The Spellblade (OUTDATED)
A human stares down their opponent from across the arena, sabre held loosely at their side. When the duel begins, they swing their weapon upward as electricity races across its surface, culminating in a deafening boom of thunder as summoned lightning courses towards their foe.
Wielding a pair of flaming scimitars, a half-elf charges a towering cylcops, ducking under it's club with supernatural ease. Dashing forward with a magical burst of speed, he slices his twinblades through the giant's leg as if it were barely there, felling the hulking creature in an instant.
As the swarm of undead advances, a heavily-armored tiefling summons a wall of glimmering energy with a flick of her wrist, halting their advance, if only for a moment. When the horde does break through, she will be ready, halberd in hand.
Each of the above heroes is a Spellblade, a magical warrior equally comfortable swinging a weapon or casting a spell. It is said the Githyanki of the Astral Plane were the first Spellblades, and they dubbed these greatest of their warriors Gish, a Gith word simply meaning simply "Skilled." This indeed conveys the essence of a Spellblade. Though their services are costly, the unique combination of abilites that they wield makes them coveted as soldiers, guards, or assassins.
Sword and Spell
A Spellblade is more than someone who can swing a weapon and cast a spell or two---to be a Spellblade, one must combine these disparate elements into a cohesive whole. Often, a Spellblade's training is supplemented with arcane rituals or alchemical infusions that infuse their body with arcane energy directly. Likewise, their spellcasting is channeled through their weapon, and backed up by their physical might.
Spellblade Academies
Few Spellblades are made without years of formal training, and often this training comes from a specialized Academy. At an Academy, an aspiring Spellblade is paired with a mentor who personally tutors them in the weaving of might and magic.
Spellblade Academies are secular institutions. They serve no god, no nation, no greater cause---an Academy's sole end is to produce the deadliest magical warriors alive. As such, the alignment of Spellblades and Spellblade Academies can vary greatly.
Depending on what level you start at, you may still be enrolled in an Academy. There are many things that cannot be taught in a classroom or training yard, and to this end, many trainee Spellblades are sent by their mentors on quests. Typically, a Spellblade is considered skilled enough to graduate around 5th level.
Art Credit
Cover Art: Rowan Kenrith by Anna Steinbauer
Creating a Spellblade
When creating a Spellblade, think about how you learned your trade, and what motivates you now. Were you once enrolled in a Spellblade Academy? If so, are you still? And what is the Academy's true agenda?
Who was your mentor? Were they a kind teacher, or a cruel one? Were you a prodigy who this life came easily to, or did you overcome the odds through sheer determination? Are you a mercenary motivated by wealth alone, or have you found some cause you believe in?
Also, talk with your DM about how Spellblades on the whole fit into the world. Are Spellblade academies common, or is there only one? Do your abilities carry weight and prestige, or will people see you as little more than a curiosity? Maybe you were sought out specifically to pursue this quest. Or maybe this is instead your chance to prove yourself.
Quick Build
You can make a Spellblade quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Soldier background (or Spellblade Academy Student from the Appendix of this document). Third, choose the Fire Bolt and Booming Blade cantrips, along with the 1st-level spells Absorb Elements and Chromatic Orb.
OUTDATED
I have since stopped using GMBinder, and this version of the Spellblade is now depreciated. For the latest version of the class, see the pinned posts on my Reddit profile here here!
The Spellblade
Level | Proficiency Bonus | Features | Mana Arts Known | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Arcane Discipline, Spellcasting | — | 2 | 2 | 2 | — | — | — | — |
2nd | +2 | Mana Arts, Resonant Warrior | 1 | 2 | 2 | 2 | — | — | — | — |
3rd | +2 | Arcane Discipline Feature | 2 | 2 | 3 | 3 | — | — | — | — |
4th | +2 | Ability Score Increase | 2 | 2 | 3 | 3 | — | — | — | — |
5th | +3 | Extra Attack, Resonance Die Increase (d6) | 3 | 2 | 4 | 4 | 2 | — | — | — |
6th | +3 | War Mind | 3 | 2 | 4 | 4 | 2 | — | — | — |
7th | +3 | Arcane Discipline Feature | 4 | 2 | 5 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Increase | 4 | 2 | 5 | 4 | 3 | — | — | — |
9th | +4 | ─ | 5 | 2 | 6 | 4 | 3 | 2 | — | — |
10th | +4 | Resonant Affinity | 5 | 3 | 6 | 4 | 3 | 2 | — | — |
11th | +4 | Resonance Die Increase (d8) | 5 | 3 | 7 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Increase | 6 | 3 | 7 | 4 | 3 | 3 | — | — |
13th | +5 | ─ | 6 | 3 | 8 | 4 | 3 | 3 | 1 | — |
14th | +5 | Arcane Discipline Feature | 6 | 4 | 8 | 4 | 3 | 3 | 1 | — |
15th | +5 | War Mind Improvement | 7 | 4 | 9 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Increase | 7 | 4 | 9 | 4 | 3 | 3 | 2 | — |
17th | +6 | -- | 7 | 4 | 10 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Magic Resistance, Resonance Die Increase (d10) | 8 | 4 | 10 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Increase | 8 | 4 | 11 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Arcane Discipline feature | 8 | 4 | 11 | 4 | 3 | 3 | 3 | 2 |
Class Features
As a Spellblade, you gain the following class features:
Hit Points
- Hit Dice: 1d8 per Spellblade level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Spellblade level after 1st
Proficiencies
- Armor: Light and Medium Armor, Shields
- Weapons: Simple and Martial Weapons
- Saving Throws: Intelligence, Constitution
- Skills: Choose two from Acrobatics, Athletics, Arcana, History, Intimidation, Perception, Religion, and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) an arcane focus or (b) any simple melee weapon
- (a) scale mail or (b) leather armor or (c) chain mail (If proficient)
- (a) a dungeoneer's pack or (b) an explorer's pack
Arcane Discipline
1st level Spellblade Feature
You follow an Arcane Discipline representing the unique approach you take to being a Spellblade. Your Arcane Discipline, detailed later in the document, grants you features at level 1, and again at levels 3, 7, 14, and 20.
Spellcasting
1st level Spellblade Feature
Just as your training as a Spellblade has honed your body for battle, your mind is equally deadly for its ability to channel powerful magic in the form of spells.
Cantrips (0-Level Spells)
At 1st level, you know two cantrips of your choice from the Spellblade spell list. At higher levels, you learn additional Spellblade cantrips of your choice, as shown in the Cantrips Known column of the Spellblade table.
