Spellblade

by Sagnarel

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The spellblade class

Spellblade

Yes, I know, there are a lot of spellblade classes on Reddit and all, an Intelligence based gish using medium armor, so how is this one different ? First, it is french (don't leave now) so I tried my best to make something easy to follow and understand. Most people create complicated abilities with dozens of options, sometimes not really understanding 5e's design philosophy. "Let's make a gish with a d8 hit dice, another one who is stronger than a fighter without spells ..."

Here are a few things about this class :
-Simplicity : the hardest part is the preparation of spells, no features will be more complicated than that.

-Arcane magic : the characters master their own magic, similarly to mages, it is not an act of faith or a one time thing. They have access to a wide array of options for melee and ranged combats, but lack utility.

-One d&d/5.5/whatever you call it : this version uses some of the design choices from One dnd in order to make it more interesting (spell slots at first level, epic boon at 20th for example).

Hit Points

  • Hit Dice: 1d10 per spellblade level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per spellblade level after 1st

Proficiencies

  • Armor: Light, Medium and shields
  • Weapons: Simple weapons, martial weapons
  • Tools: none
  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Acrobatics, Arcana, Athletism, Stealth, History, Investigation, Perception or Religion

Equipment

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

  • a martial melee weapon
  • (a) a shield or (b) any melee simple weapon or (c) a light crossbow with 20 bolts
  • (a) an arcane focus or (b) a component pouch
  • a scale armor and a spellbook
Level Proficiency bonus class features Known cantrips Influx bonus damage 1st 2nd 3rd 4th 5th
1 +2 Spellcasting, Magical combat 2 2
2 +2 Arcane influx, fighting style 2 +2 2
3 +2 Spellblade's arcanum 2 +2 3
4 +2 Ability score improvement 2 +2 3
5 +3 Extra attack 2 +2 4 2
6 +3 concentrated influx 2 +2 4 2
7 +3 Arcanum feature 2 +2 4 3
8 +3 Ability score improvement 2 +3 4 3
9 +4 _ 2 +3 4 3 2
10 +4 Arcanum feature 3 +3 4 3 2
11 +4 Improved magical combat 3 +3 4 3 3
12 +4 Ability score improvement 3 +3 4 3 3
13 +5 _ 3 +3 4 3 3 1
14 +5 Arcane defense 3 +4 4 3 3 1
15 +5 Arcanum feature 3 +4 4 4 3 2
16 +5 Ability score improvement 3 +4 4 3 3 3
17 +6 _ 4 +4 4 3 3 3 1
18 +6 Perfect magical combat 4 +4 4 3 3 3 1
19 +6 Ability score improvement 4 +4 4 3 3 3 2
20 +6 Epic boon 4 +5 4 3 3 3 2

Hit Points


  • Hit Dice: 1d10 per spellblade level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per spellblade level after 1st

Proficiencies


  • Armor: Light, Medium and shields
  • Weapons: Simple weapons, martial weapons
  • Tools: none

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Acrobatics, Arcana, Athletism, Stealth, History, Investigation, Perception or Religion

Equipment

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

  • a martial melee weapon
  • (a) a shield or (b) any melee simple weapon or (c) a light crossbow with 20 bolts
  • (a) an arcane focus or (b) a component pouch
  • a scale armor and a spellbook
Multiclassing as a spellblade
  • Requiers 13 Intelligence and 13 in Strengh or Dexterity.
  • Give proficency with simple and martial weapons, alongside light armors, medium armors and shields.
  • If you multiclass with a wizard, you can use the same spell book, but your spells are divided in spellbalde spells and wizard spells.

Spellcasting

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard 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

Minor magic

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

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your spellblade spells.

Spellbook

At 1st level, you have a spellbook containing six 1st-level spells of your choice. The spells written in your spellbook must belong to the Arcane spell list and one of the following schools : Abjuration, Evocation or Evocation. Your spellbook is the repository of the spells you know, except your cantrips, which are fixed in your mind.

Preparing and Casting Spells

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

You prepare the list of spellblade spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + half of your spellblade level (rounded down, minimum of 1 spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Learning Spells of 1st Level and Higher

Each time you gain a spellblade level, you can add one spellblade spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the spellblade table. On your adventures, you might find other spells that you can add to your spellbook (work like a wizard spellbook).

Magical combat

Starting at first level, you learn to swing blade and magic in the same move. When you cast a spell as an action, you can make a weapon attack in the same action.

You can use this feature a number of time equal to your Intelligence modifier (minimum of 1), you regain all the usages when you finish a long rest.

When you reach 5th level in this class and gain the Multiattack feature, you can use this feature to replace one of the attack to cast a spell with a casting time of one action.

