Spellblade, 3rd Variant (5e Class)

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The Spellblade[edit]

A human stares down their opponent from across the arena, sabre held 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, and assassins.

Sword and Spell[edit]

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[edit]

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.


Creating a Spellblade[edit]

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[edit]

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. Third, choose the Fire Bolt and Booming Blade cantrips, along with the 1st-level spells Absorb Elements and Chromatic Orb.


Have questions, comments or feedback? Feel free to contact me at u/Kayzen_Creates[1] on Reddit.

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 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Spellblade level after 1st

Proficiencies

Armor: Light and Medium Armor, Shields
Weapons: Simple and Martial Weapons
Tools: None
Saving Throws: Dexterity, Intelligence
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) 2 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

Table: The Spellblade

Level Proficiency
Bonus
Mana Arts Known Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 -- Arcane Discipline, Spellcasting 2 2
2nd +2 1 Mana Arts, Resonance Dice (d4) 2 2 2
3rd +2 2 Arcane Discipline Feature 2 3 3
4th +2 2 Ability Score Improvement, Ability Score Increase 2 3 3
5th +3 3 Extra Attack, Resonant Cantrip 2 4 4 2
6th +3 3 Resonance Dice (d6), War Mind 2 4 4 2
7th +3 4 Arcane Discipline Feature 3 5 4 3
8th +3 4 Ability Score Improvement, Ability Score Increase 2 5 4 3
9th +4 5 -- 2 6 4 3 2
10th +4 5 Resonant Affinity 3 6 4 3 2
11th +4 5 Resonance Dice (d8) 3 7 4 3 3
12th +4 6 Ability Score Improvement, Ability Score Increase 3 7 4 3 3
13th +5 6 -- 3 8 4 3 3 1
14th +5 6 Arcane Discipline Feature 4 8 4 3 3 1
15th +5 7 War Mind Improvement 4 9 4 3 3 2
16th +5 7 Ability Score Improvement, Ability Score Increase 4 9 4 3 3 2
17th +6 7 -- 4 10 4 3 3 3 1
18th +6 8 Magic Resistance, Resonance Dice (d10) 4 10 4 3 3 3 1
19th +6 8 Ability Score Improvement, Ability Score Increase 4 11 4 3 3 3 2
20th +6 8 Arcane Discipline Feature 4 11 4 3 3 3 2

Arcane Discipline[edit]

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[edit]

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 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.

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[edit]

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 one Mana Art, 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. 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.

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.

Resonance Dice[edit]

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 expend 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. 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 you complete a long rest.

Your resonance die is a d4, and increases when you reach certain levels in this class. At 6th 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. Expend any number of stored Resonance Dice, up to a maximum of your proficiency bonus, roll them, 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 its level, up to your normal maximum.

Ability Score Improvement[edit]

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[edit]

5th level Spellblade Feature

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Resonant Cantrip[edit]

5th level Spellblade Feature

Once per turn, when you would make a weapon attack as a part of the Attack action, you may expend a stored Resonance Die to cast a cantrip instead.

War Mind[edit]

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.

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[edit]

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 expend a stored Resonance Die, rolling it and adding the result 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[edit]

18th level Spellblade Feature

Your Spellblade training allows you to shrug off many magical effects. You have advantage on all saving throws against spells and other magical effects.

Arcane Disciplines[edit]

At 1st level, choose an Arcane Discipline from the following options, granting you additional features:

The Bulwark's Discipline[edit]

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.

Abjuring Ambiance[edit]

1st level Bulwark Spellblade Feature

Whenever you cast a spell of 1st-level or higher, you can channel its 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[edit]

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[edit]

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.

Bulwark Spells
Level Spell
1st Shield
5th Warding Bond
9th Counterspell
13th Stoneskin
17th Wall of Force

Walls of Mana[edit]

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 flat 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 Intelligence modifier (minimum of 1), after which point you must complete a short or long rest before you may do so again.

Resonant Barrier[edit]

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[edit]

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, and 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 use this feature, you must complete a short or long rest before you can do so again.

Invulnerable Veil[edit]

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.

Bulwark Mana Arts[edit]

Whenever you learn a Mana Art, you can also choose an option from the list below.

Invigorating Mana[edit]

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.

Mana Motion[edit]

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[edit]

As a reaction to an attack targeting a creature you can see within 30ft of you, you can expend a one stored Resonance Die to cast *Shield* using one of your spell slots, targeting that creature instead of yourself.

The Drifter's Discipline[edit]

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.

Drifter's Dance[edit]

1st level Drifter Spellblade Feature

As a Drifter, you stay alive in dangerous situations by always keeping on the move. Your walking speed increases by 10ft. Also, whenever a melee attack misses you, you may move 5ft in a direction of your choosing without provoking opportunity attacks.

Drifter Spellcasting[edit]

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.

