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, War Body | 1 | 2 | 2 | 2 | — | — | — | — |
3rd | +2 | Arcane Discipline Feature, Resonance Dice (d4) | 2 | 2 | 3 | 3 | — | — | — | — |
4th | +2 | Ability Score Increase | 2 | 2 | 3 | 3 | — | — | — | — |
5th | +3 | Extra Attack | 3 | 2 | 4 | 4 | 2 | — | — | — |
6th | +3 | Resonance Die Increase (d6), 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 | Resonance Die Increase (d8) | 5 | 3 | 6 | 4 | 3 | 2 | — | — |
11th | +4 | War Mind Improvement | 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 | -- | 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, Intimidation, Perception, 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
- (a) a Dungeoneer's Pack or (b) an Explorer's Pack
Art Credit
Cover Art: Sarkhan, The Dragonspeaker by Daarken
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.
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 sorcerer 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.
Spellcasting Focus
You can use an arcane focus, or any weapon with which you are proficient, as a Spellcasting Focus for your Spellblade Spells.
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 = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence 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. You know two Mana Arts, and when you gain certain Spellblade levels, you gain additional Mana Arts of your choice, as shown in the Mana Arts Known column of the Spellblade table.
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, selected as if the Spellblade is the level they were when they learned the original Mana Art.
War Body
2nd level Spellblade Feature
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.
Resonance Dice
3th level Spellblade Feature
You gain the ability to re-absorb the excess energy of your spells, and channel it once again to empower your attacks. Whenever you expend a spell slot to cast a spell of 1st level or higher, you gain a number of Resonance Dice equal to the level of the spell cast. You can store a maximum number of Resonance Dice at one time equal to your Intelligence modifier (minimum of 1). These Resonance Dice remain until you expend them or until complete a long rest.
Resonant Weapon. When you hit a target with a weapon attack, you can expend any number of Resonance Dice to empower the hit with arcane energy, rolling the expended dice and dealing additional force damage equal to the result.
Your resonance die is a d4. At 6th level, it becomes a d6. At level 10 it becomes a d8, at level 15 it becomes a d10, at level 20 it becomes a d12.
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.
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 automatically succeed on the saving throw.
At 11th level, you instead automatically succeed on any constitution saving throw to maintain concentration that would have DC 15 or less.
Magic Resistance
18th level Spellblade Feature
You have advantage on all saving throws against spells and other magical effects.
Arcane Disciplines
The Bulwark's Discipline
Spellblade Level | Bulwark Feature |
---|---|
1st | Armaments of the Bulwark |
3rd | Bulwark Spells, Walls of Mana |
7th | Resonant Barrier |
15th | Improved Resonant Barrier, Spell Siphon |
20th | Invulnerable Veil |
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 Spells
3rd level Bulwark Spellblade Feature
As a Bulwark, 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 | Shield |
5th | Warding Bond |
9th | Counterspell |
13th | Stoneskin |
17th | Wall of Force |
In addition, you may cast a Discipline spell you know without using a spell slot by expending a number of resonance dice equal to twice the spell's level.
Walls of Mana
3rd level Bulwark Spellblade Feature
You gain the ability to create shimmering walls of translucent magical energy. As a bonus action, you may create any number of 10-foot-by-10-foot panels of magical energy. 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 bonus 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. If a panel drops to zero hit points, if you dispel it as a free action, or after ten minutes pass, it vanishes.
You can create a number of panels equal to your proficiency modifier, after which point you must complete a short or longer rest before you can do so again.
Resonant Barrier
7th 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 expend any number of your stored Resonance Dice. Roll the expended dice, and 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.
Spell Siphon
14th level Bulwark Spellblade Feature
When a creature you can see within 60ft of you is subjected to a spell or magical effect that targets just that creature, you can use your reaction to force it to target you instead. You have resistance to the damage dealt by this spell or magical effect, if any. 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 use this feature, you must complete a long rest before you can do so again.
Invulnerable Veil
20th level Bulwark Spellblade Feature
As an action, you can enchant all creatures within 10ft of you with incredibly powerful but short-lived abjuring energy. Until the start of your next turn, each of those creatures has immunity to all damage types.
Once you use this feature, you must complete a long rest before you can do so again.