If you cast a leveled spell with this feature, you cannot cast another leveled spell with your bonus action.

Fighting style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

  • Archery : You gain a +2 bonus to attack rolls you make with ranged weapons.

  • Defense : While you are wearing armor, you gain a +1 bonus to AC.

  • Dueling : When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

  • Great Weapon Fighting : When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

  • Blind fighting : You have blind sight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

  • Unarmed fighting : Your unarmed strikes can deal bludgeoning damage equal to ld6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal ld4 bludgeoning damage to one creature grappled by you.

  • Warstaff (new) : Staffs and wands that are arcane focuses also count as weapons for you. You can use it as quarterstaffs and clubs respectively and you can use your Intelligence modifier instead of your strengh for the attack and damage calculation.

Arcane influx

Starting at 2nd level, you can use magic to bolster your fighting capabilities by letting it flow in your body. You can activate this feature as a bonus action, granting you the following effects :

  • Your AC increases by 1,
  • Your melee weapons attacks deals bonus force damage as describe in the class table (+2 at second level),
  • Once per turn, damage you deal with a spell is increased by the same ammount
  • You have to maintain Concentration on the Influx, like you would do with a spell.

You can use this ability a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.

Spellblade's Arcanum

At 3rd level, you choose an archetype that represent your particular training and technics : the magus and the sagittarius. Your choice grants you features at 3rd level and again at 7th, 10th, and 15th level.

Ability score improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Magical reinforcement

At 6th level, you can use the magical surplus from your spells to enhance your body. When you cast a spell requiring concentration, you can activate your Arcane influx feature in that same action.

the Arcane influx remains active for 1 minute and ends early if you loose concentration on your spell.

Perfect magical combat

At 11th level, you can use your Magical combat feature without any limitation on the number of usage.

Arcanic protection

At 14th level, you are used to resist magic. When you succeed on a saving throw against a spell, you suffer no negative effects if the spell would normally do.

Furthermore, you automatically succeed on your saving throws to resist your own spells.

Perfect sequence

At 18th level, you can easily mix your attacks with your spells. When you hit a creature with a spell attack or if a creature fail a saving throw against one of your spells, you can instantly make a weapon attack against them in the same action. If the creature is not in range of your weapon, you can teleport in an inocupied space in a 5 feet radius of them before making the attack.

You can make this special attack only once per turn.

Epic boon

You gain the following benefits:

  • Ability Score Increase. Choose one of your ability scores. That score increases by 2, and this increase can raise the score above 20 but not above 30.

  • Epic Boon Feat. You gain the Epic Boon of Spell Recall or another Epic Boon feat of your choice.

I don't want the Epic boon !

Then you can use this level 20 instead :

Unbreakable arcana. You cannot loose your concentration from taking damage.

Spellblade's Arcanum :

The magus arcanum:

Magusses, also known as magi, are the more numerous of spellblades, blending magic and fencing more naturally than anyone.

Preferred spells

At 3rd, 5th, 9th, 13th and 17th levels, you add two favored spells in your spell book. Preferred spells are always prepared and don’t count against the number of spells you can prepare each day.

Magic missiles, Absorb elements (at 3rd level), Magic weapon, Blur (5th), Counterspell, Haste (9th), Bannishment, Greater invisibility (13th), Bigby's hand and Steelwind strike (17th).

Furthermore, you can add any spells from the Arcane spell list in your spellbook.

Magus training

At 3rd level, you gain the following benefits :

  • You gain a bonus to your Initiative rolls equal to your Intelligence modifier (minimum 1).
  • When you activate the Arcane influx feature, you gain a number of temporary hitpoints equal to your spellblade level + your Intelligence modifier (minimum 1). You loose these temporary hitpoints when the Arcane influx ends.

Magical endurance

Beginning at 7th level, when you make a Constitution saving throw to maintain your concentration, you gain a bonus to the roll equal to your Intelligence modifier (minimum of 1).

Magus strike

At 10th level, when you hit a creature with a weapon attack while you are under the effect of Arcane influx, your melee weapon attacks deals an additional 1d8 force damage.

Perfect magical endurance

At 15th level, the bonus from Magical endurance affects all of your saving throws.

The sagittarius arcanum

The sagittarius arcanum is a subtle power, one that is prepared and kept for the most favorable moment. Sagittariuses are masters of magic and ranged weapons, favoring bows, and sometimes black powder weapons. They always have the magic arrow for the situation, and no one can escape their aim.

Preferred spells

At 3rd, 5th, 9th, 13th and 17th levels, you add two favored spells in your spell book. Preferred spells are always prepared and don’t count against the number of spells you can prepare each day.