Spell Slots
The Spellblade table shows how many spell slots you have to cast your Spellblade spells of 1st level and higher. To cast one of these 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.
For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.
Art Credit
Resilience by Rafael Castorena
Spells Known of 1st Level and Higher
You know two 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. You may also choose to replace a Spellblade Cantrip you know with another from the Spellblade spell list.
Weapon Focus
You can use an arcane focus, or any weapon with which you are proficient, as a Spellcasting Focus for your Spellblade spells. Also, you can perform the somatic components of spells even while you hold a weapon or shield in both hands.
Casting with Weapons
As a Spellblade, you unique style of spellcasting allows you to use a weapon they hold as an Arcane Focus. As such, you can cast spells freely even while holding a two-handed weapon, or a weapon and a shield.
Spellcasting Ability
Intelligence is your spellcasting ability for your spellblade spells. You use your Intelligence whenever a spellblade spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an spellblade spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Mana Arts
2nd level Spellblade Feature
You can learn a number of unique abilities, known as Mana Arts, that further define your skill as a Spellblade. You know one Mana Art from the list at the end of the document. When you gain certain Spellblade levels, you learn additional Mana Arts of your choice, as shown in the "Mana Arts Known" column of the Spellblade table. If you learn a spell from a Mana Art, it counts as a Spellblade spell for you and doesn't count against your total spells known.
If you already know a spell granted by a Mana Art, you instead learn another Spellblade spell of the same level. Also, if you are already proficient with a skill granted by a Mana Art, you instead learn another skill of your choice.
Additionally, when you gain a level in this class, you can choose one of the Mana Arts you know and replace it with another Mana Art that you could learn at that level.
Resonant Warrior
2nd level Spellblade Feature
You gain the ability to re-absorb the excess energy of your spells, and channel it once again to empower your abilities. Whenever you use a spell slot to cast a spell of 1st level or higher, you gain a number of Resonance Dice equal to half the level of the spell cast rounded up, up to a maximum of 3 dice, as shwon in the table below
Spell Slot Level | Resonance Dice Generated |
---|---|
1st Level | 1d4 |
2nd Level | 2d4 |
3rd Level | 2d4 |
4th Level | 2d4 |
5th+ Level | 3d4 |
You can store a maximum number of Resonance Dice at one time equal to your proficiency bonus. You can roll these dice to power some of your abilities. When you roll a stored Resonanec Die, remove it from your stored dice. Stored Resonance Dice remain until you expend them, or until you complete a long rest.
Your Resonance Die is a d4, and increases when you reach certain levels in this class. At 5th level, it becomes a d6. At level 11 it becomes a d8, and at level 18 it becomes a d10.
Resonant Weapon
When you hit a target with a weapon attack, you can empower the strike with arcane energy. When you do so, roll a stored Resonance Dice and deal additional force damage equal to the result.
Resonant Charge
As a bonus action, you can use your spell slots to gain resonant energy directly. When you use this feature, expend a spell slot and gain Resonance Dice equal to 1 + the level of the spell slot expended, up to your normal maximum.
Ability Score Improvement
4th level Spellblade Feature
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.
You gain this feature again at levels 8, 12, 16, and 19.
Extra Attack
5th level Spellblade Feature
You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Art Credit
Kaya, the Inexorable by Livia Prima
War Mind
6th level Spellblade Feature
You are trained in using magic in the heat of battle, and lesser blows have no hope of breaking your concentration. Whenever you take damage while concentrating on a spell, if the DC for the constitution saving throw would be 10, you can choose to automatically succeed on the saving throw instead of rolling.
You can use this feature a number of times equal to your proficiency modifier, after which point you must complete a long rest before you can do so again.
At 15th level, you can instead use this feature on any saving throw to maintain concentration that would have DC 15 or less.
Resonant Affinity
10th level Spellblade Feature
You have specialized in your Spellblade training, focusing your resonant energy on a specific aspect of your mind or body. Choose one of your Ability Scores: Strength, Dexterity, Constitution, Intelligence, Wisdom or Charisma. Whenever you make an ability check or saving throw with the chosen ability score, you can use your reaction to roll a stored Resonance Die, adding it to the check or saving throw. You can use this feature after you roll the saving throw or ability check, but before you know the outcome.
Magic Resistance
18th level Spellblade Feature
Your extensive experience in arcane combat allows you to shrug off many magical effects. You have advantage on all saving throws against spells and other magical effects.
Art Credit
Angelheart Protector by Cristi Balanescu
Arcane Disciplines
At 1st level, choose an Arcane Discipline from the following options, granting you additional features:
The Bulwark's Discipline
First and foremost, a Bulwark is a protector. You stand your ground in the face of all danger, be it magical or mundane. Whether you leverage your physical strength and heavy armor to shrug of a physical assault, or use your knowledge of abjuring magic to foil other spellcasters, your allies will stand behind you with confidence.
Spellblade Level | Bulwark Feature |
---|---|
1st | Abjuring Presence, Armaments of the Bulwark, Bulwark Spellcasting |
3rd | Resonant Barrier |
7th | Walls of Mana |
14th | Spell Siphon, Resonant Barrier Improvement |
20th | Invulnerable Veil, Kinetic Charge |
Art Credit
Summary Judgment by Alexander Deruchenko
Abjuring Presence
1st level Bulwark Spellblade Feature
Whenever you cast a spell of 1st-level or higher, you can channel its excess energy to stave off harm. Until the end of your next turn, you and allies within 5ft of you gain the benefits of 1/2 cover.
Armaments of the Bulwark
1st level Bulwark Spellblade Feature
You gain proficiency in Heavy Armor. Additionally, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Bulwark Spellcasting
1st level Bulwark Spellblade Feature
As a follower of the Bulwark Arcane Discipline, you learn the following spells at the following levels, they don't count against your total spells known, and they count as Spellblade spells for you.
Spellblade Level | Discipline Spell |
---|---|
1st | Shield |
5th | Warding Bond |
9th | Counterspell |
13th | Stoneskin |
17th | Wall of Force |
Resonant Barrier
3rd level Bulwark Spellblade Feature
As a bonus action, you can touch a willing creature you can see, or a panel created by your Walls of Mana class feature, and imbue them with protective mana. Expend any number of your stored Resonance Dice, roll them, and grant your target gains temporary hit points equal to the result.
Starting at 14th level, you can instead use this feature on any target you can see within 30ft of you.