Drifter Spells
Level Spell
1st Zephyr Strike
5th Misty Step
9th Haste
13th Dimension Door
17th Steel Wind Strike

Arcane Footwork[edit]

3rd level Drifter Spellblade Feature

As a bonus action, you can 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.

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.

Resonant Dash[edit]

7th level Drifter Spellblade Feature

When you use your *Arcane Footwork* feature, 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, 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 may add your Intelligence modifier (minimum of 1) to the damage dealt by this feature.

Unnatural Reflexes[edit]

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 reach of a weapon you hold misses you with a melee attack, 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[edit]

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.

Drifter Mana Arts[edit]

Whenever you learn a Mana Art, you can also choose an option from the list below.

Arcane Adrenaline[edit]

Prerequisite- Drifter Arcane Discipline

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.

Immaterial Dash[edit]

Prerequisite- Drifter Arcane Discipline, Spellblade level 3

Whenever you use your *Arcane Footwork* feature, you may pass through solid objects while you move. You still must end the dash in an open space you can see.

Magical Stride[edit]

Prerequisite- Drifter Arcane Discipline, Spellblade level 12

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.

The Manasoul's Discipline[edit]

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. A Manasoul makes a powerful ally or a deadly enemy, and what you lack in defensive capability you make up for in explosive power.


Arcane Essence[edit]

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[edit]

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[edit]

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.

Mana Mine[edit]

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 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.

Resonant Burst[edit]

7th 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, you may add your Intelligence modifier (minimum of 1) to the damage dealt by this feature.

Mana Form[edit]

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 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[edit]

20th level Manasoul Spellblade Feature

You have become a flawless conduit for arcane energy. Your Resonance Die becomes a d12.

Also, whenever a creature other than you within 60ft of you casts a spell of 1st level or higher, you can use your reaction to gain Resonance Dice equal to the level of the spell. Resonance Dice gained in this way can exceed your normal maximum, but are lost at the end of your turn if not already expended.

Manasoul Mana Arts[edit]

Whenever you learn a Mana Art, you can also choose an option from the list below.

Distant Strikes[edit]

Melee weapons under the effects of your Arcane Essence feature can now make ranged attacks with a range of (30/60).

Metamagician[edit]

You learn one Metamagic option of your choice from the Sorcerer class, and can use it by expending 2 Resonance Dice for each Sorcery Point the Metamagic option would normally cost.

You can select this Mana Art multiple times, selecting a different Metamagic option each time.

Perfect Weapon[edit]

Prerequisite- Spellblade level 12, "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.

Refine Weapon[edit]

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, unless it already has an equal or greater bonus.

The Hematist's Discipline[edit]

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.

Lifeblood Infusion[edit]

1st level Hematist Spellblade Feature

As a bonus action, you can choose to sacrifice some of your own vitality to empower a weapon you hold. Reduce your hit point maximum by an amount equal to your proficiency bonus. This hit point reduction remains until you complete a short or long rest. For the next minute, an empowered weapon deals your choice of 1d4 additional force or necrotic damage on a hit.

If you are holding two weapons, you may empower both of them as a part of the same bonus action, reducing your maximum hit points separately for each weapon empowered.

Starting at 6th level, this additional damage becomes a d6, and increases whenever your Resonance Die increases.

Hematist Spellcasting[edit]

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.

Hematist Spells
Level Spell
1st False Life
5th Hold Person
9th Bestow Curse
13th Blight
17th Hold Monster

Bloodblight[edit]

3rd 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.

Resonant Ichor[edit]

7th level Hematist Spellblade Feature

As an action, you can burst a vein somewhere on your body to strike your foes with a gout of magically-infused blood in a 20ft-line emanating from you, turning the ground into difficult terrain for the next minute. When you do so, roll any number of stored Resonance Dice and reduce your hit point maximum by 1 for each die rolled. Each creature in the area of effect must make a Dexterity saving throw against your Spell Save DC or take necrotic damage equal to the rolled Resonance Dice and gain the poisoned condition for 1 minute. On a successful save, a creature takes half as much damage and is not poisoned. An affected creature can repeat the save at the end of each of their turns, ending the effect on a success.

Starting at 14th level, you may add your intelligence modifier to the damage dealt by this feature.

Vampiric Brand[edit]

14th level Hematist Spellblade Feature

When you hit a creature with a weapon attack, you can choose to suffuse it with fell energy, dealing additional necrotic damage equal to your Spellblade level and marking it until the end of your turn. At the end of your turn, you regain hit points equal to the amount of damage you dealt to the creature while it was marked, including the initial attack.

Once you use this feature, you must complete a long rest before you may do so again.

Expunge Life[edit]

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 creatures body, and it takes 8d12 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, if a creature starts their turn within that radius, or enters it for the first time on their turn, it takes 2d12 necrotic damage.

Once you use this feature, you must complete a long rest before you may do so again.

