The Spellblade Toolkit

by Xpertranger

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An Xpert's guide to the
Spellblade Toolkit

Mystic Charges

Mystic Charges are a new resource that is only used for the feats introduced in this toolkit. They serve as a alternate way for a character to utilize their spellblade feats if they don't receive spell slots from their base class. When a feat with the word Spellblade in its title would require a character to expend a spell slot, they can expend a Mystic Charge as if it were a 1st level spell slot instead. Characters regain all expended Mystic Charges when they finish a long rest.

Spellblade Feats

Spellblade Initiate

Prerequisite: Strength or Dexterity 13 or higher

You've begun dabbling in the art of magic and mixing it into your martial combat. You gain the following benefits:

  • You can perform the somatic components of cantrips even when you have weapons or a shield in one or both hands.
  • Choose a class that gains the Spellcasting or Pact Magic feature. You learn two cantrips of your choice from that class's spell list, one of the cantrips must deal damage. Your spellcasting ability for these cantrips depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for artificer or wizard.
  • When you make an attack as part of the Attack action, you may choose to cast a cantrip that deals damage instead. When you do, you determine the effects of the cantrip as if you are a first level character and you may choose to use Strength or Dexterity as your spellcasting ability for the cantrip. You cannot use this effect with cantrips that require you to make a weapon attack as part of their effect, such as booming blade.

Spellblade Magus

Prerequisite: Level 4, Spellblade Initiate feat

Your spellblade training has lead you to further expand the breadth of your magical capabilities. You gain the following benefits:

  • You learn one cantrip from the spell list of the class you chose for your Spellblade Initiate feat. Your spellcasting ability for this cantrip is the same as your spellcasting ability for your Spellblade Initiate cantrips.
  • You gain one Mystic Charge.
  • You learn two 1st-level spells from the spell list of the class you chose for your Spellblade Initiate feat. Your spellcasting ability for these spells is the same as your spellcasting ability for your Spellblade Initiate cantrips. To cast one of these spells, you must expend a spell slot of the spell's level or higher.
  • When you reach a level that grants you the Ability Score Improvement feature, you can replace a cantrip or 1st level spell you know from the the spell list of the class you chose for your Spellblade Initiate feat with another spell of the same level from the same spell list.

Spellblade Resistor

Prerequisite: Level 4, Spellblade Initiate feat

You've focused your spellblade training on being an defensive combatant, quickly shaping your magic into defensive wards as you fight. You gain the following benefits:

  • You learn one cantrip from the spell list of the class you chose for your Spellblade Initiate feat. Your spellcasting ability for this cantrip is the same as your spellcasting ability for your Spellblade Initiate cantrips.
  • You gain one Mystic Charge.
  • When you make an attack as part of the Attack action, you can expend one spell slot to gain resistance and temporary hit points instead. The temporary hit points are equal to 1d6+2 for a 1st-level spell slot, plus 5 for each spell level higher than 1st, to a maximum of 1d6 + 17. Then, choose one of your spells that deals damage and choose a damage type from among those dealt by the chosen spell, while you have temporary hit points from this feat you are resistant to the chosen damage type.

Spellblade Striker

Prerequisite: Level 4, Spellblade Initiate feat

You've focused your spellblade training on being an aggressive combatant, weaving your magic into spell-charged attacks as you fight. You gain the following benefits:

  • You learn one cantrip from the spell list of the class you chose for your Spellblade Initiate feat. Your spellcasting ability for this cantrip is the same as your spellcasting ability for your Spellblade Initiate cantrips.
  • You gain one Mystic Charge.
  • When you hit a creature with a weapon attack or damage it with a cantrip as part of the Attack action, you can expend one spell slot to deal extra damage to the target, in addition to the weapon's damage. Choose one of your spells that deals damage and choose a damage type from among those dealt by the chosen spell, this feature deals extra damage of the chosen type. The extra damage is 1d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 4d8. You cannot use this effect on an attack benefitting from a spell, class feature, or other effect with smite in the name.