The Manasoul's Discipline
Spellblade Level | Manasoul Feature |
---|---|
1st | Arcane Nature |
3rd | Manasoul Spells, Mana Mine |
7th | Resonant Burst |
15th | Mana Form |
20th | Overflowing Soul |
Arcane Nature
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 some of your essence to enchant any weapons you hold, allowing them to shoot out beams of damaging light, gaining the following properties while you hold it:
- It 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 its normal damage type.
- If it is a melee weapon, its reach is increased by 10ft on your turn.
An affected weapon retains these properties for the next ten minutes, or it leaves your grasp, or if you end the effect as a free action.
Manasoul Spells
3rd level Manasoul Spellblade Feature
As a follower of the Manasoul Arcane Path, 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 | Magic Missile |
5th | Levitate |
9th | Intellect Fortress |
13th | Arcane Eye |
17th | Bigby's Hand |
In addition, you may cast a Discipline spell you know without using a spell slot by expending a number of resonance dice equal to twice the spell's level.
Mana Mine
3rd 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 an additional 5 feet. If a 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 may create a number of motes equal to your proficiency modifier, after which point you must complete a short or longer rest before you may do so again.
Resonant Burst
7th level Manasoul Spellblade Feature
As an action, you may choose to discharge the magical energy stored by your Resonant Weapon class feature in a violent explosion. When you do so, roll any number of your stored Resonance Dice. Each creature within 15ft of you must make a Dexterity Saving Throw against your Spell Save DC or take force damage equal to the result, taking half as much damage on a successful saving throw.
Starting at 14th level, you may add your intelligence modifier to the damage dealt by this feature.
Mana Form
14th level Manasoul Spellblade Feature
You gain the ability to briefly become an immaterial being of pure arcane energy, temporarily entering the ethereal plane. As a bonus action, you can enter this form until the start of your next turn. While in this form, you appear as an illusory, shimmering version of yourself, you have a flying speed equal to double your walking speed, and you can phase through creatures and solid objects. If you are in the space of a creature or object when this form ends, you and the creature or object each take 4d10 force damage, and you are shunted to the nearest unoccupied space.
One you use this feature, you must complete a short or long rest before you may do so again.
Overflowing Soul
20th level Manasoul Spellblade Feature
You are a flawless conduit for arcane energy. You are immune to Force damage. Also, there is no longer a cap on the maximum number of Resonance Dice you can have stored at any one time.
As a bonus action, you can choose to let loose some of your stored arcane energy. When you use this ability and at the start of each of your turns, each creature within 10ft of you takes 1 force damage for each of your stored Resonance Die. This effect ends if you fall unconscious or die, if you expend your last stored Resonance Die, or if you choose to end it as a free action.
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 modifier, you instead use your Charisma modifier.
The Drifter's Discipline
Spellblade Level | Manasoul Feature |
---|---|
1st | Swift Movements |
3rd | Drifter Spells, Arcane Footwork |
7th | Resonant Dash |
15th | Unnatural Reflexes |
20th | Supreme Arcane Footwork |
Swift Movements
1st level Drifter Spellblade Feature
As a Drifter, you stay alive in dangerous situations by always keeping on the move. Whenever a melee attack misses you, you may move 5ft in a direction of your choosing without provoking opportunity attacks.
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.
Drifter Spells
3rd level Drifter Spellblade Feature
As a follower of the Drifter Arcane Path, 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 |
---|---|
3rd | Zephyr Strike |
5th | Misty Step |
9th | Haste |
13th | Blink |
17th | Steel Wind Strike |
In addition, you may cast a Discipline spell you know without using a spell slot by expending a number of resonance dice equal to twice the spell's level.
Arcane Footwork
3rd level Drifter Spellblade Feature
As a bonus action, you can dash forward in an up-to-15ft line. This movement can pass through creatures but not solid objects, and does not provoke attacks of opportunity.
You may use this feature a number of times equal to your proficiency modifier, after which point you must complete a short or longer rest before you may do so again.
Resonant Dash
7th level Drifter Spellblade Feature
You gain the ability to attack even as you use your Arcane Footwork feature. As a part of that same bonus action, you may roll any number of your stored Resonance Dice. If you pass through any creatures as you dash, you may choose to make a spell attack roll against any or all of them. On a hit, a target takes force damage equal to the rolled result of your spent Resonance Dice.