Walls of Mana
7th level Bulwark Spellblade Feature
You gain the ability to create shimmering walls of magical energy. As an action, you may create flat, 10-foot-by-10-foot panels of translucent magical energy in a location you can see within 30ft of you. Nothing can physically pass through the wall, and it also extends into the Ethereal Plane, blocking ethereal travel through the wall. You can create multiple panels as a part of the same action, but each panel after the first must share at least one edge with another panel. Each panel has an AC of 10 and hit points equal to your Spellblade level. A panel vanishes when it drops to 0 hit points, ten minutes pass, or you dispel it as a free action.
You can create a number of panels equal to your Intelligence modifier (minimum of 1), after which point you must complete a short or long rest before you may do so again.
Spell Siphon
14th level Bulwark Spellblade Feature
When a creature you can see within 60ft of you is subjected to a spell that targets just that creature, before a saving throw or attack roll is rolled, you can use your reaction to attempt to draw the magical energies towards yourself instead. The creature that cast the spell must make a saving throw using their spellcasting ability score against your Spell Save DC.
On a failed save, you become the target of the spell, instead. You have resistance to the damage dealt by the spell, if any. If the spell requires concentration, you may choose to maintain concentration on the effect yourself; otherwise, the spell immediately ends. If it is a spell of 1st level or higher, you gain a number of Resonance Dice equal to its level, up to your normal maximum.
Once you successfully use this feature, you must complete a short or long rest before you can do so again.
Invulnerable Veil
20th level Bulwark Spellblade Feature
As an action, you can enchant yourself and up to 6 other creatures of your choice within 30ft of you with incredibly powerful but short-lived abjuring energy. Until the end of your next turn, an affected creature has immunity to all damage types.
Once you use this feature, you must complete a long rest before you can do so again.
Kinetic Charge
20th level Bulwark Spellblade Feature
You gain the ability to turn the impact of attacks against your armor into resonant energy. Whenever an attack roll misses you, or you succeed on a saving throw against a spell, you immediately gain 1 Resonance Die. Resonance Dice gained in this way are lost at the end of your turn if not expended.
Bulwark Mana Arts
Whenever you learn a Mana Art, you can also choose an option from the list below.
Arcane Disruption
When you deal damage to a creature that is concentrating on a spell, you can attempt to magically disrupt their focus. Roll a stored Resonance Die, and add the result to the DC of the Constitution saving throw to maintain concentration.
You can use this feature once, after which point you must complete a short or long rest before you can do so again.
Invigorating Mana
Prerequisite: Spellblade level 9
Your defensive magic also has the ability to give those close to death the strength to fight on. Whenever you grant Temporary Hit Points to a creature that is unconscious at 0 hit points, that creature also immediately gains 1 hit point.
Greater Abjuring Presence
Prerequisite: Spellblade level 9
You Abjuring Presence feature grants 3/4 cover rather than 1/2.
Mana Motion
You gain the ability to move the panels created by your Walls of Mana class feature. As an action on your turn, you can move any number of connected panels up to 10ft, and rotate them as you wish, so long as they remain connected.
If a moving panel hits a creature, its movement stops and the creature must make a Strength saving throw against your Spell Save DC. On a failure, the creature is knocked prone or pushed back 5ft, your choice.
Shield Ally
Prerequisite: Spellblade level 5
As a reaction to an attack targeting a creature you can see within 30ft of you, you can expend a stored Resonance Die to cast Shield using one of your spell slots, targeting that creature instead of yourself.
The Drifter's Discipline
To those following the Drifter's Discipline, speed is paramount. The arcane energy in your blood has quickened you, and in battle you will be a deadly blur to your foes.
Drifters are the most likely to lack the formal training of most Spellblades, with many teaching or learning on the road. Even if they did come from an Academy, they rarely stay tied to any faction for long. Wherever a Drifter's talents are needed, one is sure to show up before long. But just as inevitably will they move on as soon as they tire of their surroundings.
Spellblade Level | Manasoul Feature |
---|---|
1st | Drifter's Dance, Drifter Spellcasting |
3rd | Resonant Dash |
7th | Blinding Mana |
14th | Reflexive Retaliation, Resonant Dash Improvement |
20th | Ultimate Momentum |
Drifter's Dance
1st level Drifter Spellblade Feature
Whenever you cast a spell of 1st-level or higher, you can channel its excess energy into your muscles, granting you speed and agility. Until the end of your next turn, you gain the following benefits:
- Your walking speed increases by 10ft.
- You are not slowed by nonmagical difficult terrain.
- Whenever a melee attack misses you, you may move 5ft in a direction of your choosing without provoking opportunity attacks.
Art Credit
Blaring Captain by Greg Rutkowski
Drifter Spellcasting
1st level Drifter Spellblade Feature
As a follower of the Drifter Arcane Discipline, you learn the following spells at the following levels, and they don't count against your total spells known, and they count as Spellblade spells for you.
Spellblade Level | Discipline Spell |
---|---|
1st | Zephyr Strike |
5th | Misty Step |
9th | Haste |
13th | Dimension Door |
17th | Steel Wind Strike |
Resonant Dash
3rd level Drifter Spellblade Feature
As a bonus action, you can expend any number of stored Resonance Dice to dash forward in an up-to-15ft line, ending in an unoccupied space you can see. This movement can pass through a creature's space, but not solid objects, and does not provoke attacks of opportunity. If you pass through any creatures as you dash, you may choose to make a spell attack roll against any or all of them, making separate attack rolls for each target. On a hit, a target takes force damage equal to the result of your rolled Resonance Dice.
Starting at 14th level, you can instead dash up to 30ft.
Blinding Mana
7th level Drifter Spellblade Feature
You gain the ability to blind your foes with radiant light, creating an opening for you and your allies to maneuver freely. As an action, you can force a creature within 5ft of you to make a Dexterity saving throw against your Spell Save DC or take radiant damage equal to your Spellblade level and be blinded until the end of its next turn. On a successful save, a creature takes half as much damage and is not blinded.
You may use this feature a number of times equal to your Intelligence modifier (minimum of 1), after which point you must complete a short or longer rest before you may do so again.
Reflexive Retaliation
14th level Drifter Spellblade Feature
With a burst of speed, you can turn even the briefest opportunity into a deadly strike. When a creature within the range or reach of a weapon you hold misses you with an attack roll, you may use your reaction to immediately make a weapon attack against it with advantage. This attack is a critical hit on a roll of 19 or 20 on the d20.
Once you use this feature, you must complete a short or long rest before you may do so again.