Spellblade Transmitter

Prerequisite: Level 4, Spellblade Initiate feat

You've focused your spellblade training on being a mobile combatant, gracefully using your magic to maneuver around the battlefield. You gain the following benefits:

  • You learn one cantrip from the spell list of the class you chose for your Spellblade Initiate feat. Your spellcasting ability for this cantrip is the same as your spellcasting ability for your Spellblade Initiate cantrips.
  • You gain one Mystic Charge.
  • When you make an attack as part of the Attack action, you can expend a spell slot of 1st level or higher to teleport up to 10 feet immediately before or after you make the attack.

Spellblade Expert

Prerequisite: Spellblade Initiate feat and at least one additional feat containing the word Spellblade in the title

You are an expert at minor magics and the act of mixing them into your martial combat:

  • Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20.
  • You learn one cantrip from the spell list of the class you chose for your Spellblade Initiate feat. Your spellcasting ability for this cantrip is the same as your spellcasting ability for your Spellblade Initiate cantrips.
  • When you replace an attack with a cantrip using your Spellblade initiate feat, you add your spellcasting ability modifier to the damage of your cantrips.
Flavor Advice: Spell-enhanced Weapons

Technically speaking, the Spellblade Initiate feat allows a character to replace weapon attacks with the casting of a cantrip, switching seamlessly between using weapons and magic. However, another common archetype of Spellblades are those who enhance their weapon attacks with magic. This can be accomplished mechanically with the Spellblade Striker feat but only a few times per Long Rest. To make enhanced attacks a more consistent theme of a character concept, I would recommend re-flavoring cantrips as enhanced weapon attacks. For example, Shocking Grasp might look like an attack with a lightning wreathed blade but keep its normal damage and effects.

New Cantrips

Force Blade

Evocation Cantrip


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

You summon a vibrating blade of arcane energy and strike at a nearby enemy, bypassing their physical defenses. Make a melee spell attack with advantage against one creature within 5 feet of you. On a hit, the target takes 1d6 force damage.

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

Frost Helm

Abjuration Cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V S
  • Duration: 1 minute
  • Classes: Artificer, Druid, Warlock

You summon a helmet made of ice that emanates a chilling aura. You gain 1d4 temporary hit points. While you have temporary hit points from this spell, creatures that start their turn within 5 feet of you must make a Constitution saving throw or take 1d4 cold damage.

This spell’s damage and temporary hit points increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Piercing Wind Strike

Evocation Cantrip


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

You strike a target and send wind cascading past them to further targets. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d6 magical piercing damage and a 5 foot wide and 15 foot long line of piercing wind extends from them directly away from you. If your attack roll would hit any other creatures in the line, they take the same damage that the initial target took before any reductions.

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



Siphoning Grasp

Necromancy Cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V S
  • Duration: 1 minute
  • Classes: Warlock, Wizard

You grab a creature and make some of its vitality your own. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d6 necrotic damage and you gain 2 temporary hit points.

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

Sparking Jaunt

Evocation Cantrip


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

You briefly surround yourself with an electric aura and use it to bolster your speed. Move up to 10 feet, creatures that make an opportunity attack against you during this movement have disadvantage on their attack roll and take 1d6 lightning damage on a successful attack.

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6) and its move speed increases to 15 feet when you reach 11th level.

Wildfire Touch

Evocation Cantrip


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

Flames wreath your hand and attempt to spread towards a nearby group of targets. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d6 fire damage and you may choose up to 3 other creatures within 5 feet of the target. If your attack roll would hit these creatures, they take the same damage that the initial target took before any reductions.

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

Spellblade Toolkit

Become a master of mixing martial prowess with simple magic with these new character options for Dungeons and Dragons 5th edition.

Version Info

This is Version 1.4 of the Spellblade Toolkit supplement, created by Xpertranger

Art Credits

Other Credits

Inspired by u/The_Svearald's Spellblade feat




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