Unnatural Reflexes
14th level Drifter Spellblade Feature
If, after a melee attack misses you and you use your Swift Movements feature, the attacking creature is within the range or reach of a weapon you hold, 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.
Supreme Arcane Footwork
20th level Drifter Spellblade Feature
When you use your Arcane Footwork feature, you can now dash up to 30ft in a straight line. In addition, once per turn you may use that feature as a free action and without expending one of its uses.
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. If you are already proficient in a skill granted by a Mana Art, you can instead choose another Spellblade skill.
Abjuring Armor
You learn the Mage Armor spell and may cast it targeting yourself at-will. Also, while you are under the effects of the Mage Armor spell, you may use your object interaction to summon a spectral shield into a free hand. This shield vanishes if it leaves your grasp.
Aqua Attunement
Prerequisite: No other "Attunement" Mana Arts
You gain a swim speed equal to your walking speed, and you can hold your breath for a number of minutes equal to 10 + your Constitution modifier. You learn the Shape Water cantrip, as well as the Fog Cloud 1st-level spell In addition, whenever you deal force damage with a Spellblade spell or class feature, you may choose to deal your choice of acid or magical bludgeoning damage instead.
Aqua Mastery
Prerequisite: Spellblade level 9, "Aqua Attunement" Mana Art
You learn the Tidal Wave spell. Also, you can breathe water as well as air, and are immune to the effects of cold and pressure from deep water.
In addition, once per turn, when you deal bludgeoning damage to a creature, you can choose to attempt to fill their lungs with a blast of water. The 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. whatever) 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.
Arcane Senses
Choose one of the following spells: Detect Evil and Good, Detect Magic, Detect Poison and Disease. You learn that spell, and may cast it without expending a spell slot a number of times equal to Intelligence modifier (Minimum of 1), after which point you must complete a long rest before you may do so again. Whenever you complete a long rest, you may swap your chosen spell for another from the above list.
Aero Attunement
Prerequisite: No other "Attunement" Mana Arts
You can use your action to grant yourself a flying speed equal to half your walking speed for 10 minutes, after which point you must complete a long rest before you may do so again.
In addition, you learn the gust cantrip, as well as the 1st-level spell Thunderwave. Also, whenever you deal force damage with a Spellblade spell or class feature, you may choose to deal your choice of thunder or magical slashing damage instead.
Aero Mastery
Prerequisite: Spellblade level 9, "Aero Attunement" Mana Art
You learn the Fly spell, and you gain resistance to thunder damage.
In addition, once per turn when you deal thunder or slashing damage to a creature, you can choose to strike them with gusting winds. The creature must make a Dexterity saving throw against your spell save DC or be moved 20ft in a direction of your choosing.
Conjure Weapon
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 any simple or martial weapon with which you are proficient for 10 minutes. While transformed in this way, you can use your bonus action to change its form into that of another weapon. The duplicate has the following properties but otherwise functions exactly like the weapon it is mimicking:
- If the weapon has the Ammunition property, you may magically create ammunition for it each time you make an attack with it. Ammunition created in this way vanishes after it strikes its target.
- If the weapon has the Thrown property, you can cause it to magically reappear in your hand after you complete a thrown weapon attack.
- The damage dealt by the weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Controlled Resonance
Prerequisite: Manasoul Arcane Path, Spellblade level 7, no Unbound Resonance Mana Art
Whenever you use your Resonant Burst feature, you may choose any number of creatures to be unaffected by it.
Distant Strikes
Prerequisite: Manasoul Arcane Path
Melee weapons under the effects of your Arcane Essence feature gain a bonus of 20ft to their range, rather than 10ft.
Drifter's Dance
Prerequisite: Drifter Arcane Path, Spellblade level 11
Your walking speed increases by 10ft, and you are no longer slowed by nonmagical difficult terrain. In addition, while you are moving on your turn, you can walk across liquids. If you end your movement while not on solid ground, you fall as normal.
Ever Vigilant
Your training as a Spellblade allows you to be ever alert to danger. You gain proficiency in Perception. If you are already proficient in Perception, you instead gain proficiency in another Spellblade skill of your choice. In addition, you require two fewer hours of sleep to gain the benefits of a long rest.
Flame Attunement
Prerequisite: No other "Attunement" Mana Arts
You have advantage on saving throws to resist the effects of extreme hot weather. In addition, you learn the Control Flames cantrip, as well as the Burning Hands 1st-level spell.
