1d4 to the attack roll).

Battle Mage

  • Blurring Surge Removed.
  • Blinking Surge Removed.
  • Quickening Surge moved to 3rd level.
  • Twin Surge Added at 7th level.
  • Surge Mastery added at 15th level.

Aether Sword

  • Renamed Aethersword to Aether Weapon.
  • Advantageous Surge Removed.
  • Sweeping Blade nerfed and renamed Aether Great Weapon.
  • Ethereal Strikes Removed.
  • Empowering Surge added at 3rd level.
  • Channeling Surges added at 15th level.
  • Massive Blade now incorporates the effects of Sweeping Blade and Ethereal Strikes during the efffect.

Guardian

  • Fortifying Surges moved to 7th level.
  • Booming Spellstrike removed.

Swiftblade

  • Rapid Surge revamped to be a new option rather than bonus effect.

Arcane Archer

  • Mirroring Surge Removed.
  • Distant Surge Added.
  • Distant Spellstrike added.
  • Infinite Mirrors replaced with Perfect Escape
 

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