5e - Spellblade (KibblesTasty)

by KibblesTasty

Search GM Binder Visit User Profile

Spellblade 1.0

A human runs her hand across their blade tracing esoteric patterns that alight at a touch, flames flickering alive in their wake casting a sudden blazing light over the gloomy cavern, creatures of the dark shrinking back from the fire's light. A gnome's eyes begin to glow as a massive greatsword of energy condenses into their waiting hand, forming a blade of pure energy, twice their height but weightless in their hands. The edgy elf vanishes from sight, teleporting behind their foe before muttering something cryptically and cutting them down.

A Spellblade combines magic and martial talent in a perfect blend, able to blend their use of them into a single art. Rather than being a Wizard that happens to be good with a sword or a Fighter that knows some magic, a Spellblade is defined by their ability to merge the spells and martial talents into a single strike: a Spellstrike.

Pursuit of Mastery

Becoming a Spellblade isn't an accident - it's a difficult path to master and requires intense concentration and conditioning to master fluidly casting spells in the storm of battle in perfect sync with your attacks. Spellblades are, consequently, almost always driven by some form of motivation that have made them strive for this unique style of perfection. Some view it as an art or tradition important to them, some view it as the ultimate weapon to overcome a great obstacle, and some pursue it because of the challenge itself, seeking to prove themselves.

Most spellblades have a strong tie to the source of their tradition, be it a master, ancient technique, or even novel style they have poured their blood sweat and tears into mastering.

Rare Talent

Spellblades are uncommon, requiring an unusual degree of talent to master their arts compared to those that choose to focus and specialize in only one of their two challenging fields. Adventurers are already a rare breed, but Spellblades are rarer still, which often causes them to defy expectations. A bookish and mild Spellblade may be surprisingly nimble or strong, while one that may look a musclebound oaf may be surprisingly erudite. By their very nature they are someone that mastered both their mind and body to an unusual degree.

Creating A Spellblade

The most important place to start when making a Spellblade is knowing what drew your character to this difficult and rare path. The path of a Spellblade is one that has few mundane uses - they are not scholars and their skills serve little purpose outside the adventuring arts, so what drove your character to master these? There's an intentionality to a Spellblade similar to that which might be found in a Paladin.

Determine if you learned your skills on your own through years of hard work, or if you had a master or school that passed down the art to you - does that affect the sort of weapons you use or the attitudes you take your skills and how to use them?

The Spellblade
Level Proficiency
Bonus
Features Cantrips
Known
Spells
Known
1st 2nd 3rd 4th 5th
1st +2 Arcane Surge (2 uses), Magic Trick 1
2nd +2 Spellcasting, Spellstrike, Aegis 3 3 2
3rd +2 Spellblade Technique 3 4 3
4th +2 Ability Score Improvement 3 4 3
5th +3 Empowered Strike, Arcane Surge (3 uses) 5 5 4 2
6th +3 Arcane Recuperation, Magical Warding 5 5 4 2
7th +3 Specialization Feature 5 6 4 3
8th +3 Ability Score Improvement 5 6 4 3
9th +4 Arcane Surge (4 uses) 6 7 4 3 2
10th +4 Archetypal Magic, Innate Aegis (1st Level) 6 7 4 3 2
11th +4 Improved Spellstrike, Blast Zone Immunity 6 8 4 3 3
12th +4 Ability Score Improvement 6 8 4 3 3
13th +5 Arcane Surge (5 uses) 7 9 4 3 3 1
14th +5 Surging Focus, Magical Sensitivity, Innate Aegis (2nd Level) 7 9 4 3 3 1
15th +5 Specialization Feature 7 10 4 3 3 2
16th +5 Ability Score Improvement 7 10 4 3 3 2
17th +6 Arcane Surge (6 uses) 7 11 4 3 3 3 1
18th +6 Splash Damage, Innate Aegis (3rd Level) 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

Quick Build

You can make a Spellblade quickly by following these suggestions.

If you wish to follow the Tradition of a Battlemage or Aethersword, put your highest score in Intelligence, and your second and third highest scores in Dexterity and Constitution respectively. If you wish to follow the Tradition of the Guardian, put your highest score in Strength, followed by Constitution, and then Intelligence. If you wish to follow the path of the Swiftblade or Spellshot, put your highest score in Dexterity, followed by Intelligence, and then Constitution.

Choose a background that reflects your years of hard effort and study to master this unique route, preferably one that gives a physical and mental skill to represent your twin paths of mastery.

When you gain cantrips at 2nd level, you can select either combat or utility options - you'll gain additional options when you reach 5th level and can use them with your Spellstrike, so you don't need to plan what you want to use with it at 2nd level.

Class Features

  • 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
  • Weapons: Simple weapons, martial weapons.
  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Acrobatics, Arcana, Athletics, History, Investigation, Medicine, Nature, Perception, Religion, Sleight of Hand, and 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.
  • an arcane focus
  • (a) scale mail or (b) leather armor
  • (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 feet at 5th (10 feet), 9th (15 feet), 13th (20 feet), and 17th (25 feet) levels.

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.

Magic Trick

Additionally at 1st level , you learn one cantrip of your choice from the Spellblade class list. Intelligence is your spellcasting ability for this cantrip.

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 2nd level, you learn additional two cantrips of your choice from the Spellblade spell list. You learn additional Spellblade cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Spellblade table. The table includes the bonus cantrips gained from Spellblade class features (such as Empowered Strike)

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.

Spellstrike

Starting at 2nd level, you can infuse spells into your weapon. As a bonus action, you can cast a 1st level or higher Spellblade spell with a casting time of 1 action in a special way, infusing it into a melee weapon instead of having it immediately take effect. 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 and fails to cast if you cast another spell before attacking.

Spellstrike's interaction with the spell mechanics is determined by the spell's effect:

  • 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 must include the space the target of the Spellstrike is in, be placed such that one one edge of it is within the range of your weapon, and otherwise follows the rules of the spell regarding placement and range. 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.

You can only cast spells that are on the Spellblade class list using Spellstrike, 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.

Arcane Deflection

At 2nd level, 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.

Aegis

Additionally at 2nd level, you start to form a magical Aegis that enhances your physical powers with magical powers, blending them together. You can select one 1st level Aegis effect (listed at the end of the class) and gain the effects.

When you complete a long rest, you can change your selected 1st level Aegis effect or further boost your Aegis by sacrificing spell slots, granting magical empowerments that last until you complete your next long rest. When you do so, select an additional Aegis Effect (listed at the end of the class document) and expend the listed level of spell slot.

You can expend a maximum number of spell levels this way equal to your Spellblade level divided by four (rounded up).

Spellblade Technique

When you reach 3rd level, you select a specialization for your powers. You can choose from the Battlemage, Aether Blade, Guardian, Mage Hunter, Swiftblade, or Spellshot techniques, 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 on the Spellblade class list with your Spellstrike feature.

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, you gain the ability to regain some of your magical energy through a quick focused meditation. When you finish a short rest, you regain some of your expended spell slots. The spell slots can have a combined level that is equal to or less than one third of your Spellblade level (rounded down). You can't use this feature again until you finish a long rest.

Additionally, at any time, 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 succeed on saving throws against your own spells.

Archetypal Magic

At 10th level, you can cast each of the spells granted by your Spellblade technique 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.

Expanded Aegis

Starting at 10th level, when you finish a long rest you can select an additional 1st Level Aegis Effect to gain the benefit of without expending a spell slot. This effect lasts until you complete a long rest, at which time you can select a new effect.

At 14th level, you can additionally select one 2nd level Aegis Effect this way, and at 18th level, you can additionally select one 3rd level Aegis effect this way.

Splash Damage

Beginning at 11th level, when you hit a creature with Spellstrike, the target and creatures of your choice within 5 feet of the target that would be hit by the same attack roll take 1d8 additional force damage. On a miss, the target takes half as much damage, and nearby creatures take no damage (even if the attack roll would have hit them).

Blast Zone Immunity

Starting at 11th level, you are immune to the area of effect of your own spells. You take no damage from them, and ignore all other affects unless you choose to be affected.

Surging Focus

Starting 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 Control

At 18th level, when use Spellstrike to cast a spell that affects an area of effect, you can expend a use of your Arcane Surge expand the effect of your Blast Zone Immunity to a number of allies equal to your Intelligence modifier. When used this way, it only protects your allies until the start of your next turn, at which point they go back to being affected by any ongoing effects of a spell.

Spellblade Technique

Battlemage Technique

A Battlemage is the most general Spellblade technique, balancing a wide range of spells with a well rounded style of fighting. An iconic mix of magic and martial, it has few weaknesses and many options.

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 Spellblade 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 of 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 attack’s 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 expend a use of your Arcane Surge feature.

Once you use this feature, you cannot use it again until you complete a long rest.

Aether Blade Technique

Aether Blade Spellblades make use of their magical techniques to create a weapon of pure arcane power, with most of their abilities revolving around mastering the use of this weapon.

Aether Blade 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 aether lanceK
13th resilient sphere
17th aether stormK

Aether Blade

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 can take the shape of any bladed melee weapon, but it is a one-handed weapon that 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
discretion, this might not work with
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 Blade (no action required) causing it to deal an additional die of damage until the end of your next turn. During the effect, you can reroll any weapon damage dice from your Aether Blade once (you must use the new roll after doing so).

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 Aether Blade for 1 minute (no action required). For the duration, when you attack with your Aether Blade, you ignore all non-magical armor and defenses to treat the target's AC as 10 + their Dexterity modifier for that attack (magical defenses like the mage armor or shield are not bypassed). While attacking in this way with your Aether Blade, 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 affect the second target unless the spell can target multiple creatures.

Once you use this feature, you cannot use it again until you complete a long rest.

Guardian Technique

Specializing in defending their allies, spell blades
following this technique make broad use of
abjuration and self-enhancing magics, often
specializing more toward their physical
skills. They place themselves at the
front of combat, but are a highly
mobile line of defense.

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 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 without expending a spell slot, 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 + your 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 Surge.

