Spellblade, 2nd Variant (5e Class)

From D&D Wiki
Jump to navigation Jump to search

Spellblade[edit]

Creating a Spellblade[edit]

The Spellblade is built around the concept of pushing Arcane energy through a sword, creating swords of pure energy, or blessing weapons with elemental prowess. Wizards forced to take martial training during the dark age of the Spellplague wanted to fall back to something familiar. Some stayed with their new-found training of a sword, adding the newly revived magical art to martial training. Their creation became the art of the Spellblade; the ability to fight with a sword pulsing in searing flame, one conjured from pure searing cold, or singing with electric speed.

Quick Build

First, Strength should be your highest ability score, followed by Intelligence. Next, choose the soldier background.

Class Features

As a Spellblade you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, Medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Intelligence
Skills: Choose three from Arcana, Acrobatics, Athletics, History, Investigation, Medicine, and Perception

Equipment

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

  • (a) One martial weapon of your choice or (b) A longbow and 20 arrows
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • A spellbook and an Arcane focus
  • (a) leather armor or (b) a ring of elemental resistance (fire, cold, lightning, or acid)

Table: The Spellblade

Level Proficiency
Bonus
Arcane Blade Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 1d4 Archetype, Arcane Blade
2nd +2 1d4 Spellcasting 2
3rd +2 1d4 Archetype Feature, Fighting Style 3
4th +2 1d4 Ability Score Improvement 3
5th +3 1d6 Extra Attack 4 2
6th +3 1d6 Archetype Feature 4 2
7th +3 1d6 Elemental Expertise 4 3
8th +3 1d6 Ability Score Improvement 4 3
9th +4 1d8 4 3 2
10th +4 1d8 Blade Surge 4 3 2
11th +4 1d8 Archetype Feature 4 3 3
12th +4 1d10 Ability Score Improvement 4 3 3
13th +5 1d10 4 3 3 1
14th +5 1d10 Archetype Feature 4 3 3 1
15th +5 1d10 Arcane Evasion 4 3 3 2
16th +5 2d6 Ability Score Improvement 4 3 3 2
17th +6 2d6 4 3 3 3 1
18th +6 2d6 Archetype Feature 4 3 3 3 1
19th +6 2d6 Ability Score Improvement 4 3 3 3 2
20th +6 3d6 Archetype Feature 4 3 3 3 2

Class Features[edit]

Archetype[edit]

At 1st level, you are able to choose an archetype from either Blademaster, Bulwark, or Magister. You gain features from your chosen archetype at 1st level, and again at 6th, 11th, 14th, 18th and 20th level. These Archetypes are detailed at the end of this chapter.

Spellcasting[edit]

As a disciple of the Arcane Arts you can cast spells from the Wizards spell list, however your martial training prevents you from attaining the full mastery the disciplined wizard obtains.

```Cantrips``` At 2nd level you know two cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels as shown in the cantrips known column of the wizard table.

Spellbook:

At 1st level, you have a spellbook containing four 1st-level wizard spells of your choice

Preparing and Casting Spells

The Wizard 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 wizard 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 + 3/4 your Spellblade level. (minimum of one 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 wizard 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.

Spellcasting Ability Intelligence is your spellcasting ability for your Spellblade spells, as your hours of dedication to martial magic has allowed you to learn the movements in using your spells. 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 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

```Learning Spells of 1st level and Higher``` Each time you gain a Spellblade level you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Spellblade level. On your adventures, you might find other spells that you can add to your spellbook.

Arcane Blade[edit]

You've trained to enhance your weapon with magical energy. Starting at the 1st level, you can perform a ritual upon one weapon and imbue it for one day with an element of your choosing from acid, cold, fire, or lightning. Whenever you land a successful hit with this weapon, you deal an extra 1d4 of damage of the chosen element. The amount of this damage increases as you gain levels in this class, as shown in the Arcane Blade column of the Spellblade table. You may have 2 weapons imbued with an element at a time this way. After a long rest, you may perform a ritual upon your weapon to change its element again.

If you choose the Bulwark archetype, you can spend 8 hours to perform a ritual upon one shield and imbue it with an element of your choosing from acid, cold, fire and lightning. Your shield must be imbued with the same element as your weapon.

Fighting Style[edit]

At 3rd Level, you adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again

Archery: You gain +2 to attack rolls when using a ranged weapon.

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

Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack with a weapon you wield with two hands, you can reroll the die and must use the second roll. The weapon must have two-handed or versatile as a property to gain this benefit.

Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Balanced Fighting: When attacking with a martial or simple weapon on the turn after using a spell, deal an extra 1d4 damage if hit.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1.