Art Credit
Dire Tactics by Daarken
Ultimate Momentum
20th level Drifter Spellblade Feature
Whenever you take the Dash action on your turn, you immediately gain 1 Resonance Die. Resonance Dice gained in this way are lost at the end of your turn if not expended.
Drifter Mana Arts
Whenever you learn a Mana Art, you can also choose an option from the list below.
Arcane Adrenaline
As a reaction when you take damage that reduces you to half your maximum hit points or less, you can grant yourself a second wind of magical energy. You gain a number of temporary hit points equal to half your Spellblade level (rounded up). While these temporary hit points remain, your walking speed is increased by 10ft.
Once you use this feature, you must complete a short or longer rest before you may do so again.
Arcane Footwork
Prerequisite: Spellblade level 9
While your Drifter's Dance feature is active, you gain the following benefits:
- Your walking speed increases by an additional 10ft.
- You are no longer slowed by magical or nonmagical difficult terrain.
- You can walk across liquids while you move. If you end your movement while not on solid ground, you fall as normal.
Immaterial Dash
Prerequisite: Spellblade level 3
Whenever you use your Resonant Dash feature, you may pass through solid objects while you move. You still must end the dash in an open space you can see.
Tailwind
Prerequisite: Spellblade level 5
When you take the dash action on your turn, you can expend a stored Resonance Die create a magical burst of wind, sharing your speed with your allies. All creatures of your choice within 10ft of you have their walking speed increased by 10ft, and do not provoke attacks of opportunity until the end of your next turn.
The Manasoul's Discipline
All Spellblades embrace magic, but none so thoroughly as those who follow the Discipline of the Manasoul. You are testing the outer limit of how much arcane energy one mortal being can channel, and it overflows into everything you do. What you lack in defensive capability, you make up for in explosive power.
Spellblade Level | Manasoul Feature |
---|---|
1st | Arcane Essence, Manasoul Spellcasting |
3rd | Resonant Burst |
7th | Mana Mine |
14th | Mana Form, Resonant Burst Improvement |
20th | Overflowing Soul |
Arcane Essence
1st level Manasoul Spellblade Feature
As a Manasoul, magic is literally in your blood. You have resistance to Force damage.
Also, as a bonus action, you can use your essence to enchant any weapons you hold with the ability to fire beams of damaging light, granting them the following properties:
- The weapon gleams with unearthly light, shedding bright light in a 10-foot radius and dim light for an additional 10 feet.
- It deals force damage instead of it's normal damage type.
- If it is a melee weapon, you can also make ranged weapon attacks with it out to a range of (15/30).
A weapon enchanted in this way retains these properties until ten minutes, it leaves your grasp, or you end the effect as a free action.
Manasoul Spellcasting
1st level Manasoul Spellblade Feature
As a follower of the Manasoul Arcane Discipline, you are a particularly adept spellcaster, and can handle magic beyond that of other Spellblades. You learn one 1st-level spell of your choice from the Wizard spell list. That spell counts as a Spellblade spell for you, and does not count towards your total spells known.
At levels 5, 9, 13, and 17, you learn an additional Wizard spell of your choice. Each spell chosen must be of a level for which you have spell slots.
Optional Class Feature: Sorcerous Manasoul.
Level 1 Optional Manasoul Spellblade Feature
Some Manasouls command their innate magic through the force of their personality, rather than mental rigor. For these Manasouls, Charisma is your spellcasting modifier instead of Intelligence for all Spellblade spells. In addition, whenever a Spellblade feature references your Intelligence score or modifier, you instead use your Charisma score or modifier, respectively.
Resonant Burst
3rd level Manasoul Spellblade Feature
As an action, you may choose to discharge any number of stored Resonance Dice in a violent explosion of mana. The radius of this effect is 5ft, plus an additional 5ft for every Resonance Die expended after the first. Every creature other than you within range must make a Dexterity Saving Throw against your Spell Save DC or take force damage equal to the expended Resonance Dice and be knocked 5ft away from you. On a successful save, a creature takes half as much damage and is not knocked back.
Starting at 14th level, on a failed save an affected creature is also knocked prone.
Art Credit
Garruk, the Veil-Cursed by Greg Rutkowski
Mana Mine
7th level Manasoul Spellblade Feature
As a bonus action, you can send a mote of arcane light to a point you can see within 30ft of you, remaining for 10 minutes and shedding bright light in a 5-foot radius and dim light for another 5 feet. When creature enters this light, it is revealed you even if it was hidden, and you can use your reaction to cause the mote to detonate. The creature that triggered this reaction must make a Dexterity saving throw against your Spellblade DC. On a failed save, it takes force damage equal to 1d6 + half your Spellblade level, taking half as much damage on a success.
You can create a number of motes equal to your Intelligence modifier (minimum of 1), after which point you must complete a short or long rest before you may do so again.
Mana Form ///
14th level Manasoul Spellblade Feature
You gain the ability to briefly become an immaterial being of pure arcane energy. As a bonus action, you can enter the near ethereal plane, remaining until the start of your next turn or until you end the effect as a free action. While in this form, you appear as an illusory, shimmering version of yourself, you have a flying speed equal to double your walking speed, you can phase through creatures and solid objects, and you are immune to all damage except force and psychic damage.
If you are in the space of a creature or object when this form ends, you and the creature or object each take 5d10 force damage and you are shunted to the nearest unoccupied space. A creature can make a Dexterity saving throw against your Spell Save DC to avoid this effect; on a successful save, you and the creature instead take half as much damage.
One you use this feature, you must complete a long rest before you may do so again.
Overflowing Soul ///
20th level Manasoul Spellblade Feature
You have become a flawless conduit for arcane energy. You are immune to force damage, and your Resonance Die becomes a d12. In addition, you may store Resonance Dice beyond your normal maximum, but any dice beyond your maximum are lost at the end of your turn if not expended.
Manasoul Mana Arts
Whenever you learn a Mana Art, you can also choose an option from the list below.
Distant Strikes
Melee weapons under the effects of your Arcane Essence feature can now make ranged attacks with a range of (60/90).
Expanded Cantrips
You learn two cantrips of your choice from the Wizard spell list, and they count as Spellblade spells for you.
Mana Eater
Your connection to the Arcane allows you to directly sustain your physical form by consuming ambient magic. Once per day as an action, you can roll a stored Resonance Die; you regain a number of hit points equal to the result, and gain enough nourishment to sustain you for one day. However, you still require clean drinking water.
Refine Weapon
Prerequisite: Spellblade level 5
When you use your Arcane Essence feature, you may expend 1 Resonance Die to also give the affected weapon a bonus of +1 to its attack and damage rolls for the duration. This bonus does not stack with any other magical bonuses attack and damage rolls.