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

The quickest and most deadly of the Spellblades, Swiftblades specialize in mobility, striking from the shadows and withdrawing as quickly as they appeared, favoring lighter weapons and flurries of blows that leave their target dead before it can retaliate.

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 blight
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

Starting at 3rd level you can use Spellstrike as part of the Attack action before making a melee weapon attack. You cannot Spellstrike more than once per turn.

Additionally, you can use 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.

Mage Hunter

Some Spellblades hone their magical powers for the sake of countering other magical purposes. They become the anathema of all spellcasters, they fight fire with fire, honing their own magical skills for the purposes of binding and denying the magical powers of others.

Mage Hunter 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 Aldricor's elemental rebukeTAG
5th silence
9th counterspell
13th suffocateK
17th dispel evil and good

Disrupting Blows

Starting at 3rd level, once per turn when you hit a target with a melee weapon, you deal bonus Force damage equal to your proficiency bonus. This bonus is doubled until end of your turn when you cast an Abjuration or Mage Hunter spell.

Additionally, your weapon attack rolls bypass the effects of 1st level spells (such as mage armor, shield, or sanctuary).

Purging Surge

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

  • On your turn, you can expend a use of Arcane Surge to end a magical effect or supernatural condition (such as being Charmed or Frightened) on yourself (no action required). If the spell is of a level greater than half your Spellblade level (rounded up) you must make an Intelligence saving throw with a DC of 10 + the spell's level to end it. You cannot do use this ability if you are incapacitated.

Nullifying Surge

Starting at 7th level, you can use Purging Surge even when incapacitated. Additionally, you can project the purging power outwards, expending two uses of Arcane Surge to cast counterspell or dispel magic without expending a spell slot.

Expert Abjuration

Starting at 15th level, when you have to make a Spellcasting check to dispel or counter a magical effect with Purging Surge or Nullifying Surge, you can add your Proficiency bonus to the roll.

Mana Void

At 20th level, you can turn yourself into a magical void, devouring and nullifying magic around you. For one minute, you project the effect of antimagic field 5 feet around (no action required). You can still cast spells while within this field, but are limited to Abjuration spells and Cantrips. Once per turn for the duration, when you counter or end the effect of a spell, you regain 1 use of Arcane Surge.

This effect ends early if you become unconscious, or you can end it at any time (no action required).

Spellshot

The lone option able to use their Spellstrike at range,
the Spellshot gets a lot of freedom in position and target selection, able to flex their powers across the battlefield raining death from afar, and ever farther
their talent grows.

Spellshot 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 multishotK
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 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 affect 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 spell’s 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.

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.

Perfect Escape

Starting at 20th level, you can become uncatchable for one minute (no action required). 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).

Once you use this feature, you cannot use it again until you complete a long rest.

Spellblade Aegis

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 can select any Aegis feature from the list, up to the maximum number of total spell slot levels you can spend on this feature.

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

Aegis effects are not spells and cannot be dispelled as such.

1st Level Aegis Effects

Arcane Agility

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


Arcane Armor

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


Arcane Swiftness

Your movement speed is increased by 5 feet.


Enchanted Shield

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


Surging Saves

You can use your Arcane Surge to add your Intelligence modifier to Strength or Dexterity saving throws as well as ability checks (no action required), expending a use as you would to empower an ability check.


Warding Barrier

You reduce all damage taken by 1.


Weapon Focus

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

2nd Level Aegis Effects

Arcane Eyes

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


Arcane Style

While this Aegis 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.


Blade Channel

When you can cast a spell using Spellstrike, you can use the ability modifier used to attack with that weapon instead of your Intelligence for the spellcasting ability modifier.


Illusionary Ally

When you roll 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.


Loyal Weapon

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


Quickened Movement

Your movement speed is increased by 5.

3rd Level Aegis Effects

Aether Barrier (prerequisite: Aether Blade only)

When you deal damage with your Aether Blade, 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 but does not require the use of your hand, and you cannot benefit from both this and an equipped shield.


Blastwave

Whenever you teleport using an Arcane Surge or a spell of 1st level or higher spell during the effect, your Aegis sends out a blastwave. Creatures of your choice within 5 feet of your destination must make a Strength saving throw against your Spell Save DC or be knocked prone.


Contingent Blink

The first time you would drop to 0 hit points as a result of taking damage, 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 again until you complete a long rest.

4th Level Aegis Effects

Arcane Resistance

You gain resistance to acid, cold, fire, lightning, poison, or thunder damage during the effect. You may select a new damage type when you select this Aegis again.


Combat Contingency

You incorporate a contingency for rapidly deploying combat magic into your Aegis. When you roll initiative, as a reaction you can cast one spell of 3rd level or lower spell that affects only you and has a casting time of 1 action.


Dimensional Pathways

When you use Arcane Surge to teleport, you can take one willing Medium or smaller creature within 5 feet of you with you, teleporting them to within 5 feet of your destination.


Runic Strength

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

5th Level Aegis Effects

Arcane Flight

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


Arcane Alacrity

When you take the Attack action, you can attack twice, instead of once.


Resilient Aegis

You gain proficiency in one Saving Throw of your choice during the effect.


Stone Aegis

You reduce all damage taken by 5.


Spellblade Spell List

Cantrips (0 Level)
  • Acid Splash
  • Chill Touch
  • Dancing Lights
  • Decaying TouchK
  • Electric ArcK
  • Fire Bolt
  • FreezeK
  • Force BoltK
  • Illusionary DartK
  • Light
  • Mage Hand
  • Message
  • Minor Illusion
  • Poison Spray
  • Prestidigitation
  • Produce Flame
  • Ray of Frost
  • Rock SlamK
  • Shocking Grasp
  • True Strike
  • Water BulletK
1st Level
  • Acid BubbleK
  • Alarm
  • Aldricor's Elemental RebukeTAG
  • Arcane AblationK
  • Arcane WeaponK
  • Arctic BreathK
  • Bad BloodK
  • Bane
  • Burning Hands
  • Blade Mirage
  • Crashing WaveK
  • Crippling AgonyK
  • ElectifyK
  • Elemental OrbK
  • EntombK
  • Eyes of ImmolationK
  • Faerie Fire
  • Feather Fall
  • Fog Cloud
  • Gale BoltK
  • Grease
  • Inflict Wounds
  • Lightning TendrilK
  • Longstrider
  • Mage Armor
  • Magic Missile
  • Melting GlobK
  • Prismatic FlashK
  • Shield
  • Shadow BindK
  • Hideous Laughter
  • Thunder PunchK
  • Thunderwave
  • Unseen Servant
  • Violent UpdraftK
  • Water BlastK
2nd Level
  • AlacrityK
  • Become FireK
  • Become StoneK
  • Become WaterK
  • Become WindK
  • Blindness/Deafness
  • Blur
  • Boil BloodK
  • Burning StrikeK
  • Clay TouchK
  • Cold SnapK
  • CrackleK
  • Crescent Wind SlashK
  • DisorientK
  • Darkness
  • Darkvision
  • Dragon SurgeK
  • Earth RippleK
  • Enhance Ability
  • Enlarge/Reduce
  • Ethereal ImmolationK
  • FlingK
  • Gravity SurgeK
  • Hold Person
  • Hurricane SlashK
  • Infernal ShacklesK
  • Instant CounterK
  • Invisibility
  • Iron Wind StrikeK
  • Mirror Image
  • Misty Step
  • Poison DartK
  • Pseudopod SlamK
  • Ray of Enfeeblement
  • See Invisibility
  • Shatter
  • Shattering ShieldK
  • Spiderclimb
  • Star DustK
  • Vacuum PullK
  • Web
  • Wind CutterK
3rd Level
  • Acidic PitK
  • Aether LanceK
  • Arctic AuraK
  • Blink
  • Counterspell
  • Crushing SingularityK
  • Dispel Magic
  • ElectrocuteK
  • ErodeK
  • Fireball
  • Fire CycloneK
  • Flash FreezeK
  • Fly
  • Ghost StepK
  • Haste
  • Hungering VoidK
  • Lightning Bolt
  • Seismic WaveK
  • Sleet Storm
  • Spider BiteK
  • Static FieldK
  • Stinking Cloud
  • Tongues
  • Vampiric Touch
  • Vortex BlastK
  • Water Breathing
  • Water CannonK
  • Water Walk
  • WitherK
4th Level
  • Aero BarrageK
  • Arcane Eye
  • Banishment
  • Black Tentacles
  • Blight
  • Confusion
  • Devour ShadowK
  • Dimension CutterK
  • Dimension Door
  • Echoing LanceK
  • Fire Shield
  • Force BladeK
  • Freedom of Movement
  • GeyserK
  • Greater Invisibility
  • Ice SpikeK
  • Ice Storm
  • Iron GardenK
  • Jumping JoltK
  • Orbital StonesK
  • Phantasmal Killer
  • Pillar of FireK
  • Poison PuffK
  • Quicksilver StepsK
  • Stoneskin
  • SuffocateK
  • Wall of Fire
5th Level
  • Acid RainK
  • Aether StormK
  • Anvil DropK
  • BlastwaveK
  • Burial BarrageK
  • Cloudkill
  • Cone of Cold
  • Deglove CreatureK
  • Devouring DarknessK
  • FissureK
  • Flickering StrikesK
  • Hold Monster
  • Mislead
  • Passwall
  • Pressure CutterK
  • Pyroclastic LanceK
  • Scrying
  • Sky BurstK
  • Sonic ShriekK
  • TornadoK

Acid Bubble

1st-level conjuration


  • Classes: Druid, Occultist, Sorcerer, Spellblade, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You create a bubble of acid that floats to the target point before bursting a shower of acid. All creatures and objects within 5 feet must make a Dexterity saving throw. On failure they take 3d4 acid damage, or half as much on a successful save.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of damage blocked increases by 2d4 for each slot level above 1st.