Extra Attack[edit]

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

Elemental Expertise[edit]

Starting at 7th level, you can use an action to perform a ritual upon one weapon, and imbue it with either necrotic or radiant damage equal to the arcane blade feature. An Arcane Blade infused with the chosen element does additional elemental damage equal to your spellcasting modifier. You also gain resistance to the chosen damage type. You can change the damage type at the end of a long rest.

If you choose the Bulwark Archetype, you can spend 8 hours to perform a ritual upon one shield and imbue it with either radiant or necrotic element. Your shield must be imbued with the same element as your weapon.

Blade Surge[edit]

Starting at 10th level, you may use an action to conjure three arcane swords to circle around you and pick an elemental damage type from your Arcane Blade ability. When an enemy enters your range, make a melee attack, one sword will be expended and deal 2d6 damage. The spell will end when all three swords have been expended or the spell is canceled. You may have only have up to three arcane swords when you activate this ability. You can use Blade Surge equal to your proficiency bonus per long rest.

Arcane Evasion[edit]

Starting at 15th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, you take quarter damage if you fail by three and only half damage if you fail more than three.

Archetypes[edit]

Blademaster[edit]

A Blademaster focuses most on attacking in combat, dealing damage with their weapons.

Close Combat

At 1st level a Blademaster gains the Close Combat ability, and can use it equal to your proficiency bonus per day as a reaction. When an enemy successfully hits you with a melee weapon or attack, instead parry the attack and take no damage.

Mental Blade

Beginning at 3rd level, when attacking with a weapon imbued by the Arcane Blade feature, a Blademaster may use their intelligence modifier instead of their strength modifier for attack and damage rolls.

Mystic Duelist

Beginning at 6th level, you have advantage to your attacks if its imbued by a spell. In addition, your attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Empyric Assault

At 11th level, as an action you may move in a straight line up to your speed. You do not provoke attacks of opportunity for moving through reach and ignore terrain and intervening characters as part of this move. Make a single attack roll against each target under the line, adding 2d6 force damage to your attacks.

Improved Critical

Beginning at 14th level, your weapon attacks score a critical hit on a roll of 19 or 20.

Sundering Strike

At 18th level, as an action any number of creatures within your reach must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or become stunned until the end of your next turn. You can use this feature equal to your Intelligence modifier per long rest.

Martial Paragon

At 20th level, your attacks have advantage, your weapon attacks score a critical hit on a roll of an 18+ and your movement speed is doubled. In addition, you gain a +3 to your attack and damage rolls. Furthermore, while you are wielding a weapon, friendly creatures within 30 feet gain a bonus to their attack and damage rolls equal to your Strength modifier + your proficiency bonus.


Bulwark[edit]

A Bulwark uses their hardened physicality to become an unassailable fortress in the midst of battle.

Iron Fortitude

Beginning at 1st level, you gain bonus HP equal to your Constitution modifier + your proficiency bonus every time you level up.

Arcane Shielding

Beginning at 3rd level, instead of imbuing a weapon with an element, a Bulwark may instead imbue a shield. You gain immunity to the elemental damage type you imbued with your shield.

Relentless Regeneration

Beginning at 6th level, you regain lost HP equal to your Hit Die + your Constitution modifier at the beginning of your turn.

Perseverance

Beginning at 11th level, when at max HP you gain excess HP equal to your Relentless Regeneration ability.

Resilience

Beginning at 14th level, you gain advantage to all saving throw checks.

Arcane Guardian

Beginning at 18th level, you may imbue a shield and a weapon with two different elements, instead of making them both the same element.

Unshakeable Tenacity

At 20th level, you become resistant to all damage types, as long you equip a shield.


Magister[edit]

A magister focuses more on their spells than other Spellblades, able to cast more and greater spells than other Spellblades

Spell Neophyte

Beginning at 1st level, the Magister has one more 1st-level spell slot than is listed on the Spellblade table, and is therefore able to cast one first level spell at first level, and three first level spells at 2nd level.

Spell Novice

Beginning at 6th level, the Magister has one more 2nd-level spell slot than is listed on the Spellblade table.

Spell Apprentice

Beginning at 11th level, the Magister has one more 3rd-level spell slot than is listed on the Spellblade table.

Spell Adept

Beginning at 14th level, the Magister has one more 4th-level spell slot than is listed on the Spellblade table.

Spell Expert

Beginning at 18th level, the Magister has one more 5th-level spell slot than is listed on the Spellblade table.

Spell Master

At 20th level, the Magister adds two 6th level spells to their spellbook, and gains one 6th-level spell slot.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Spellblade class, you must meet these prerequisites: Int 13, Str or Dex 13

Proficiencies. When you multiclass into the class, you gain the following proficiencies: Light armor, Shields, Simple Weapons

0.00
(0 votes)

Back to Main Page5e HomebrewClasses