Starting at 11th level, you can instead spend up to 2 Resonance to grant a weapon a bonus of +2. At 17th level, you can spend up to 3 for a bonus of +3.
Sorcerous Alteration
You learn two Metamagic options of your choice from the Sorcerer class, and can use it by expending 1 Resonance Dice for each Sorcery Point the Metamagic option would normally cost.
Once you use a Metamagic option in this way, you cannot do so again until you complete a Short or Long rest.
The Hematist's Discipline ///
Although all Spellblades are dealers of death, few seem to relish it quite like those who follow the discipline of the Hematist. Whether it is the blood of their enemies being spilled or their own, a Hematist knows how to draw on blood for power, even if the grim nature of their bloodmagic makes them often reviled even by their colleagues.
Spellblade Level | Hematist Feature |
---|---|
1st | Lifeblood Infusion, Hematist Spellcasting |
3rd | Resonant Ichor |
7th | Bloodblight |
14th | Vampiric Brand, Resonant Ichor Improvement |
20th | Expunge Life, Hemophillic Absorption |
Unusual Nature
1st level Hematist Spellblade Feature
You have resistance to Necrotic damage.
Hematist Spellcasting
1st level Hematist Spellblade Feature
As a follower of the Hematist Arcane Discipline, you learn the following spells at the following levels, they don't count against your total spells known, and they count as Spellblade spells for you.
Spellblade Level | Discipline Spell |
---|---|
3rd | False Life |
5th | Hold Person |
9th | Bestow Curse |
13th | Blight |
17th | Hold Monster |
Resonant Ichor ///
3rd level Hematist Spellblade Feature
As a bonus action, you can choose to sacrifice some of your own vitality to attack with your own lifeblood. Roll any number of stored Resonance Dice and take Necrotic damage equal to the result, reducing your hit point maximum equal to the damage taken. You then conjure in an open hand a weapon made of ichor. The number of Resonance Dice expended determines the weapon's properties, as shown in the table below.
Resonance Dice Expended | Damage + Type | Properties |
---|---|---|
1d4 | 1d4 Necrotic | Light |
2d4 | 2d4 Necrotic | -- |
3d4 | 3d4 Necrotic | Heavy, Two-Handed |
You are proficient with this weapon, it deals Necrotic damage, and its damage die is equal to the Resonance Dice rolled. The weapon remains until the end of your next turn or until it leaves your grasp, at which point it diffuses into harmless vapor.
Starting at 14th level, you can also use this feature as a reaction when a creature other than you within 5ft of you that has blood takes damage. When you do so, you do not take damage or reduce your hit point maximum. Once you use this feature in this way, you may not do so again until you complete a long rest.
Art Credit
Nocturnal Feeder by Cristi Balanescu
Bloodblight
7th level Hematist Spellblade Feature
As a bonus action, you can attempt to pollute the lifeblood of creature you touch. Make a melee spell attack against a creature that has blood and is below its hit point maximum. On a hit, for the next minute the target's joints swell and seize up, making movement painful. While affected, the first ability check or attack roll that creature makes each turn is made with disadvantage. On the end of each of its turns, a creature can make a constitution saving throw against your Spell Save DC, ending the effect on a success. Only one creature can be under the effects of this feature at a time.
You may use this feature a number of times equal to your Intelligence modifier (minimum of 1), after which point you must complete a long rest before you may do so again.
Vampiric Brand
14th level Hematist Spellblade Feature
As a bonus action, you can brand a creature within 30ft of you that you can see with fell energy, marking it until the end of your turn. While the creature is marked, each time you deal damage to it you regain hit points equal to the amount of damage you dealt. If your hit point maximum has been reduced, this healing can restore some or all of the reduction.
Once you use this feature, you must complete a long rest before you may do so again.
Expunge Life
20th level Hematist Spellblade Feature
As an action, you can force a creature you can see within 60ft of you that has blood and is below its hit point maximum to make a Constitution saving throw against your Spell Save DC. A creature below half its maximum hit points makes this saving throw with disadvantage. On a failure, you violently pull all of the blood from the creature's body, and it takes 6d12 + 20 necrotic damage as its vital fluid is violently expunged. If this damage reduces it to 0 hit points, it dies, becoming a dessicated husk that can be restored to life only by means of a True Resurrection or Wish spell.
Additionally, on a failed save, the ground within 20ft of the creature becomes slick with blood, and is difficult terrain for the next minute. A creature that starts their turn within that radius or enters it for the first time on their turn takes 2d12 necrotic damage.
Once you use this feature, you must complete a long rest before you may do so again.
Hemophillic Absorption
20th level Hematist Spellblade Feature
You gain the ability to absorb resonant power directly from your own spilled blood. Whenever you take an instance of damage equal to or greater than your Constitution modifier (minimum of 1), you immediately gain 1 Resonance Die. Resonance Dice gained in this way are lost at the end of your turn if not expended.
Hematist Mana Arts
Whenever you learn a Mana Art, you can also choose an option from the list below.
Abstracted Lifeblood
Prerequisite: Spellblade level 5
Even when you face a foe that is bloodless, you know how to find some lifeforce to pull upon. When you use a Hematist feature that targets a creature that has blood and is below its hit point maximum, you can expend a stored Resonance Die to instead target a creature that does not meet one or more of the above criteria. When you do so, if you deal Necrotic damage to the creature as a part of that feature, that damage is unaffected by resistance.
Fell Attunement
Prerequisite: No other "Attunement" Mana Arts
Your spellcasting is specially attuned to nectrotic magic. You learn the Chill Touch Cantrip, as well as the Inflict Wounds 1st-level spell. At 9th level, you learn the Vampiric Touch spell.
Fell Weapon
Prerequisite: Spellblade level 5
Whenever you deal force damage with a Spellblade class feature, you can choose to transform the magical energy into a withering curse, dealing necrotic damage instead, sapping away the vitality of your foes.
When you do so, each target has their hit point maximum reduced by an amount equal to the necrotic damage dealt, and cannot regain hit points or gain temporary hit points until the end of its next turn.
Greater Bloodblight
Prerequisite: Spellblade level 9
You increase the withering power of your Bloodblight. An affected creature now instead has disadvantage on the first ability check, attack roll, or saving throw it makes each turn.
Bloodsense
You have advantage on Wisdom (Perception) checks to detect creatures that have blood and are below their hit point maximum. Also, creatures that have blood and are below half their hit point maximum cannot become hidden from you while they are within 30ft of you.