Aldricor's Elemental RebukeTAG

1st-level transmutation


  • Classes: Druid, Ranger, Sorcerer, Warlock, Wizard
  • Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning or thunder damage.
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

You manipulate some of the incoming elemental energy, harnessing its power in your hand. The damage you take from the triggering effect is cut in half, and if the creature that damaged you is within range you hurl the energy back at it. The creature must make a Dexterity saving throw, taking 1d8 damage of the triggering type on a failed save or half as much damage on a successful one.

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

Spell by TAG

Spell contributed by TheArenaGuy of Spectre Creations

Arcane Weapon

1st-level transmutation


  • Classes: Inventor, Spellblade
  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

You touch a weapon and imbue it with magic. For the duration the weapon counts as a magical weapon and any damage dealt by it is Force damage. When casting this one a weapon with the ammunition property, it no longer consumes ammunition when fired, and does not need to be reloaded.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the duration becomes 8 hours. When you use a spell slot of 5th level or higher, the duration becomes 24 hours.

Arctic Breath

1st-level conjuration


  • Classes: Druid, Sorcerer, Spellblade, Wizard
  • Casting Time: 1 action
  • Range: Self (30 foot line)
  • Components: V, S
  • Duration: Instantaneous

A line of freezing arctic wind 30 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 2d8 cold damage and their movement speed is reduced by 10 feet until the end of their next turn. On a successful save, a creature takes half as much damage and isn't slowed.

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

Bad Blood

1st-level necromancy


  • Classes: Druid, Occultist, Spellblade, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a piece of rotten meat)
  • Duration: Concentration, up to 1 minute

Targeting a creature you can see within range, you attempt to corrupt its blood. Creatures without blood are immune to this effect. The target must make a Constitution saving throw. On failure, they take 1d12 poison damage and become poisoned for the duration.

At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target, on failure; they take an additional 1d4 poison as the poison continues to ravage them.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional target for each slot level above 2nd. The targets must be within 30 feet of each other when you target them.

Become Fire

2nd-level transmutation


  • Classes: Druid, Sorcerer, Spellblade, Warlock, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 round

You become a burst of elemental flames. Until the start of your next turn, you gain the following benefits:

  • You are resistant to fire damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks.
  • You can move through the space of other creatures and ignore difficult terrain. The first time you enter the space of another creature on a turn, it takes 1d6 fire damage.
  • Once during your turn when you roll fire damage, you can maximize the value of one die of fire damage.

Become Stone

2nd-level transmutation


  • Classes: Druid, Sorcerer, Spellblade, Warlock, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 round

You solidify into a stone. Until the start of your next turn, you are petrified. Your AC becomes 20 and you gain 10 temporary hit points. Any remaining temporary hit points fade when the spell ends.

Become Water

2nd-level transmutation


  • Classes: Druid, Sorcerer, Spellblade, Warlock, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 round

You become a burst of elemental water. Until the start of your next turn, you gain the following benefits:

  • You are resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks.
  • You can move through the space of other creatures and ignore difficult terrain; the first time you move through a Large or smaller creature on a turn, it must pass a Strength saving throw or be knocked prone.

Become Wind

2nd-level transmutation


  • Classes: Druid, Sorcerer, Spellblade, Warlock, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 round

You become a burst of elemental wind until the start of the next turn. You gain resistance to lightning damage and bludgeoning, piercing, and slashing damage from nonmagical attacks. Additionally; you gain flying speed of 30 feet, can move through the space of other creatures, and ignore difficult terrain, but will fall at the start of your next turn if not held aloft.

Blade Mirage

1st-level illusion (arcane)


  • Classes: Bard, Occultist, Ranger, Spellblade, Sorcerer, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a melee weapon worth at least 1 sp)
  • Duration: Concentration, up to 1 minute.

You twist illusions around a melee weapon you are holding. When you cast the spell, and on each subsequent turn for the duration as a bonus action, you can create feinting blows with the illusory copies of your blade, distracting your target and giving you advantage on the next weapon attack against that target before the end of your turn. The spell ends early if let go of the weapon you cast it on.

As an action, a creature that can see you can make an Intelligence (Investigation) check against your spell save DC. On success, you no longer gain advantage from using the illusionary blades when making a feint against that creature, rendering the spell impotent against that creature.

Boil Blood

2nd-level necromancy


  • Classes: Occultist
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Targeting a creature that has taken slashing or piercing damage in the last minute, you make it's blood heat and boil. The target creature must make a Constitution saving throw. On failure, it's blood begins to heat. At the start of it's turn while affected, it takes 3d4 fire damage and is crippled with agony, all terrain is difficult terrain for it.

At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.

Burning Strike

2nd-level transmutation


  • Classes: Paladin, Ranger, Spellblade
  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (a piece of ammunition or weapon worth at least 1 cp)
  • Duration: 1 round

You touch a piece of ammunition or weapon, imbuing it with licking magic flames. The first time you attack with the empowered item, it bursts into brilliant flames. On a hit, the target takes an additional 4d4 fire damage and begins to burn. On a miss, the target takes half as much damage and does not start to burn.

The burning target sheds bright light in a 10-foot radius and dim light for an additional 10 feet and takes 1d4 fire damage at the end of its turns unless a creature uses their action to put the flames out.

Once an attack has been made with the piece of ammunition or weapon, the spell ends. If you touch a weapon with the Light property, you can immediately make a single weapon attack with it as part of the same action as casting the spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, both the initial and ongoing burn damage are increased by 1d4 damage.

Clay Touch

2nd level transmutation (arcane, primal)


  • Classes: Druid, Inventor, Occultist, Ranger, Sorcerer, Spellblade, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a small clump of clay)
  • Duration: Concentration, up to 1 minute.

You reach out to attempt to touch a creature within range. It must make a Dexterity saving throw. On failure, the target's armor (including natural or magical defenses) becomes soft and malleable, though retaining its form, and provides no protection against attacks reducing the target's AC to 10 + their dexterity for the duration of the spell.

Alternatively, you can touch a nonmagical object that isn't being warn or carried and is no larger than 2 feet in any dimension, reducing its AC and any Strength check required to break it to 5 for the duration of the spell.

Part of a larger object?

A GM has great leeway on determining what constitutes an object, such as if the bars of a prison would count as their own object or as part of the door. Generally I would rule generously on this. There are lower level spells that can get you out of barred cell.

Cold Snap

2nd-level evocation


  • Classes: Sorcerer, Spellblade, Wizard
  • Casting Time: 1 action
  • Range: 90 ft (5 ft radius)
  • Components: S
  • Duration: Instantaneous

With a snap of your fingers a swirling burst of freezing wind erupts at a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and becomes stuck in the ice, reducing their movement speed by 10 feet until the start of your next turn. On a success, the target takes half as much damage and is not stuck in ice.

The ground in the area is covered with slick ice and snow, making it difficult terrain until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Crackle

2nd-level evocation


  • Classes: Druid, Occultist, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You create three arcs of lightning striking targets in range. You can direct them at one target or several.

Make a ranged spell attack for each arc. On a hit, the target takes 1d12 lightning damage. If three or more arcs hit a single target, they must make a Constitution saving throw or become shocked, stunning them until the start of their next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional arc for each slot level above 2nd.

Crashing Wave

1st-level conjuration


  • Classes: Druid, Sorcerer, Spellblade, Wizard.
  • Casting Time: 1 action
  • Range: Self (20 foot cone)
  • Components: V, S
  • Duration: Instantaneous

A wave of water sweeps out from you. Each creature in a 20-foot cone must make a Strength saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked 10 feet away from you. If a creature is knocked into a wall, another creature, or fails by 5 or more, it is additionally knocked prone. On a successful save, the creature takes half as much damage and is not knocked back. If there is a source of water of at least 5 cubic feet within 5 feet of you when you cast the spell, you can displace that water, increasing the range of the spell to a 25 foot cone.

At Higher Levels. When you cast this spell using a spell lot of 2nd level or higher, the damage increases by 1d6 for each level above 1st.

Crescent Wind Slash

2nd-level evocation (arcane, primal)


  • Classes: Bard, Ranger, Spellblade, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: Instantaneous

You make a series of three slashes, each one magically releasing a razor sharp blast of wind at a target within range. You can launch them at one target or several.

Make a weapon attack with the weapon used in the casting of this spell for each slash. On hit, the target takes 1d6 + your weapon attack modifier.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create one additional slash for each slot level above 2nd.

Crippling Agony

1st-level necromancy


  • Classes: Occultist
  • Casting Time: 1 action.
  • Range: 60 feet
  • Components: V, S, M (a joint bone)
  • Duration: Concentration, up to 1 minute

You can inflict crippling agony on a foe. Choose one creature that you can see within range to make a Constitution saving throw. If the target fails, it becomes crippled with horrific pain. Whenever the creation moves more than half of it's movement speed or takes an action, the crippling pain causes it to take 1d6 necrotic damage.

It can repeat the saving throw at the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

Crushing Singularity

3rd-level transmutation


  • Classes: Spellblade, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 round

You create an overwhelming gravitational singularity at a point within range that lasts until the start of your next turn. When you cast this spell, any creature within 15 feet of the point must make a Strength saving throw. Creatures that fail their saving throw are moved to the closest available space adjacent to the singularity and take 3d6 bludgeoning damage, and an additional 1d6 bludgeoning damage for each other creature that fails the saving throw, up to a maximum of 6d6 bludgeoning damage.

While within 15 feet of the singularity, moving away from the singularity requires twice as much movement. If a creature ends its turn within 15 feet of the singularity, it must make a Strength saving throw. On failure, they take 2d6 bludgeoning damage are dragged back to the closest available spot to the center of the singularity.

Decaying Touch

Necromancy cantrip


  • Classes: Druid, Occultist, Sorcerer, Warlock
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (powdered remains of a dead animal)
  • Duration: Instantaneous

You wreath your hand in necrotic decay that causes anything you touch to wither and die. Make a melee spell attack against a creature or object within range. On hit, the target takes 1d6 necrotic damage is starts to flake and decay. The first time they take damage from another source before the start of your next turn, they take an additional 1d6 necrotic damage. Targets immune to diseases are immune to this effect.