Magic missiles, Guiding bolt (at 3rd level), Cordon of arrovs, See invisible (5th), Flame arrows, Conjure barrage (9th), Elemental bane, Locate creature (13th), Swift quiver and Conjure volley (17th).

Sagittarius focus

At 3rd level, you can swiftly fuse magic and ranged weapons. You gain the following benefits :

  • Your ranged weapon attacks benefits from the effect of Arcane Influx
  • You can use a ranged weapon as a spellcasting focus, if you cast a ranged attack spell with it, you gain a +2 bonus to the attack roll.
  • When you make a ranged weapon attack with a ranged weapon with the Ammunition property, you can magically create a munition to use. This munition disapears after the attack is resolved.

Impossible shot

At 7th level, nothing can stop your shots. When you hit a creature with a ranged weapon or spell attack, you can focus on that creature : it cannot be hidden to you and you know its position for 1 minute. When you are focused on this creature, your ranged weapon attacks ignore all cover, including total, against the creature. If you attack this way, you cannot gain advantage or disadvantage on the attack roll.

Your shots have absurd trajectories or fly through portals to reach your target, you can only focus on one creature at a time.

Portal-Arrow

At 10th level, you can use your ammunitions to open fast portals. When you hit a creature with a range weapon attack, you can instantly teleport to an unoccupied space that you can see within 5 feet of your target. You can also shoot a projectile to an unoccopied space you can see within 60 feet of you and teleport their using one of your attacks.

You can use teleport a number of times equal to your Intelligence modifier, regaining all uses when you finish a long rest.

Reactive shot

At 15th level, your reflexes are lightning fast. When a creature misses you with a ranged attack, you can instantly make a ranged weapon attack against it.

When you use this feature, you cannot use it again until the beginning of your next turn.

The mystic arcanum

Instead of focusing on the weave, mystics mostly focus on the power of the mind, sometimes called "telekinsists". Some mages see them as phony, but none can ignore their power.

Preferred spells

At 3rd, 5th, 9th, 13th and 17th levels, you add two favored spells in your spell book. Preferred spells are always prepared and don’t count against the number of spells you can prepare each day.

Mage hand (the hand is invisible), Shield, Catapult (at 3rd level), Levitation, Hold person (5th), Erupting earth, Sending (9th), Otiluke's resilient sphere, Grasping vine (13th), Telekinesis and Animate objects (17th).

Furthermore, you can add spells from the Enchantment school from the Arcane spell list in your spellbook.

Flying blade

At 3rd level, when you activate the Arcane influx, you can choose one weapon you are holding to make it a flying blade and make it move up to 30 feet. You can make attacks and make opportunity attacks as if you were in the place of the blade. When you do so, you use your Intelligence modifier instead of your Strengh or Dexterity for your attack and damage rolls.

You can use your bonus action to move the Flying blade up to 30 feet. If you start or end your turn when the weapon is more than 30 feet from you, it falls on the ground and you cannot use it until it comes back in that radius. The effect ends if your Arcane influx ends.

You cannot use this feature if the weapon is ranged weapon or possess the Heavy property. While the feature is active, the weapon is intangible and cannot take damage.

Mystical fencing

At 7th level, you are one with your blade. When a creature within range of your Flying blade makes an attack roll or casts a spell, you can use your reaction to make an opportunity attack against it.

Power of the mind

At 10th level, when you activate your Arcane influx feature, you can activate up to 2 weapons with your Flying blade feature. You can use your bonus action to move one or both and make an attack with one of them.

You can use your Flying blades in a 60 feet radius instead of 30.

Ultimate mystic

At 15th level, you can make powerful attacks by switching your Flying blades. When you have 2 active weapons with that feature, you can switch their places. Every creature on the line created must make a Dexterity saving throw, taking 3d8 + your Intelligence modifier + the weapons damage (the weapons damage dices + their eventual magical bonuses) on a failed save, or half one a successful one.

Make only one damage roll for every creature hit.

You can use this feature a number of times equal to your Intelligence modifier, regaining all uses when you finish a long rest.

The shadow arcanum

Wield the power of shadows is not easy, it is more subtle than most forms of magic. Fear is a weapon and illusions are the truth. These spellblades take advantage of their ennemies weaknesses, becoming a force to be reckon with.

Preferred spells

At 3rd, 5th, 9th, 13th and 17th levels, you add two favored spells in your spell book. Preferred spells are always prepared and don’t count against the number of spells you can prepare each day.

Cause fear, Dissonant whispers (at 3rd level), Pass without trace, Darkness (5th), Fear, Ennemies abound (9th), Imaginary killer, Greater invisibility (13th), Seeming, Illusory double (17th).