Mana Arts
Whenever you learn a Mana Art, choose from the list below. If you learn a spell from a Mana Art, it counts as a Spellblade spell for you and doesn't count against your total spells known.
If you already know a spell granted by a Mana Art, you may instead pick another Spellblade spell of the same level. Also, if you are already proficient with a skill granted by a Mana Art, you instead learn another skill of your choice.
Unrestricted Mana Arts
You may select the below Mana Arts at any Spellblade level you learn a new Mana Art.
Corrosive Weapon
Whenever you deal force damage with a "Resonant" class feature, you may choose to transform the magical energy into corrosive acid, dealing acid damage instead.
When you do so, an affected creature must make a Constitution saving throw against your Spell Save DC. On a failed save, the acid temporarily weakens its defenses, and the next attack roll against that creature before the end of your next turn is made with advantage. In addition, if the target had resistance to magical or nonmagical bludgeoning, piercing, and slashing damage, it loses it for that attack.
Altered Form
Your body has become malleable, able to rapidly adapt to whatever environments you may encounter. Choose one of the following benefits:
- You gain a swim speed equal to your walking speed, and can hold your breath for a number of minutes equal to 10 + your constitution modifier.
- You have advantage on saving throws against the effects of extreme hot weather.
- You have advantage on saving throws against the effects of extreme cold weather.
- You gain a climbing speed equal to your walking speed.
You can swap your chosen benefit for another whenever you complete a long rest.
Art Credit
Ziatora's Envoy by Tuan Duong Chu
Arcane Enhancement
Your Arcane prowess allows you to empower your physical attributes, as well. Whenever you make a Strength (Athletics) or Dexterity (Acrobatics) skill check, you may add your Intelligence modifier (minimum of +1) to the result.
Also, for the purposes of calculating your long jump distance, you can use your Intelligence score + your Strength score, instead of just your Strength score. For the purposes of calculating your high jump height, you can use your Intelligence modifier + your Strength modifier, instead of just your Strength modifier.
Arcane Senses
Choose one of the following spells: Detect Evil and Good, Detect Magic, Detect Poison and Disease. You learn that spell, and can cast it as a ritual. Whenever you complete a long rest, you may swap your chosen spell for another from the above list.
Burnout
Once per turn when you deal fire damage, you can expend a stored Resonance Die to create a cloud of obscuring smoke in your space and in a 5ft radius around you, remaining until the start of your next turn. A creature in this smoke is heavily obscured while inside it, and gains the benefits of 3/4 cover.
Conjure Arms
While you hold an Arcane Focus, you can use your object interaction, as if you were drawing a stowed object, to transform it into a duplicate of a simple or martial weapon of your choice, or a shield. If you have both hands free, you can summon one item for each hand.
A duplicate has the following properties but otherwise functions exactly like a mundane version of what it mimics:
- If is is a weapon with the Ammunition property, it magically creates its own ammunition each time you make an attack with it. Ammunition created in this way vanishes after it strikes its target.
- If is is a weapon with the Thrown property, it magically reappears in your hand after you complete a thrown weapon attack.
- All damage it deals counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks.
An item conjured in this way remains for 10 minutes or until it leaves your grasp. While you hold items conjured in this way, you can use a bonus action to transform them into another valid option. You cannot conjure a shield on a turn you when make a weapon attack using two hands.
Elemental Attunement
Prerequisite: No other "Attunement" Mana Arts
Your spellcasting has become particularly attuned to one variety of magic. Choose one of the elements from the table below; you learn the cantrip and 1st-level spell listed. Also, at 9th level, you learn the 3rd-level spell listed with your chosen element.
Element | Cantrip | 1st-Level | 3rd-Level |
---|---|---|---|
Air | Gust | Thunderwave | Fly |
Earth | Mold Earth | Earth Tremor | Erupting Earth |
Fire | Control Flames | Burning Hands | Fireball |
Frost | Frostbite | Ice Knife | Sleet Storm |
Lightning | Shocking Grasp | Witch Bolt | Lightning Bolt |
Poison | Posion Spray | Ray of Sickness | Stinking Cloud |
Water | Shape Water | Fog Cloud | Tidal Wave |
Ever Vigilant
Your arcane ability has heightened your awareness, allowing you to be ever alert to danger. You gain proficiency in Perception, and you cannot be surprised so long as you are conscious. Whenever you roll initiative, you can roll a stored Resonanace Die and add it to your initiative.
Magical Vitality
You have vitality and stamina beyond that of a normal being. You have advantage on saving throws against any effect that would cause you to gain levels of exhaustion, you may travel for 2 additional hours in a day before suffering the effects of forced march, and you require two fewer hours of sleep to gain the benefits of a long rest.
Also, whenever you take a short rest, you may roll one stored Resonance Dice and heal an amount equal to the result + your Intelligence modifier (minimum of 1).
Martial Discipline
You learn one Fighting Style of your choice from the Fighter list.
Rapid Strides
Your speed has been enhanced with arcane energy. Your walking speed increases by 10ft.
Toxic Weapon
Whenever you deal force damage with a "Resonant" class feature, you may choose to transform the magical energy into a gout of toxins, dealing poison damage instead.
When you do so, you can force each affected creature to make a Constitution saving throw against your Spell Save DC or gain the poisoned condition for 1 minute. An affected creature can repeat the save at the end of each of their turns, ending the effect on a success.
Versatile Spellcaster
You gain the ability to rapidly but temporarily memorize new spells over the course of a long rest, allowing you tailor your spellcasting to the challenges you will face in the day ahead. You learn one cantrip and one spell of your choice from the Spellblade spell list. The spell must be of a level for which you have spell slots. Whenever you complete a long rest, you may swap your chosen spell and/or cantrip for another of your choice.
5th-Level Mana Arts
You must be at least a 5th-level Spellblade to select the below Mana Arts.
Aero Weapon
Whenever you deal force damage with a "Resonant" class feature, you may choose to transform the magical energy into slicing blades of air, dealing magical slashing damage instead.
When you do so, you can choose to strike each affected creature with gusting winds. An affected creature must make a Dexterity saving throw against your spell save DC or be moved 15ft in a direction of your choosing.
Art Credit
Sarkhan, The Dragonspeaker by Daarken
Earthen Weapon
Whenever you deal force damage with a "Resonant" feature, you may choose to transform the magical energy into earthen shards, dealing magical bludgeoning damage instead.