The both the initial and secondary damage of the spell increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Deglove Creature

5th-level necromancy


  • Classes: Occultist
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a finger bone)
  • Duration: Instantaneous

You point at a creature within range, and attempt to make it's skeleton rip free of it's body. The creature must make a Constitution saving throw. The target takes 7d10 + 7 necrotic damage on a failed save, or half as much damage on a successful one.

If this damage kills the target creature, it's flesh sloughs of it's skeleton, collapsing a pile, and the skeleton becomes a Skeleton (Basic Rules, pg. 152), hostile to all living creatures that attacks the closest target.

Devouring Darkness

5th-level necromancy


  • Classes: Occultist, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self (20-foot radius)
  • Components: V, S
  • Duration: Instantaneous

Dark tendrils burst out from you in all directions. Creatures of your choice within 20 feet of you must make a Constitution saving throw. On failure, they take 6d8 necrotic damage, and you can move them in a straight line to within 5 feet of you if there is an empty space they can be pulled to. On success, they take half as much damage and are not moved.

You regain hit points equal to one quarter (rounded down) of the necrotic damage taken by all targets affected by the spell.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Devour Shadow

4th-level necromancy (arcane)


  • Classes: Occultist, Spellblade, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to a minute.

Your shadow suddenly elongates into that of a horrifying devouring abomination and attempts to eat the shadow of a target creature in range. The target must make a Charisma saving throw. On failure, the target creature's shadow is devoured and they take 6d6 necrotic damage, and are magically weakened, subtracting 1d4 from the attack rolls, saving throws, and ability checks for the duration of the spell, while you can add 1d4 to your attack rolls, saving throws, and ability checks for the duration of the spell. On success, a large bite is taken from the shadow, and they take half as much damage and are not weakened.

If either you or the target has no shadow, the spell fails. If their shadow is consumed, they have no shadow until the spell ends.

At Higher Levels. When you cast this spell with a 5th level spell slot or higher, you can target an additional creature for each spell slot level above 4th. The bonus you gain consuming shadows does not increase beyond 1d4, even if you consume multiple shadows.

Dimension Cutter

4th-level conjuration


  • Classes: Ranger, Spellblade, Wizard
  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, M (a melee weapon you are proficient with worth at least 1 cp)
  • Duration: Instantaneous

You flourish a weapon you are proficient with used in the casting and sweep through the air, slashing apart the dimensional space. Each creature in a 15-foot cone takes 6d6 force damage. This passes through total cover and strikes creatures in the ethereal plane as well as the material plane.

At Higher Levels. When you cast this spell using a spell slot of 5th Level or higher, it deals an additional 1d6 damage to each target on hit for each slot level above 4th.

Dragon Surge

2nd-level transmutation (primal)


  • Classes: Sorcerer, Spellblade, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You channel elemental power to form draconic wings, selecting an element from acid, cold, fire, lightning, or poison. All creatures within 10 feet of you must make a Dexterity saving throw as the wings manifest in a surge of elemental power, taking 2d8 damage of that elemental type selected on a failed saving throw, or half as much on a successful save. You gain a flying speed of 30 until the end of your turn, after which the wings fade away once more.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 and the flying speed increases by 10 feet for each slot level above 2nd.

Echoing Lance

4th-level evocation


  • Classes: Bard, Occultist, Sorcerer, Spellblade, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You emit a targeted burst of intense sonic energy at a creature within range. The target must make a Constitution saving throw. On a failure, they take 3d8 thunder damage and become stunned for the duration by the intense sound. On a successful save, the target takes half as much damage and isn't stunned.

At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends, on failure, they take an additional 1d8 thunder from the echoes within their mind.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 1d8 for each slot level above 4th.

Electrify

1st-level evocation


  • Classes: Occultist, Ranger, Sorcerer, Spellblade, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 round

You channel lightning into your hands. The next time you hit a creature with a melee attack (including a melee spell attack) before the start of your next turn, the target takes 1d12 lightning damage and must make a Constitution saving throw. On a failed save, the target becomes stunned until the start of their next turn.

The spell ends after dealing damage, or at the start of your next turn, whichever occurs first.

Electric Arc

evocation cantrip


  • Classes: Occultist, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You shoot a jolt of lightning at a creature you can see within range. Make a ranged spell attack against the target. On hit, the target takes 1d8 lightning damage and an arc of lightning jumps from the target to another creature of your choice within 15 feet, using the same attack roll, dealing 1d4 lightning damage on hit.

This spell's damage increases by 1d8 primary and 1d4 secondary damage when you reach 5th level (2d8 and 2d4), 11th level (3d8 and 3d4), and 17th level (4d8 and 4d4).

Electrocute

3rd-level evocation


  • Classes: Sorcerer, Spellblade, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

A massive arc of lightning leaps from your hand to a target you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 4d12 lightning damage and is stunned until the start of your next turn. On a successful save, the target takes half as much damage and isn't stunned.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

Elemental Orb

1st-level evocation (arcane)


  • Classes: Sorcerer, Spellblade, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

You form an orb of power, forming it into an element of your choice. Select an element damage type from acid, cold, fire, lightning, or poison. Make a ranged spell attack against a target you can see within range. On hit, the target takes 3d8 damage of the selected elemental damage type.

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

Earth Ripple

2nd-level transmutation


  • Classes: Druid, Occultist, Sorcerer, Spellblade, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You cause the earth to deform and ripple, a target creature must make a Dexterity saving throw or suffer one of the following effects (your choice):

  • It is pulled into the earth, taking 1d8 bludgeoning damage and reducing its movement speed to zero until a creature spends an action to dig it free.
  • It is slammed 5 feet in a direction of your choice by a wave of earth, taking 2d8 bludgeoning damage and being knocked prone.
  • It is impaled by a spike of earth, taking 4d8 piercing damage.

Entomb

1st-level transmutation


  • Classes: Sorcerer, Spellblade, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You attempt to encase a Medium or smaller creature you can see within ice. The creature must make a Strength saving throw or become restrained by ice for the duration. At the end of each of its turns, the target takes 1d8 cold damage and can make another Strength saving throw. On success, the spell ends on the target.

If the creature takes more than 5 fire or bludgeoning damage from a single damage roll while restrained, the ice breaks and the target is freed, ending the spell for the target.

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

Erode

3rd-level conjuration


  • Classes: Occultist, Spellblade, Wizard
  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, S
  • Duration: Instantaneous

You blast a target with a glob of acid. The target must make a Dexterity saving throw. On failure, the target takes 8d4 acid damage immediately and becomes covered in acid. On a success, the target takes half as much damage and is not covered in acid. While covered in acid, the target takes 2d4 acid damage at the end of each of its turns. The target or a creature within 5 feet of it can end this damage by using its action to clear away the acid.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 3rd.

Eyes of Immolation

1st-level evocation (arcane, primal)


  • Classes: Druid, Occultist, Sorcerer, Spellblade, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous

Your eyes glow with fiery light before focusing on a creature you can see within range, causing a beam of fire to shoot from your eyes. The target creature must make a Dexterity saving throw. On a failed save, it takes 3d6 fire damage and is set ablaze, taking 1d6 damage at the end of each of its turns until it or another creature within 5 feet of it spends an action to douse the flames. On a successful save, the creature takes half as much damage and is not set ablaze.

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

Ethereal Immolation

2nd-level evocation (arcane)


  • Classes: Occultist, Sorcerer
  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You shroud a target in visible ethereal power that reacts violently to the presence of magic. For the duration of the spell, if the target casts a spell, it takes 2d4 force damage. This damage is increased by 1d4 for each spell level of the spell cast (no additional damage for cantrips).

Additionally, if the target ends their turn while concentrating on a spell, they take 1d4 force damage.

Fire Cyclone

3rd-level conjuration


  • Classes: Druid, Sorcerer, Spellblade, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a pinch of ashes from a forest fire)
  • Duration: Concentration, up to a 1 minute

Targeting a point on the ground you can see, you cause a cyclone made of whipping flames to fill a 10-foot-radius, 30-foot-high cylinder.

Creatures that are inside the spell when you cast it or enter it for the first time on a turn must make a Strength saving throw. On a failed saving throw, it takes 3d6 fire damage and is flung 15 feet upwards and lands 15 feet in a randomly determined horizontal direction. On a successful save, the creature takes half as much damage and is not flung.

When a creature is not entirely inside the cyclone's radius but within 30 feet of its center at the start of its turn, it still feels the intense draw of the raging cyclone, and must spend 2 feet (or 3 feet if it is flying) of movement for every 1 foot it moves away from the cyclone.

For the duration of the spell, you can spend an action to move the cyclone up to 30 feet in any direction along the ground.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the height of the cyclone as well as the distance a creature is thrown upward increases by 5 feet for each level above 3rd.

Fissure

5th-level transmutation


  • Classes: Druid, Sorcerer, Spellblade, Wizard
  • Casting Time: 1 Action
  • Range: Self (60 foot line)
  • Components: V, S
  • Duration: Instantaneous

You rend asunder the earth in a 60-foot-long 5-foot-wide line, targeting an area of dirt, sand, or rock at least 10 feet deep.

Creatures in that line must make a Dexterity saving throw. On a failure, a creature falls into a suddenly opened crevice in the ground, falling into it before it snaps shut, crushing them. Creatures that fail the saving throw take 6d10 bludgeoning damage from the fall and crushing. The creature is buried in 10 feet of rubble, and creatures without a burrowing speed require 25 feet of movement to extract themselves from the loose rubble to return to where they failed the saving throw. If they end their turn while buried, they take an additional 1d10 bludgeoning damage.