Also, whenever you deal force damage with a Spellblade spell or class feature, you may choose to deal fire damage instead.
Flame Mastery
Prerequisite: Spellblade level 9, Flame Attunement Mana Art
You learn the Fireball 3rd-level spell. In addition, once per turn when you use a spell or feature that deals fire damage, you can choose to create a cloud of obscuring smoke in a 5ft cube around you, remaining until the start of your next turn. You are considered heavily obscured while you are surrounded by this smoke, and it does not obscure your own vision.
Also, you gain resistance to fire damage.
Frost Attunement
Prerequisite: No other "Attunement" Mana Arts
You have advantage on saving throws to resist the effects of extreme cold weather. In addition, you learn the Frostbite cantrip, as well as the Ice Knife 1st-level spell.
Also, whenever you deal force damage with a Spellblade spell or class feature, you may choose to deal your choice of cold or magical piercing damage instead.
Frost Mastery
Prerequisite: Spellblade level 9, Frost Attunement Mana Art
You learn the Sleet Storm spell. In addition, once per turn when you deal cold damage to a creature, you can force them to make a Constitution saving throw against your Spell Save DC. On a failure, their movement speed is halved until the end of your next turn.
Also, you gain resistance to cold damage.
Immaterial Dash
Prerequisite: Drifter Arcane Path, Spellblade level 3
Whenever you use your Arcane Footwork class feature, you may pass through solid objects while you move. You still must end the dash in an open space you can see.
Intense Focus
Whenever you make a saving throw to maintain concentration on a spell, you may expend 1 resonance die, rolling it and adding the result to your saving throw. You may do so after rolling the d20, but before you know if the roll succeeds or fails.
Invigorating Mana
Prerequisite: Bulwark Arcane Path, Spellblade level 11
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.
Magical Vitality
You have advantage on saving throws against any effect that would cause you to gain levels of exhaustion. In addition, you may travel for 2 additional hours in a day before suffering the effects of forced march.
Mana Motion
Prerequisite: Bulwark Arcane Path, Spellblade level 9
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.
Martial Discipline
You learn one Fighting Style of your choice from the Fighter list.
Perfect Weapon
Prerequisite: Manasoul Arcane Path, Spellblade level 5, "Refine Weapon" Mana Art
When you use your Arcane Essence feature, you may expend 2 Resonance Dice to also give the affected weapon a bonus of +2 to its attack and damage rolls for the duration, unless it already has an equal or greater bonus.
Psi Attunement
Prerequisite: No other "Attunement" Mana Arts
You learn the Mind Sliver cantrip, as well as the Dissonant Whispers 1st-level spell. In addition, whenever you deal force damage with a Spellblade spell or class feature, you may choose to deal psychic damage instead.
Psi Mastery
Prerequisite: Spellblade level 9, "Psi Attunement" Mana Art
You learn the Hypnotic Pattern 3rd-level spell. In addition, once per turn when you deal psychic damage to a creature, you can mark them until the end of your next turn. While marked in this way, a creature cannot take reactions or become hidden from you. Also, you gain resistance to psychic damage.
Rapid Movement
Your walking speed increases by 10ft.
Refine Weapon
Prerequisite: Manasoul Arcane Path, 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, unless it already has an equal or greater bonus.
Resonant Cleave
Prerequisite: Level 3 Spellblade
When you use your Resonant Weapon feature, you can use a bonus action to force every creature other than yourself within 5ft of the target to make a dexterity saving throw or take damage equal to the damage dealt by that feature.
Resonant Will
Prerequisite: Level 6 Spellblade
When you make a saving throw, you can roll one stored Resonance Die and add it to the result. You can use this feature after you roll the saving throw, but before you know the result.
Once you use this feature, you must complete a short or long rest before you may do so again.
Shield Ally
Prerequisite: Bulwark Arcane Path, Spellblade level 3
When you cast the Shield spell, you may expend one Resonance Die to cast it targeting an creature you can see within 30ft of you, using an attack targeting that creature as the trigger for the reaction.
Stone Attunement
Prerequisite: No other "Attunement" Mana Arts
You gain a climbing speed equal to your walking speed. In addtion, you learn the Mold Earth cantrip, as well as the 1st-level spell Earth Tremor. In addition, whenever you deal force damage with a Spellblade spell or class feature, you may choose to deal magical bludgeoning damage instead.