When you do so, if one or more affected creatures are standing on solid ground, you can attempt to seal their feet in solid stone. An affected creature must make a strength saving throw against your Spell Save DC or have their speed reduced to 0 for the next minute, so long as you concentrate on this effect as if you were concentrating on a spell. An affected creature can repeat the save at the end of each of their turns, ending the effect on a success.
Flaming Weapon
Whenever you deal force damage with a "Resonant" class feature, you may choose to transform the magical energy into a burst of flame, dealing fire damage instead.
When you do so, you can force one affected creature of your choice to make a Dexterity saving throw against your Spell Save DC or become set aflame for one minute, so long as you concentrate on this effect as if you were concentrating on a spell. A burning creature takes 1d4 fire damage at the start of each of its turns, and can repeat the Dexterity saving throw at the end of each of its turns, ending the effect on a success.
Resonant Cleave
When you use your Resonant Weapon feature, you can use your bonus action to force every creature other than yourself within 5ft of the target to make a Dexterity saving throw against your Spell Save DC or also take the damage dealt by that feature.
9th-Level Mana Arts
You must be at least a 9th-level Spellblade to select the below Mana Arts.
Aqueous Weapon
Whenever you deal force damage with a "Resonant" class feature, you may choose to transform the magical energy into a blast of water, dealing magical bludgeoning damage instead.
When you do so, you can attempt to fill one affected creature of your choice's lungs with a blast of water. An affected creature must make a Constitution saving throw against your Spell Save DC. On a failure, they are unable to speak and begin to suffocate (PHB pg. 183) for as long as you concentrate on this effect as if you were concentrating on a spell. An affected creature can repeat the save at the end of each of their turns, ending the effect on a success.
Storming Weapon
Whenever you deal force damage with a "Resonant" class feature, you may choose to transform the magical energy into arcing bolts of electricity, dealing lightning damage instead.
When you do so, you can send this electricity into the body of each affected creature, causing their muscles to temporarily seize up. An affected creature must make a constitution saving throw against your Spellblade DC or be stunned until the start of their next turn, also dropping any weapons or other objects they are holding.
Well-Studied
You gain proficiency in one of the following skills: Arcana, History, or Religion, and you may add double your proficiency bonus to any checks you make for that skill. In addition, you may cast the Legend Lore spell once without expending a spell slot, after which point you must complete a long rest before you may do so again.
Spellblade Spell List
Spells marked XGtE are found in Xanathar's Guide to Everything.
Spells marked TCoE are found in Tasha's Cauldron of Everything.
Cantrips
Acid Splash
Blade Ward
Booming BladeTCoE
Chill Touch
Dancing Lights
Fire Bolt
Frostbite
Green-Flame BladeTCoE
Light
Lightning LureTCoE
Mage Hand
Message
Mind SliverTCoE
Poison Spray
Ray of Frost
Resistance
Shocking Grasp
Sword BurstTCoE
Thunderclap
Toll the DeadXGtE
True Strike
3rd Level
Blinding Smite
Conjure Barrage
Elemental Weapon
Flame ArrowsXGtE
Haste
Lightning Arrow
Melf's Minute MeteorsXGtE
Nondetection
Protection from Energy
Slow
Thunder StepXGtE
Vampiric Touch
Wall of WaterXGtE
1st Level
Absorb Elements
Chaos BoltXGtE
Chromatic Orb
Color Spray
Ensnaring Strike
Expeditious Retreat
Faerie Fire
False Life
Grease
Jump
Longstrider
Mage Armor
Magic Missile
Shield
Searing Smite
Sleep
Tasha's Caustic BrewTCoE
Thunderous Smite
Zephyr StrikeXGtE
4th Level
Dimension Door
Elemental BaneXGtE
Fire Shield
Freedom of Movement
Ice Storm
Staggering Smite
Stoneskin
Storm SphereXGtE
Vitriolic SphereXGtE
Watery SphereXGtE
Wall of Fire
2nd Level
Aganazzar's ScorcherXGtE
Blur
Cloud of Daggers
Dragon's BreathXGtE
EarthbindXGtE
Enhance Ability
Flaming Sphere
Magic Weapon
Maxmillian's Earthen GraspXGtE
Melf's Acid ArrowXGtE
Mind SpikeXGtE
Misty Step
Ray of Enfeeblement
Scorching Ray
Shadow BladeXGtE
Shatter
Snilloc's Snowball StormXGtE
Tasha's Mind WhipTCoE
5th Level
Banishing Smite
Cone of Cold
Conjure Volley
Destructive Wave
Far StepXGtE
Flame Strike
Steel Wind StrikeXGtE
Appendix
Multiclassing
If your DM allows you to multiclass into or out of the Spellblade, consult the following rules:
Ability Score Minimum:. As a multiclass character, you must have at least an Intelligence score of 13, as well as either a Dexterity or Strength score of 13 to take a level in Spellblade, or to take a level in another class if you are already a Spellblade.
Proficiencies Gained. If Spellblade isn't your initial class, you gain the following proficiencies when you take your first level as a Spellblade: Light and Medium Armor, Shields, Simple and Martial Weapons
Spell Slots. Add half your levels (rounded up) in the Spellblade class to the appropriate levels from other classes to determine your available spell slots.
Feats
Spellblade Initiate
Prerequisite: Spellcasting or Pact Magic feature
You learn one Mana Art option of your choice from the Spellblade class. If the Mana Art has a prerequisite, you can choose that Mana Art only if you’re a Spellblade and only if you meet the prerequisite. Whenever you gain a level, you can replace the Mana Art with another one from the Spellblade class that you could learn at that level.
If you are not a Spellblade, you also gain the following features:
- You gain the Resonant Weapon 2nd-level Spellblade feature.
- When you cast a spell of 1st level or higher, you can gain 1 Resonance Die, remaining until you expend it or until you complete a long rest. Once you gain a Resonance Die in this way, you cannot do so again until you complete a long rest.
Backgrounds
Spellblade Academy Student
You are a student or alum of a specialized Spellblade Academy, where you learned the twin arts of warfare and spellcraft.