Flash Freeze

3rd-level evocation


  • Classes: Sorcerer, Spellblade, Wizard
  • Casting Time: 1 action
  • Range: Self (30-foot cone)
  • Components: V, S
  • Duration: Instantaneous

A freezing wind ripples outward. Each creature in a 30-foot cone must make a Constitution saving throw. On a failed save, a creature takes 4d8 cold damage and is restrained by ice until the start of your next turn. On a successful save, the target takes half as much damage and isn't restrained.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Flickering Strikes

5th-level conjuration


  • Casting Time: 1 action
  • Range: Self(30-foot radius)
  • Components: V, S, M (a melee weapon you are proficient with worth at least 1 sp).
  • Duration: Instantaneous

You flourish a weapon weapon you are proficient with used in the casting and then vanish, instantly teleporting to and striking up to 5 targets within range. Make a weapon attack against each target. On hit, a target takes the weapon damage from the attack + 6d6 force damage.

You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

Fling

2nd-level transmutation


  • Classes: Sorcerer, Spellblade, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You manipulate gravity around one large or smaller creature. The target creature makes a Strength saving throw. On failure, you can fling them 40 feet straight up or 20 feet in any direction.

If you fling them straight up they immediately fall, taking 4d6 damage falling damage, and fall prone. If you fling them any other direction, they take 2d6 damage and fall prone. If their movement would be stopped early by a creature or object, both the target and creature or object takes 3d6 bludgeoning damage.

Freeze

Transmutation cantrip


  • Classes: Druid, Occultist, Sorcerer, Warlock
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You instill a deadly chill into your hand. Make a melee spell attack against a creature. On hit, the target takes 1d8 cold damage, and the target's movement speed is reduced by 10 feet until the end of their turn.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Force Blade

4th level evocation


  • Classes: Sorcerer, Spellblade, Wizard
  • Casting Time: 1 bonus action
  • Range: Self (10 feet)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create an oversized blade of pure scintillating force energy in your hand. For the duration of the spell, as an action, you can sweep the blade through up to two creatures within reach, dealing 2d12 force damage to each.

At Higher Levels. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 3d12. When you cast it using a spell slot of 7th level or higher, the damage increases to 4d12.

Force Bolt

evocation cantrip


  • Classes: Sorcerer, Spellblade
  • Casting Time: 1 action
  • Range: 120 ft.
  • Components: V, S
  • Duration: Instantaneous

You hurl a mote of arcane energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 2d4 force damage.

This spell's damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4).

Gale Bolt

1st-level evocation


  • Classes: Druid, Occultist, Ranger, Sorcerer, Spellblade, Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

A blast of concentrated wind streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 bludgeoning damage and if it is Large or smaller is knocked 10 feet away from you.

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

Geyser

4th-level conjuration


  • Classes: Druid, Sorcerer, Spellblade, Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You cause a massive eruption of water to blast upwards from the ground at a point within range. Creatures within 10 feet of the point must make a Dexterity saving throw or take 4d6 bludgeoning damage and be knocked 60 feet into the air. On a successful save, creatures take half as much damage, and are instead knocked their choice of 10 feet away from the point or 10 feet upward.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each level above 4th.

Ghost Step

3rd-level transmutation (arcane)


  • Classes: Occultist, Spellblade, Sorcerer, Spellblade, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 round

You become briefly ethereal and intangible. For the duration, you can move in any direction and do not fall. You can move through creatures, objects, walls, terrain, and effects as if they were not there. You can only pass through magical objects if they do not block ethereal transit. While you are intangible, you are immune to all damage besides force damage.

At the start of your next turn, you once more become tangible, manifesting in your current space. If the space is occupied, you are shunted to the nearest unoccupied space, take force damage equal to twice the number of feet you are forced to move. If the space you manifest is not on the ground and you cannot fly, you fall to the ground.

Gravity Surge

2nd-level transmutation


  • Classes: Spellblade, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You create a crushing field of gravity in a 15 radius sphere. Any creature within the area must make a Strength saving throw. On failure, creatures take 2d6 bludgeoning damage and falls prone. On success, creatures take half as much damage are not knocked prone. Creatures that are not on the ground make this save with disadvantage.

Hungering Void

3rd-level conjuration (arcane)


  • Classes: Occultist, Sorcerer, Spellblade, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

You create a point pure void which swallows a 20-foot radius sphere of space, plunging it into magical darkness and forming a life devouring freezing void. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it unless it comes from a spell of higher level than this one.

A creature that starts their turn within the void must make a Constitution saving throw. On failure, they take 2d6 cold damage and 2d6 necrotic damage, and their speed is reduced by 5 feet. The reduction to their speed lasts until they start not inside the area of the void, and can stack with itself, up to a maximum effect of reducing a creature's speed to 5 feet. On a success, they take half as much damage and their speed is not reduced.

At Higher Levels. When you cast this spell using a 5th level spell slot or higher, the necrotic and cold damage both increase be 1d6, and the speed reduction increases to 10 feet on a failed save (with the same minimum speed limitation).

Hurricane Slash

2nd-level evocation


  • Classes: Druid, Occultist, Ranger, Spellblade, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self (30-foot line)
  • Components: V, S
  • Duration: Instantaneous

You condense wind into a razor sharp blast that shreds a 30-foot-long 5-foot-wide line. Creatures in the area must make a Dexterity saving throw. A creature takes 3d8 slashing damage on a failed save or half as much on a success.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create an additional line of effect. A creature in the area of more than one slash is affected only once.

Ice Arrow

1st-level evocation


  • Classes: Druid, Sorcerer, Spellblade, Wizard
  • Casting Time: 1 action
  • Range: 120 feet.
  • Components: V, S
  • Duration: Instantaneous

You conjure a shard of ice before hurling it at a target you can see within range. Make a ranged spell attack. On hit, the target takes 2d8 + your spellcasting ability modifier cold damage.

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

Ice Spike

4th-level evocation


  • Classes: Sorcerer, Spellblade, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You create a lance of ice that shoots up from the ground to impale a creature within range. The target must make a Dexterity saving throw. The target takes 4d8 piercing damage and 4d8 cold damage on a failed save. The target takes only the 4d8 cold damage on a successful save.

At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you can create a second spike. When you cast this spell using a spell slot of 8th or 9th level, you can create a third spike. Additional spikes can target the same or different creatures.

Illusionary Dart

illusion cantrip


  • Classes: Bard, Occultist, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You create and throw an illusionary dart at a creature you can see within range. Make a ranged spell attack. On hit, they take 1d8 psychic damage. The number of darts you can throw with this spell increases when you reach 5th level (2 darts), 11th (3 darts), and 17th level (4 darts). You can direct the dart at the same target or at different ones. Make a separate attack roll for each dart.

Infernal Shackles

2nd-level conjuration (arcane)


  • Classes: Spellblade, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a link from a chain burned in a fire that killed at least one creature)
  • Duration: Concentration, up to 1 minute

Chains of burning black iron spring from the ground and attempt bind a creature you can see within range. The target creature must make a Strength saving throw. On failure, it takes 3d6 fire damage and its movement speed is reduced to zero for the duration of the spell. On success, they take half as much damage and are not bound.

At the end of each of their turns, the target repeats its saving throw. On a success, the chains broken and the spell ends for that target. On a failure, it remains bound and takes an additional 2d6 fire damage as it is seared by the chains.

At Higher Levels. When you cast this spell with a 3rd level spell slot or higher, you can target an additional creature for each spell slot level above 2nd.

Variant: Spells of Damnnation

At your GM's discretion, creatures reduced to zero hit points by Hellfire Pit or Infernal Shackles die and have their soul trapped in the planes of hell. Consult with your GM about the potential cosmological and moral side effects of using spells fueled by infernal energy of damnation.

Instant Bulwark

3rd-level transmutation (primal)


  • Classes: Druid, Occultist, Sorcerer, Spellblade, Wizard
  • Casting Time: 1 reaction, which you can take when a creature within range takes damage from a ranged attack or area of effect.
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You cause a 15-foot-long, 10-foot-tall, several inch thick wall of earth to erupt on the ground, granting total cover and blocking any damage that originates from the far side of the wall until the wall breaks. This blocks ranged attacks, and areas of effects that have a point of origin on the far side of the wall (for example, the center point of a radius spell or the source of a cone or line).

All damage the wall blocks is applied to the wall, even if that damage normally only affects creatures, but it takes the blocked damage only once, even if blocking the same damage against multiple creatures. The wall has 4d10 + your spellcasting modifier hit points, and crumbles to dust when it is reduced to 0 hit points. Any damage remaining after the wall is destroyed is dealt as normal. If the wall is not destroyed, it crumbles at the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the wall has 1d10 additional hit points and is 5 feet longer for each level above 3rd.

Iron Garden

4nd-level transmutation (arcane)


  • Classes: Spellblade, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self (20-ft. radius)
  • Components: V, S
  • Duration: Instantaneous

Iron spikes lance upwards from the ground in all directions around you, impaling creatures within 20 feet of you. Creatures in the target area must succeed a Dexterity saving throw, or take 6d8 piercing damage, and their movement speed drops to zero until the end of their next turn. On a success, they take half as much damage, and their movement speed is not reduced to zero.

Until the start of your next turn, when a creature moves into or within the area, it takes 1d8 piercing damage for every 5 feet it travels. At the start of your next turn, the spikes rust away to dust.

At Higher Levels. When cast with a 5th level or higher spell slot, the initial damage increases by 1d8 for each level spell slot level above 4th.

Iron Wind Strike

2nd-level conjuration


  • Classes: Ranger, Spellblade
  • Casting Time: 1 action
  • Range: Self (15-foot radius)
  • Components: V, S, M (a melee weapon you are proficient with worth at least 1 cp)
  • Duration: Instantaneous

You flourish a weapon weapon you are proficient with used in the casting and then vanish to strike like the wind. Choose up to three creatures you can see within range. Make a melee weapon attack against each target. On a hit, a target takes 3d8 damage of the weapon's damage type.

You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

At Higher Levels. When you cast this spell using a spell slot of 3rd Level or higher, it deals an additional 1d8 damage to each target on hit for each slot level above 2nd.