Stone Mastery
Prerequisite: Spellblade level 9, "Stone Attunement" Mana Art
You learn the Erupting Earth 3rd-level spell. In addition, once per turn when you deal bludgeoning damage to a creature, you can cause the ground beneath their feet and in a 5ft radius around them to become difficult terrain. The creature must also make a strength saving throw against your Spell Save DC or be knocked prone.
Also, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
Storm Attunement
Prerequisite: No other "Attunement" Mana Arts
You learn the Shocking Grasp cantrip, as well as the 1st-level spell Witch Bolt. In addition, whenever you deal force damage with a Spellblade spell or class feature, you may choose to deal lightning damage instead.
Storm Mastery
Prerequisite: Spellblade level 9, "Storm Attunement" Mana Art
You learn the Lightning Bolt 3rd-level spell. In addition, once per turn when you deal lightning damage to a creature, you can send electricity coursing through their body, causing their muscles to temporarily seize up. The target must make a constitution saving throw against your Spellblade DC or drop any weapons or other objects they are holding.
Also, you gain resistance to lightning damage.
Toxin Attunement
Prerequisite: No other "Attunement" Mana Arts
You learn the Poison Spray cantrip, as well as the 1st-level spell Ray of Sickness. In addition, whenever you deal force damage with a Spellblade spell or class feature, you may choose to deal poison damage instead.
Toxin Mastery
Prerequisite: Spellblade level 9, Toxin Attunement Mana Art
You learn the Stinking Cloud 3rd-level spell. In addition, once per turn when you deal poison damage to a creature, you can force that creature to make a Constitution saving throw against your Spell Save DC or gain the poisoned condition until the start of your next turn.
Also, you gain resistance to poison damage, and are immune to the poisoned condition.
Unbound Resonance
Prerequisite: Manasoul Arcane Path, Spellblade level 7, no Controlled Resonance Mana Art
Your Resonance grows ever more forceful. Your the radius of your Resonant Burst feature is increased to 20ft, and on a failed saving throw, a creature is also knocked prone.
Unseen Presence
Prerequisite: Spellblade level 9
Your arcane training has enabled you to avoid detection by magical means. You are always under the effects of the Nondetection spell.
Well-Studied
Prerequisite: Spellblade level 9
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.
Spell List
Cantrips
Acid Splash
Blade Ward
Booming Blade
Chill Touch
Dancing Lights
Fire Bolt
Frostbite
Green-Flame Blade
Light
Lightning Lure
Mage Hand
Message
Mind Sliver
Poison Spray
Ray of Frost
Resistance
Shocking Grasp
Sword Burst
Thunderclap
Toll the Dead
True Strike
1st Level
Absorb Elements
Chaos Bolt
Chromatic Orb
Color Spray
Expeditious Retreat
Faerie Fire
False Life
Fog Cloud
Grease
Ice Knife
Jump
Longstrider
Mage Armor
Magic Missile
Ray of Sickness
Shield
Sleep
Witch Bolt
Zephyr Strike
2nd Level
Blur
Cloud of Daggers
Dragon's Breath
Earthbind
Enhance Ability
Flame Blade
Flaming Sphere
Invisibility
Magic Weapon
Melf's Acid Arrow
Mind Spike
Misty Step
Phantasmal Force
Ray of Enfeeblement
Shadow Blade
Snilloc's Snowball Storm
Spider Climb
3rd Level
Conjure Barrage
Elemental Weapon
Flame Arrows
Haste
Hypnotic Pattern
Lightning Arrow
Melf's Minute Meteors
Protection from Energy
Sleet Storm
Slow
Thunder Step
Tidal Wave
Vampiric Touch
4th Level
Dimension Door
Elemental Bane
Fire Shield
Freedom of Movement
Greater Invisibility
Ice Storm
Phantasmal Killer
Stoneskin
Storm Sphere
Vitriolic Sphere
Watery Sphere
5th Level
Cone of Cold
Conjure Volley
Destructive Wave
Far Step
Flame Strike
Skill Empowerment
Steel Wind Strike
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The Spellblade
V 0.1
Any and all feedback is welcome! Feel free to contact me at u/Kayzen_Creates on Reddit.
Changelog
V 0.1
Release!