Origin
d6 | I joined an Academy because... |
---|---|
1 | My parents were wealthy, and paid exorbitantly to send me here. |
2 | I was a martial prodigy or natural sorcerer, and was found by the Academy's scouts. |
3 | I was raised in the Academy, living there and training as long as I can remember. I have no idea who my birth parents were. |
4 | I was kidnapped and forced to undergo this training. If I didn't train, I didn't eat. |
5 | I had dreamed all my life of becoming a Spellblade, and was lucky enough to be accepted. |
6 | I was nobody, but my mentor took an interest in me all the same, and invited me to study under them. |
Features
Skill Proficiencies: Athletics, Arcana
Tool Proficiencies: None
Languages: Two of your choice
Equipment: A medallion, ring, or other piece of jewelery signifying your enrollment; an inkwell that never runs dry; A wooden training sword that is also an arcane focus ; a set of common clothes; and a pouch containing 10gp
Academy Resources
So long as your work as an adventurer brings prestige to your Academy, you have access to the institution's support and resources. You and your companions receive free lodging and food at a "fair" price at the Academy's campus. In addition, you have access to your Academy's libraries, magical and alchemical labs, and training grounds. The Academy never gives out supplies out for free, but will readily make deals with capable adventurers.
The Academy also can offer quest opportunities beyond what most adventurers have access to, and will gladly share this knowledge with you and your companions in exchange for a cut of the profits.
Spellblade Academy Dropout
You at one time were a member of a Spellblade Academy, but ultimately left on less-than-favorable terms with your mentor.
Origin
d6 | I left the Academy because... |
---|---|
1 | I was expelled for breaking into a restricted section of the Academy in search of magical secrets. What I found was well worth it. |
2 | I had a falling out with my mentor, and either left in protest or was kicked out. |
3 | I wasn't good enough to become a Spellblade, or so my mentor thinks. |
4 | I was smarter than all of my mentors, so I left. |
5 | I didn't take my training seriously, and got kicked out. |
6 | In my studies or while on an expedition, I learned of a quest more important than my training. Whether its an apocalyptic threat or a legendary treasure, it's now my highest priority. |
Features
Skill Proficiencies: Stealth, History
Tool Proficiencies: Poisoner's Kit or Thieves' Tools
Languages: One of your choice
Equipment: A book stolen from the Academy library; a broken arcane focus; a rejected manuscript detailing a new Mana Art; a set of common clothes; and a pouch containing 10gp
Forbidden Knowledge
Before you left the Academy, you intentionally or not discovered a piece of knowledge that was not meant for your eyes. Discuss with your DM to determine the exact nature of this secret---is it a scandal involving your mentor, some forbidden magical technique, or the truth about a villain's connection to your former Academy? Whatever you pick, it should involve both potential opportunity and danger for your Spellblade.
Personality
When creating a Spellblade, you can roll on the following tables to help determine your personality.
Personality Trait
d6 | Trait |
---|---|
1 | I am overeager to share my academic interests, gladly lecturing at length anyone I can get to listen. |
2 | When I am given an objective, I set aside all other concerns until it is complete. |
3 | I take obsessive care of my weapons, armor, and anything else I use to fight. |
4 | I've spent all my mental energy on my training alone, and I often don't know even basic facts about the world around me. |
5 | I maintain airs of professionalism at all times, even if that means keeping others at arm's length. |
6 | I love to show off, whether through fancy fighting techniques or cheesy one-liners. |
Ideal
d10 | Ideal |
---|---|
1 | Perfection. Every battle I fight is a work of art, and I must refine my skills further and further. (Neutral) |
2 | Prestige. I will become renowned for my skill as an arcane warrior across the world. (Neutral) |
3 | Freedom. I will live my life as I see fit, drinking in the world's wonders. Woe to anyone who would try and tie me down. (Chaotic) |
4 | Revolution. The powers that be in this world are broken, and I will tear them down so they can be made anew, the right way. (Chaotic) |
5 | Legacy. My mentors have passed on their Spellblade arts for generations. I am proud to keep that tradition alive. (Lawful) |
6 | Loyalty. I owe it all to the ones who taught me everything I know. I will fight on their behalf, whenever they call. (Lawful) |
7 | Power. I will claim every bit of strength within my reach, crushing anyone foolish enough to think they could challenge me. (Evil) |
8 | Conquest. I the nation or other institution I serve is the greatest in the world, and I will do anything to expand its influence and break its opposition. (Evil) |
9 | Protection. Those who are strong must fight to protect those who cannot protect themselves. (Good) |
10 | Justice. There are evildoers who have managed to escape punishment by the law, but I won't let them escape me.(Good) |
Bond
d6 | Bond |
---|---|
1 | I am grateful to those who have chosen to fight alongside me, and so I will give them my all in return. |
2 | A member of my family was a Spellblade before me, and I have to live up to the expectations they set. |
3 | Just as my mentor found me and taught be to be a Spellblade, I must find a successor of my own. |
4 | Long ago, before I was strong enough to fight, someone close to me got hurt. Now I seek revenge. |
5 | My mentor is not yet convinced I have what it takes to be a true Spellblade, and I must find a way to prove myself. |
6 | My Academy constantly hounds me to donate money to their endowment fund. If I donate enough gold, they'll name a building on the campus after me. |
Flaw
d6 | Flaw |
---|---|
1 | Most warriors are meatheaded brutes, and most spellcasters are spineless cowards. I am better than both. |
2 | There's always more training to be done, and I don't know how to unwind or relax. |
3 | I hold myself to impossible standards, and beat myself up when I fail to meet them. |
4 | I resent being given any task I see as beneath me. |
5 | I am a Spellblade, nothing can hope to threaten me. As long as I have a weapon in hand, I will never believe my life is in danger. |
6 | I celebrate successful jobs, and deal with stress, with long nights of revelry and excess, from which I tend to awaken with lighter pockets and newly made enemies. |
CHANGELOG V 1.2
General
- Resonant Cantrip removed and added Bladesinger-style Extra Attack.
- Maximum number of stored Resonance Dice is now equal to proficiency bonus, rather than Intelligence modifier.
- Resonant Charge now grants 1 + the level of the spell slot expended Resonance Dice.
- Resonant Weapon limited to 1 Resonance Die.
- Resonance Die progression altered.
- Reworked and added many Mana Arts.
- Expanded and reworked capstones of each Arcane Discipline.
- Subclass 3rd and 7th level features swapped.
- Added ability to swap cantrips upon level up.
The Bulwark
- Walls of Mana now takes an action.
- Spell Siphon now only needs to recharge after a successful useage.
The Drifter
- Combined Resonant Dash and Arcane Footwork features.
- Added Blinding Mana feature.
The Hematist
- Reworked Resonant Ichor.
The Manasoul
Appendix
- Added Spellblade Dropout background.
- Added personality tables.
V 1.1
V 1.0
V 0.2
V 0.1
The Spellblade
By Kayzen
Have questions, comments or feedback? Feel free to contact me at u/Kayzen_Creates on Reddit.
Art Credit
Daily Sketch by Tomasz Chistowski