Illusionary Dart

illusion cantrip


  • Classes: Bard, Occultist, Sorcerer, Spellblade, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You create and throw an illusionary dart at a creature you can see within range. Make a ranged spell attack. On hit, they take 1d8 psychic damage. The number of darts you can throw with this spell increases when you reach 5th level (2 darts), 11th (3 darts), and 17th level (4 darts). You can direct the dart at the same target or at different ones. Make a separate attack roll for each dart.

Jumping Jolt

4th-level evocation


  • Classes: Sorcerer, Spellblade, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You release an arc of lighting at a creature within range. Make a ranged spell attack roll against the target. On hit, the target takes 4d12 lightning damage, and you can cause the spell to jump to another target within 20 feet of the first target making a new attack roll for each target. The spell cannot hit the same target twice, or jump to a target out of the spells range. The spell can jump a maximum of five times.

On a miss, the target takes half as much damage and the spell does not jump to a new target.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the starting damage increases by 1d12 for each slot level above 4th.

Lightning Tendril

1st-level evocation


  • Classes: Druid, Occultist, Sorcerer, Spellblade, Warlock, Wizard
  • Casting Time: 1 bonus action
  • Range: Self (20 feet)
  • Components: V, S, M (a twig from a tree that has been struck by lightning)
  • Duration: Concentration, up to 1 minute

Crackling beams of blue energy leap from your hands. For the duration of the spell, as an action, you can direct them toward a creature within range, dealing 1d12 lightning damage to that creature.

At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 2d12 and the range increases to 30 feet. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 3d12 and the range increases to 60 feet. When you cast it using a spell slot of 7th level or higher, the damage increases to 4d12 and the range increases to 120 feet.

Melting Glob

1st-level conjuration (arcane)


  • Classes: Inventor, Sorcerer, Spellblade, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute

You hurl a glob of acid at a creature within range, making a ranged spell attack. On hit, the creature takes 4d4 acid damage, and starts to be melted by acid. For 1 minute, at the end of each of its turns, it takes 1d4 acid damage. A creature can end the effect early by using its action to clear off the acid.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 2d4 for each slot level above 1st.

Multishot

1st-level evocation


  • Classes: Ranger
  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (a piece of ammunition or weapon with the thrown property worth at least 1 cp)
  • Duration: 1 round

You touch a piece of ammunition or weapon with the thrown property, giving it a magical duplicate superimposed over it until the end of your next turn. The first time you attack with the empowered item before the end of your next turn, select a second target within range of the weapon for the attack, making a separate ranged weapon attack roll for the magically duplicated projectile. On hit, the target takes 2d8 force damage. This damage roll does not add any modifiers or bonus associated to weapon attacks.

Once an attack has been made with the piece of ammunition or weapon, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd Level or higher, you can select one additional target for each slot level above 1st.

Pillar of Fire

4th-level evocation (arcane)


  • Classes: Sorcerer, Spellblade, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

A pillar of fire in a 5-foot-radius, 30-foot-high cylinder centered on a point within range. Each creature in the cylinder in the must make a Dexterity saving throw. A creature takes 10d6 fire damage on a failed save, or half as much on a successful save.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

Poison Dart

2nd-level transmutation


  • Classes: Occultist, Sorcerer, Spellblade, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 ft
  • Components: V, S
  • Duration: Instantaneous

You conjure a dart of pure poison and hurl it at a creature you can see within range. Make a ranged spell attack. On a hit, the target takes 3d12 poison damage and must succeed a Constitution saving throw or become poisoned until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.

Poison Puff

4th-level transmutation


  • Classes: Druid, Occultist, Spellblade, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self (30-foot cone)
  • Components: V, S
  • Duration: 1 round

You exhale a cloud of poison that magically expands to fill a 30 foot cone. Creatures in that area must make a Constitution saving throw. On a failure, they take 4d12 poison damage and become poisoned until the start of their next turn. On a success, the target takes half as much damage and is not poisoned.

The area is lightly obscured until the start of your turn, and any creature that ends their turn within the area takes 2d4 poison damage.

Pressure Cutter

5th-level conjuration


  • Classes: Sorcerer, Spellblade, Wizard
  • Casting Time: 1 action
  • Range: Self (60 foot line)
  • Components: V, S
  • Duration: Instantaneous

You unleash a blast of highly pressurized water in a 60-foot-long 15-foot-wide line, slashing through everything in its path. Each creature in the line must make a Dexterity saving throw, taking 10d6 slashing damage on a failure. On a successful save, a creature takes half as much damage.

At Higher Levels. When you cast this spell using a spell lot of 6th level or higher, the damage increases by 1d6 for each level above 5th.

Prismatic Flash

1st-level illusion (arcane)


  • Classes: Occulist, Sorcerer, Spellblade, Wizard
  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S, M (a prism)
  • Duration: 1 round

A vivid rainbow of prismatic lights springs shoots from your hand. Each creature in a 15-foot cone must make a Constitution saving throw. On a failure, creatures are blinded and dazed until the end of your next turn. While they are dazed in this way they are unable to take reactions and their movement speed is halved. If a creature fails by 10 or more, it is additionally stunned for the duration. On a successful save, a creature is not blinded but is momentarily disoriented by the brilliant flash and has disadvantage on attack rolls until the end of your turn.

Creatures that are already blinded or cannot see you aren't effected as they do not see the burst.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the size of the cone expands by 5 additional feet.

Pseudopod Slam

2nd-level conjure


  • Classes: Druid, Occultist, Sorcerer, Spellblade, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous

You conjure a pseudopod of acidic ooze that slams a creature or object within range. Make a melee spell attack. On hit, the target takes 8d4 acid damage and is moved 5 feet in a direction of your choice.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of damage blocked increases by 2d4 for each slot level above 2nd.

Pyroclastic Lance

5th-level conjuration (arcane)


  • Classes: Sorcerer, Spellblade, Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You conjure a lance of blazing lava before hurling it at target within range. Make a ranged spell attack. On hit, the target takes 8d6 fire damage. Hit or miss, the lance then explodes in a 10 foot radius sphere of heavily obscuring pyroclastic ash around the target until the start of your next turn. Any creature that start their turn within the ash cloud must make a Constitution saving throw or take 4d6 fire damage and be blinded until the start of their next turn.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial damage increases by 1d6 for each slot level above 5th.

Quicksilver Steps

4th-level transmutation (arcane)


  • Classes: Bard, Ranger, Sorcerer, Spellblade, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

For the duration of the spell your movement does not provoke attacks of opportunity, and you can move up to 10 feet each time another creature you can see or hear ends their turn (no action required), up to 4 times, regaining all uses at the start of your turn. The first attack against you after each time you move have disadvantage.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of times you can move at the end of another creature's turn increases by 1, equaling the level of the spell slot used.

Rock Slam

transmutation cantrip (primal)


  • Classes Druid, Occultist, Sorcerer, Spellblade, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You fling a rock a creature you can see within range. Make a ranged spell attack. On hit, the target takes 1d10 bludgeoning damage. On a critical hit, the target is knocked prone or 10 feet backwards (your choice).

The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Seismic Wave

3rd-level transmutation


  • Classes: Druid, Sorcerer, Spellblade, Wizard
  • Casting Time: 1 action
  • Range: Self (30 foot cone)
  • Components: V, S
  • Duration: Instantaneous

You release a seismic wave, slamming the ground in front of you causing the earth to explode violently in a 30 foot cone in front of you. Creatures touching the ground in the area must make a Strength saving throw. On failure, they take 4d10 bludgeoning damage and fall prone. On success, they take half as much damage and do not fall prone. Large or larger objects and structures in the area of effect automatically fail the save and take double damage. The ground becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

Shadow Bind

1st-level illusion (arcane, shadow)


  • Classes: Spellblade, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You cause solidified tendrils of shadow to leap spring from a creature's shadow and bind it. The target must make a Strength saving throw or become restrained for the duration of the spell. A restrained creature can repeat its saving throw at the end of each of its turns, ending the effect on a successful save.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 2nd.

Shattering Shield

2nd-level evocation


  • Classes: Druid, Occultist, Sorcerer, Spellblade, Warlock
  • Casting Time: 1 reaction, which you can take when a creature within range is hit by a melee attack.
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You cause a shield of ice to erupt blocking the attack. The damage of the attack is reduced by 1d8 + your spellcasting modifier. If the attack damage is not completely blocked, the shield shatters, dealing the amount of blocked damage as cold damage to the attacking creature. If the shield is not broken, it melts away after blocking the damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of damage blocked increases by 1d8 for each slot level above 2nd.

Sky Burst

5th-level evocation


  • Classes: Druid, Sorcerer, Spellblade, Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

Five bolts of lightning strike five points of your choice that you can see within range. Each creature within 5 feet of a chosen point must make a Dexterity saving throw. A creature takes 4d12 + 4 lightning damage on a failed save, or half as much on a successful one. A creature in the area of more than one lightning burst is affected only once.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can call down an additional bolt of lightning targeting another point within range for each slot level above 5th.

Water Bullet

conjuration cantrip


  • Classes: Druid, Occultist, Sorcerer, Spellblade, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

You create a compressed bead of water and fire it at a creature you can see within range. Make a ranged spell attack. On hit, the target takes 1d6 + your spellcasting ability modifier piercing damage.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Sonic Shriek

5th-level evocation


  • Classes: Bard, Occultist, Sorcerer, Spellblade, Wizard
  • Casting Time: 1 action
  • Range: Self (120-foot cone)
  • Components: V, S
  • Duration: Instantaneous

You emit a sonic blast covering a huge area. Each creature in a 120-foot cone must make a Constitution saving throw. On a failed save, a creature takes 6d8 thunder damage. On a successful save, a creature takes half as much damage. A creature automatically succeed on its saving throw if it is more than 60 feet from you.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Star Dust

2nd-level evocation


  • Classes: Sorcerer, Spellblade, Wizard
  • Casting Time: 1 action
  • Range: Self (30-foot cone)
  • Components: V, S
  • Duration: Instantaneous

You evoke a burst of brilliant particles of force energy sweeping out in a 30-cone originating from you. Creatures in the radius take 3d4 force damage and the next attack roll made against them before the start of your next turn has advantage.