Furthermore, you can add spells from the Illusion and Enchantment schools from the Arcane spell list in your spellbook.

Born in the shadows

At 3rd level, you gain proficiency in the Stealth skill, or another spellblade skill if you were already proficient in it.

You also gain a darkvision for 60 feet, if you already had darkvision, its range increases by 30 feet.

Cape of shadows

Still at 3rd level, when you activate your Arcane influx feature, you envelop yourself in shadows, giving you advantage to your Dexterity (stealth) check. If a creature relying on sight makes an attack roll against you, it has disadvantage if you are in low-light or darkness.

Adaptation

At 7th level, your darkvision allow you to see through magical darkness.

Abuse weakness

At 10th level, you learn to use any opening against your ennemies. When a creature makes an attack against you, you can make an opportunity attack if they are within your range. Your reaction takes place before their attack is resolved.

Specter of the arcane

At 15th level, your Arcane Influx allows you to become intangible and pass through creatures and objects while opportunity attacks against you are made with disadvantage. You cannot end your turn in another creature or object's space. When you pass through a creature space, the creature must make a Wisdom saving throw. On a failed save, the creature is Frightened by you for one minute, it can make the saving throw at the end of each of its turn, ending the effect on a success.

When a creature succeeds on the saving throw, it cannot be affected by this feature until you finish a long rest.

The Ravager arcanum

For some spellblade, the main use of magic is to cause destruction. Some people call them "Wandless spellblades" since most of them use heavy weapons. A ravager can be a powerful ally, but also a source of fear for few of them care about collateral damage ...

Preferred spells

At 3rd, 5th, 9th, 13th and 17th levels, you add two favored spells in your spell book. Preferred spells are always prepared and don’t count against the number of spells you can prepare each day.

Hellish rebuke, Thunderwave (at 3rd level), Shatter, Fireblade (5th), Fireball, Ashardalon's stride (9th), Fireshield, Vitriolic sphere (13th), Destructive wave, Cone of cold (17th).

Strengh of the ravager

Starting at 3rd level, your Arcane influx gains the following effects :

  • You inflict double damage to objects and structures,
  • Your Arcane influx bonus damage can be Fire, Cold, Acid, Lightning or Thunder instead of Force,
  • When you hit a creature with a melee weapon attack, you can activate the Ravager's blast : expending a spellslot to cause an explosion causing 2d6 damage of the type of your Arcane influx to all the creatures within a 15 feet radius of you that fails a Dexterity saving throw. The damage increases by 1d6 for every spell level above the first.

Arcane overload

At 7th level, you can use your own vitality to enhance your spells and Ravager's blasts. When you cast a spell of first level or higher, you can choose to loose 1d6 hitpoits per spell level. After that, your spell count as being cast 1 level higher (up to the equivalent of with 6th level slot)

Once you use this feature, you cannot use it again until you finish a short or long rest.

Inevitable

At 10th level, when a creature succeeds on a saving throw against your Ravager's blast, it still takes half of the damage.\page

Ragnarök

At 15th level, you can use your spells at their maximum. When you cast a spell or activate Ravager's blast, you can choose to deal the maximum ammount of damage instead of rolling the dices.

Everytime you use this feature, you suffer a level of exhaustion.

Post scriputm

A few things that I think are interesting to know about the class :

  • Underwhelming multiclassing : Multiclassing shouldn't be too powerful, althought offering some nice utility to other sword mage subclasses like eldrich knight or bladesinger, but underwhelming with classes not using Intelligence. Arcane Influx follows a similar logic, using concentration, making it impossible to combine it with the strong spells for at least 5 levels.

  • Original gish style : in that case, the class should still have access to cantrips in order to differentiate it from paladin and rangers. The real problem is getting spells when reaching 2nd level, since the spellblade needs to prepare them.

  • Spellblade's spells : If you want the class to have a real spell list, you can make one by focusing on wizard spells. The class shouldn't have access to most utility spells like Summon familiar, Animate dead or Identify. You may also add some spells not accessible to the wizard but working well with the class like Hellish rebuke or Flaming blade, althought I believe Smite spells should remain unique to the paladin class.

  • Sorce'blade ? You can easily adapt the class to use Charisma instead of Intelligence in order to make it closer to the sorcerer class. Replace all instances of Intelligence with Charisma and use known spells instead of prepared spells. In that case, spellblades should know as many spells as a ranger of the same level (something around 1 + half their spellblade's level, rounded up).

It could even be fun to imagine new archetypes based on the sorcerer's class.

That's all folks, thank you for reading.

 

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