Static Field

3rd-level evocation (arcane)


  • Classes: Inventor, Occultist, Sorcerer, Spellblade, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A visible field of static energy crackles to life in a 20 foot radius around a point you can see within range. Each time a creature takes an action or travels 5 feet or more within the field, it takes 1d12 lightning damage. A creature can only take damage from moving once per turn.

Spider Bite

3rd-level transmutation


  • Classes: Druid, Occultist, Spellblade, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You prick a target with a tiny magical fang of venom. Make a melee spell attack against a creature within reach. On a hit, the target takes 4d12 poison damage and must succeed on a Constitution saving throw or becoming poisoned for 1 minute. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the target is no longer poisoned.

If you miss your melee attack roll, you can concentrate (as if concentrating on a spell) to maintain the attack for another attempt until the end of your next turn. (You may make subsequent attempts until you hit or lose concentration)

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

Suffocate

4th-level transmutation


  • Classes: Occultist, Sorcerer, Spellblade, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a whirling sphere of air around a creature that causes them to struggle to breathe. The target must make a Constitution saving throw. On a failure, the target loses 5d8 hit points due to lack of air, has disadvantage on all ability checks, and cannot speak. On a success, the target takes half as much damage and suffers no other effects. For the duration, as an action, you can force the creature to make a saving throw against the ability again.

If a target fails their saving throw against this spell 3 times in a row, they become incapacitated until they succeed on a save or the spell ends. If you don’t use your action to force the target to make a save, it counts as a success.

A creature that does not need to breathe is unaffected by this spell.

Tornado

5th-level transmutation


  • Classes: Druid, Sorcerer, Spellblade, Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A whirling tornado erupts, filling a 20-foot-radius, 40-foot-high cylinder centered on a point within range.

Any creature that starts its turn within the tornado must make a Strength saving throw. On a failed save, the creature takes 4d8 bludgeoning damage and is pushed 10 feet away and 40 feet up. On a successful save, the creature takes half as much damage and isn't pushed.

As a bonus action, you can move the tornado up to 30 feet in any direction. Any ranged weapon attack against a target within 20 feet of the tornado has disadvantage, and any ranged attack that passes through it automatically misses.

Vacuum Pull

2nd-level evocation


  • Classes: Druid, Occultist, Ranger, Spellblade, Sorcerer, Wizard
  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You cause a sudden savage burst of wind to howl toward you, attempting to pull a Huge or smaller creature within range that you can see toward you. The target must succeed a Strength saving throw or be yanked off their feet and flung toward you, landing within 5 feet of you and falling prone. Flying creatures make the Strength save with disadvantage.

At Higher Levels. When you cast this spell using a spell lot of 3rd level or higher, the range of the spell increases by 10 feet.

Violent Updraft

1st-level transmutation (primal)


  • Classes: Druid, Occultist, Sorcerer, Spellblade, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You create a violent upburst of wind attempting to toss a Large or smaller creature into the air. The target must make a Strength saving throw, which it can choose to fail. On failure they are knocked 20 feet straight up into the air. If the target cannot hold onto anything or fly, they immediately fall taking 2d6 bludgeoning damage and falling prone.

Vortex Blast

3rd-level evocation


  • Classes: Druid, Occultist, Sorcerer, Spellblade, Wizard
  • Casting Time: 1 Action
  • Range: Self (30-foot cone)
  • Components: V, S
  • Duration: Instantaneous

You create a sudden violent vortex that blasts outwards in a 30-foot cone, tossing characters and objects within the area. Creatures in the area take 3d6 bludgeoning damage and must succeed a Strength saving throw or be knocked 20 feet backward and 30 feet upward.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Water Blast

1st-level conjuration


  • Classes: Druid, Occultist, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You conjure a ball of water before hurling it at a target. Make a ranged spell attack against the target. On a hit, the target takes 3d6 bludgeoning damage and if it is Large or smaller must make a Strength saving throw or be knocked prone.

At Higher Levels. When you cast this spell using a spell lot of 2nd level or higher, the damage increases by 1d6 for each level above 1st.

Wasp Barrage

3rd-level conjuration (primal)


  • Classes: Druid, Occultist, Ranger, Sorcerer, Spellblade, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self (40 foot cone)
  • Components: V, S
  • Duration: Instantaneous

You conjure a swarm of magical wasps zip out to sting creatures of your choice within a 40 foot cone. Make a ranged spell attack against each chosen target. On a hit, a target takes 1 piercing damage + 4d12 poison damage. After they attack, the magic wasps fade away.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the poison damage increases by 1d12 for each second slot level above 3nd.

Water Bullet

conjuration cantrip


  • Classes: Druid, Occultist, Sorcerer, Spellblade, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

You create a compressed bead of water and fire it at a creature you can see within range. Make a ranged spell attack. On hit, the target takes 1d6 + your spellcasting ability modifier piercing damage.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Water Cannon

3rd-level evocation


  • Classes: Druid, Sorcerer, Spellblade, Wizard
  • Casting Time: 1 action
  • Range: Self (40-foot line)
  • Components: V, S
  • Duration: Instantaneous

You unleash a spout of water that blasts out in a line 40-foot-long and 5 foot-wide-line. Creatures in the area must make a Strength saving throw, or take 6d6 bludgeoning damage and be pushed to an open space at the end of the line away from you. If there is no open space to move to (for example they would move into a wall or another creature), they are pushed to the closest space and take an additional 2d6 bludgeoning damage and are knocked prone. On a successful save, they take half as much damage and are not pushed.

Wind Cutter

2nd-level transmutation


  • Classes: Druid, Inventor Occultist, Ranger, Spellblade, Wizard
  • Casting Time: 1 Bonus Action
  • Range: Self (30-feet)
  • Components: V, S, M (a melee weapon that deals damage worth at least 1 cp)
  • Duration: Concentration, up to 1 minute

You infuse the weapon used in the spell's casting with tempestuous power. For the duration, when you make an attack during your turn with the weapon, the weapon used in the spell's casting gains a reach of 30 feet, releasing slashes of razor sharp wind against foes beyond your normal reach; the weapon deals slashing damage when damaging targets beyond your normal reach.

For the duration, when you deal damage to a creature with the weapon used in the spell's casting, you can deal 1d4 slashing damage to up to two other creatures within 5 feet of the target as they are cut by the razor winds released by your attack.

Wither

3rd-level necromancy


  • Classes: Occultist, Spellblade, Warlock
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a pinch of powdered bone and sand)
  • Duration: 1 round

Dark energy tears the moisture from a body, sapping it of life and vitality. The target must make a Constitution saving throw. The target takes 4d10 + 4 necrotic damage on a failed save and becomes withered until the start of your next turn, or half as much on a successful one and does not become withered. A withered creature gains vulnerability to fire damage if they are not resistant to fire damage, or loses their resistance to fire if they are resistant to fire.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 5th.

Spellblade Feats

Aegis Expert

(Prerequisite: 2nd level Spellblade)

You are particularly adept at forming and manipulating your enhancing Aegis of magical effects. You gain the following benefits:

  • You can select an Aegis effect that costs a 1st level spell slot, gaining that feature without expending a spell slot. You can change your selection when you complete a long rest when you prepare your Aegis effects.
  • At the end of a long rest when you activate your Aegis effects, you gain a number of temporary hit points equal to the total levels of spell slots expended on empowering it (including the free one granted by this feature).
  • During a short rest, you can exchange one Aegis effect for another of the same spell slot cost. Once you do this, you cannot do so again until you complete a long rest.

Aegis Master

(Prerequisite: Aegis Expert)

You gain the following benefits:

  • You can select an Aegis effect that costs a spell slot of 2nd level or lower, gaining that feature without expending a spell slot. You can change your selection when you complete a long rest when you prepare your Aegis effects.
  • You can use your Aegis feature to cast shield without expending a spell slot an additional time before completing a short rest.
Multiclassing Requirements

Should you want to multiclass into Spellblade, the prerequisites and proficiencies are listed below:

  • Prerequisite: 13 Intelligence, and 13 Strength or Dexterity.
  • Proficiencies gained: Light Armor, Simple Weapons.

Changelog 0.1

Changelog 0.2

Changelog 0.3

Changelog 0.8

  • Snark removed.
  • Blah blah added.
  • Tweaked wording on Empowered Spellstrike allow using cantrips gained outside the class, as long as they are on the Spellblade list.
  • Aether Blade's Empowering Surge now lets you reroll damage dice from your Aether Blade until the end of your turn as well, buffing it somewhat.
  • You no longer need to "know" Aegis effects. That was a left over from previous editions that worked in a somewhat different way.
  • Shockwave Aegis Effect added.
  • Arcane Style Aegis Effect cost increased to a 2nd level spell.
  • Runic Strength moved down to requiring a 4th level spell slot.
  • Stone Aegis added as a 5th level effect.
  • Resilient Aegis added as a 5th level effect.

Changelog 0.8.1

  • All minor buffs.
  • Added Magic Trick at 1st level (increasing cantrips known by 1, but getting the first at 1st level). You no longer learn a new cantrip at 17th level, so you still cap out at 7 total cantrips known, just shifted forward.
  • The area of effect placement rules on Spellstrike have been updated - somewhat buffed and streamlined. Rules are now just as follows: the area of effect must include the target, and must be within range of the weapon you are using, but otherwise allow you to place it freely. This is a buff.
  • Arcane Recuperation is now a miniature version of Arcane Recovery. The feature got left a little anemic after Arcane Surge was made short rest, and Spellblades could use more short rest recovery. Now get back 1/3 of your level in spell slots in on a short rest (once per long rest, just like Arcane Recovery).
  • Blast Zone Immunity lowered to 11th level - this is significantly less powerful with the Area of Effect changes, but also less necessary. This feature is now more of a convenience to allow you backblast yourself in some cases.
  • Innate Aegis added at 18th level. This is a more substantial feature that helps beef up the late game of a Spellblade.
  • Added the following Kibbles spells to the Spellblade list: Force Bolt, Illusionary Dart, Entomb, Melting Glob, Prismatic Flash, Crescent Wind Slash, and Seismic Wave.
  • Added the following SRD spells to the Spellblade list: Enhance Ability, See Invisible, Shatter, Spiderclimb, Stinking Cloud.

Changelog 0.9

  • Innate Aegis now is gained at 10th level, and scales up to being the same as it was at 18th level previously at 18th level. This is a small buff in Tier 3 and 4.
  • Splash Damage added at 18th level. This is a pretty small effect, but helps make up for only having 1 attack.
  • Blade Channel Aegis Effect added.
  • Many spells added to the Spellblade list (synced to casting compendium).

Changelog 0.9a

  • Editing pass by Gabriel Russell

Changelog 1.0

  • The shield spell granted by Aegis broken out into its own feature (Arcane Deflection).
  • Aegis now grants an free 1st level Aegis effect at level 2 when you get it; more effects are still granted at 10, 14, and 18.
  • Splash Damage and Improved Spellstrike merged, and somewhat reworked.
  • Blast Zone Control added at 18th level (replacing the Splash damage that was moved down to 11.
Spells
  • Added the spells to the document.
  • Added Freeze.
  • Added Aldricor's Elemental Rebuke
Mage Hunter
  • Added new subclass.
Spellshot
  • Arcane Archer renamed Spellshot
  • 1st level spell changed to Multishot from Galeshot (as that's the spell Spellblades cannot normally get).
Aegis Effects
  • Added Surging Saves.
  • Added Warding Barrier.
  • Added Quickened Movement.
  • Contingent Blink reduced to 3rd level effects.
  • Added Dimensional Pathways
  • Added Combat Contingency
  • Nerfed Stone Aegis.
  • Added Arcane Alacrity

Credits

Creation is made possible by generous patrons:

  • !Alice_Demencia
  • 5health
  • AARON KASPER
  • Abeezy
  • Adam Thaxton
  • Aidan O'Brien
  • Aislinn Mullen
  • Alex
  • Alex Adler
  • alex_xr
  • Andrea Yarmolyuk
  • Andrew Etsell
  • Andrew Keenan Richardson
  • AndrewRP8023
  • Andri Sveinbjörnsson
  • Angel Gomez
  • arcadia666
  • Arcturus Eaenar
  • Aren Harper
  • Arkeus a Druid
  • ArkOfTheBark
  • Arvind Menon
  • Asin Samay
  • Aslan Shepard
  • Astagon! Sha
  • Austin Fox
  • Austin Widdershoven
  • AYRoberson
  • B45eDnD
  • Bado
  • Benjamin David Barber
  • brad stitt
  • Bradley Green
  • Brandon
  • Brandon
  • Brandon Miller
  • Brandon Willkie
  • Brock Goldstein
  • Brodie perry
  • Brynn Szczesniak
  • Bucket
  • Caleb Jamison
  • Caleb Rogers
  • Callum McAleavy
  • Cameron
  • Cameron McGrath
  • Cardespawn
  • Celeste Roemen
  • Chandavir
  • cheicen
  • Chelsea Ash
  • Chreng
  • Chris Skidmore
  • Chris Stone
  • Christopher Allen
  • Christopher Thompson
  • Cody Borntreger
  • Colin Reilly
  • Connor Meislahn
  • Conor McLaughlin
  • CovertMuffin
  • Craig Biddulph
  • Dacryn
  • Daklor
  • Dan Schmidt
  • Daniel Dangond
  • Daniel Lindsay
  • Darcy Austin
  • Dave Thomas
  • David Andrews
  • David Bradley
  • David Burrow
  • David cox
  • David Crawford
  • David Hartung
  • David Hayward
  • David Novotný
  • David Trudell
  • DDarksaber
  • Dejan Maramu
  • Derek Ernst
  • Devin Mccabe
  • DigitalLucas
  • Douglas Stanish
  • Dr.arielpro
  • Dragarr
  • Dragonican
  • Drive access
  • Drowsy Witch
  • dutifulpoo
  • Dylan Calvert
  • Dylan Mcmanis
  • Dylan Petterson
  • Dylan Pitcher
  • Dylan Walton
  • Elric Zhang
  • Em
  • Ember Dooley
  • Embey
  • Endercoloss
  • EnigmaticSystematic
  • Envy
  • Eric Heupel
  • Erin Wolsleben
  • Ethan Peregoy
  • Ethan Rickard
  • Evan
  • Fantajikuri
  • Fi
  • Finn Anderson
  • FireFlight94
  • FOE Kelly
  • Fortunato Martinez
  • FS-1414
  • Gaming Juggernaut
  • Garion Pankievich
  • Glacirus
  • Glasur Schmidt
  • Glenn Stark
  • Glider Onair
  • GM Binder
  • Grady Hamilton
  • Grayash46
  • GreatWizardMerlan
  • Hayden Deatherage
  • Herdsheep
  • Invader Rin
  • Ixi
  • Jace Nowlin
  • Jack Inacker
  • Jacob Anderson
  • Jacob Herrera
  • Jason White
  • Jeff Wain
  • Jeffrey
  • Jenna
  • Jerry
  • JL
  • Joey de Ligt
  • Jon Tinney
  • Jonah
  • Jonathan Crawford
  • Jonathan Kennedy
  • Jonathon Cottrell
  • Joseph Moore
  • Joseph Paternoster
  • Joseph Richie
  • Joseph Sanicky
  • Josh Sitton
  • Joshua Hunt
  • Joshua Mozingo
  • Joshua Sulistio
  • Julian Young
  • Justin Walker
  • Kaj Hogenbirk
  • KarashiGensai
  • Kat Benn
  • Kaylib B
  • Kenneth Bellamy
  • Kizokuriyuu
  • KnightOfAlcea
  • Kory Dickman
  • Krumru
  • Kye Zee
  • l2pcolt45
  • Larry Eger
  • Larry Price
  • Litchalope
  • Lochlan McCallister
  • Logan McConaughey
  • Logan Olson
  • LoreMaster.io
  • Louis.
  • Magic The Casual
  • Mahtaran
  • Manil Hmd
  • Mannacollided
  • Marc Adelman
  • Marcus
  • Marcus Perry
  • Matt
  • Matt Murdock
  • Matt St-Jean
  • Matthew Dunn
  • Matthew Jeffers
  • Matthew Reed
  • Matthew Terilli
  • Mazin
  • Mechana
  • Meghan Gallagher
  • Micaela
  • Michael Manuel
  • Michael Ramage
  • Michael Smith
  • Mitchell Stevenson
  • mvanduijvenvoorde
  • nada
  • Nathaniel Schnebly
  • Nathaniel Sievert
  • Nicholas
  • Nicholas Gerrity
  • Nick
  • Nickolas Homan
  • Nilacan
  • NolanForMayor
  • Nomatron
  • OdinAwasos
  • Old Greg
  • Olteir
  • Oraibi Valentine
  • orionSquared
  • Oscar Flores
  • Patrick Moore
  • Persephone Rumsey
  • Peter Cronan
  • poprock3189
  • Preston
  • PrussiAntique (Antiqua)
  • PurblyDurbly
  • Quadatomic
  • Quinn Aschoff
  • Raikiris Chat
  • Ren
  • Retro Level
  • Revenant
  • Rezu -
  • Richard
  • Rocio Servellon
  • Ronick Dizon
  • Rory Collier
  • RSilver
  • Sam B. Spivey
  • Sam Bright
  • Sam Williams
  • Sam Wilson
  • Sana Rinomi
  • Sap, but also Stars
  • SatansLilleUnge
  • Sean Thorpe
  • Seffykun
  • selene papathanasiou
  • Senrik
  • Shane Kimbrell
  • Shaun Sullivan
  • Shawn Fleck
  • Simon Arr
  • Sindri
  • Sintav
  • somanyrobots
  • SonOfSofaman
  • SpaceRobot
  • Spectre Creations
  • Spencer
  • Spindrift Games (Dera)
  • Splycke
  • SquishyBonbon
  • StarKnight 75
  • Stikkychaos
  • Storm Melon
  • Stygian Nights
  • SubSammiches
  • Suliman Adel
  • Sutekh
  • SweetIntoxikation
  • Tambel
  • Tanner Smith
  • Tawkua
  • The Hat
  • TheEnderscroll
  • TheNavalRadar
  • Thomakaze
  • Thomas Ofchus
  • Thomassen Honnor
  • Thortron
  • TimChappy
  • TJ
  • Tomek Prussak
  • Topside21
  • Trevor
  • Trevor Kroon
  • Twangybee
  • Twksoccer
  • Tyler
  • Tyler Davis
  • Tyler Johnson
  • Tyler Vella
  • Vaa1t
  • varunasi
  • Ventra Valar
  • Verixa Okblek
  • Vexel Star
  • Vic
  • Violet King-Martellock
  • Wade Louque
  • Weston
  • Wow dude
  • Wraithkin
  • Wryen Meek
  • Yuuen
  • Zachariah Ramos
  • Zachary Frank
  • Zannah
  • Zeromanex
  • zldress
  • Zou Zou

...and many more!

Want to support KibblesTasty in keeping this updated and creating more homebrew like this? You can join them here on Patreon.

Thank you!

Art Credits

All art is copyright KibblesTasty.

  • Spellblade Battle - Alifah Zahrah Witriyono
  • Arcanist Image - Rifky Haikal
  • Battlemage - Art by Trung Tin Shinji
  • Aether Blade - Art by Trung Tin Shinji
  • Guardian - Art by Trung Tin Shinji
  • Swiftblade - Art by Trung Tin Shinji
  • Spellshot - Art by Trung Tin Shinji

License

5e SRD Content

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at:

https://dnd.wizards.com/resources/systems-reference-document.

The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at:

https://creativecommons.org/licenses/by/4.0/legalcode

Kibbles Content

Copyright 2022 KibblesTasty Homebrew LLC. You can use content created by KibblesTasty Homebrew LLC following the permissions listed on:

https://www.kthomebrew.com/permissions