Hematist Mana Arts[edit]

Whenever you learn a Mana Art, you can also choose an option from the list below.

Abstract Lifeblood[edit]

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[edit]

You learn the Chill Touch Cantrip, as well as the Inflict Wounds 1st-level spell. Also, your hit point maximum cannot be reduced, except by your own class features.

In addition, whenever you deal force damage with a Spellblade spell or class feature, you can choose to deal necrotic damage instead.

Fell Mastery[edit]

Prerequisite- Spellblade level 9

You learn the Vampiric Touch 3rd-level spell. Also, you have resistance to necrotic damage.

In addition, when you deal Necrotic damage to a creature with a Spellblade spell or class feature, you can expend a stored Resonance Die to ///.

Unrestricted Mana Arts[edit]

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.

Aqua Attunement[edit]

Prerequisite- No other "Attunement" Mana Arts

You learn the *Shape WaterXGtE* cantrip, as well as the *Fog Cloud* 1st-level spell. Also, 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.

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[edit]

Prerequisite- Spellblade level 9, "Aqua Attunement" Mana Art

You learn the *Tidal WaveXGtE* 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, when you deal acid or bludgeoning damage to a creature with a spellblade spell or class feature, you can expend a stored resonance die to attempt to fill their 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.

Arcane Enhancement[edit]

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[edit]

Choose one of the following spells: *Detect Evil and Good, Detect Magic, Detect Poison and Disease.* You learn that spell, and whenever you complete a long rest, you may swap your chosen spell for another from the above list.

Aero Attunement[edit]

Prerequisite- No other "Attunement" Mana Arts

You learn the *gustXGtE* cantrip, as well as the 1st-level spell *Thunderwave*. Also, 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 short or long rest before you may do so again.

In addition, 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[edit]

Prerequisite- Spellblade level 9, "Aero Attunement" Mana Art

You learn the *Fly* 3rd-level spell. Also, you gain resistance to thunder damage.

In addition, when you deal thunder or slashing damage to a creature with a Spellblade spell or class feature, you can expend a stored Resonance Die to strike them 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.

Conjure Arms[edit]

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. You cannot summon a shield on a turn when you make a weapon attack using two hands.

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.

Ever Vigilant[edit]

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[edit]

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 FlamesXGtE* 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[edit]

Prerequisite- Spellblade level 9, Flame Attunement Mana Art

You learn the Fireball 3rd-level spell. Also, you gain resistance to fire damage.

In addition, once per turn when you use a Spellblade spell or class feature that deals fire damage, you can expend a 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, but it does not block your own vision.

Frost Attunement[edit]

Prerequisite- No other "Attunement" Mana Arts

You learn the *Frostbite* cantrip, as well as the *Ice Knife* 1st-level spell. Also, you have advantage on saving throws to resist the effects of extreme cold weather.

In addition, 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[edit]

Prerequisite- Spellblade level 9, Frost Attunement Mana Art

You learn the Sleet Storm spell. Also, you gain resistance to cold damage.

In addition, when you deal cold or piercing damage to a creature with a Spellblade spell or class feature, you can expend a stored Resonance Die to 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.

Magical Vitality[edit]

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.

Martial Discipline[edit]

You learn one Fighting Style of your choice from the Fighter list.

Psi Attunement[edit]

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[edit]

Prerequisite- Spellblade level 9, "Psi Attunement" Mana Art

You learn the *Hypnotic Pattern* 3rd-level spell. Also, you gain resistance to psychic damage.

In addition, when you deal psychic damage to a creature with a Spellblade spell or class feature, you can expend a resonance die to force them to make an Intelligence saving throw against your Spell Save DC. On a failure, they are marked for 1 minute. While marked in this way, a creature cannot become hidden from you, and your attack rolls against them are never made with disadvantage. An affected creature can repeat the save at the end of each of their turns, ending the effect on a success.

Rapid Strides[edit]

Your speed has been enhanced with arcane energy. Your walking speed increases by 10ft.

Resonant Cleave[edit]

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 against your Spell Save DC or also take the damage dealt by that feature.

Stone Attunement[edit]

Prerequisite- No other "Attunement" Mana Arts

You learn the *Mold EarthXGtE* cantrip, as well as the 1st-level spell *Earth TremorXGtE*. Also, you gain a climbing speed equal to your walking speed.

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[edit]

Prerequisite- Spellblade level 9, "Stone Attunement" Mana Art

You learn the *Erupting EarthXGtE* 3rd-level spell. Also, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

In addition, when you deal bludgeoning damage to a creature with a spellblade spell or class feature, if that creature is standing on solid ground you can expend a resonance die to 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. An affected creature can repeat the save at the end of each of their turns, ending the effect on a success.

Storm Attunement[edit]

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[edit]

Prerequisite- Spellblade level 9, "Storm Attunement" Mana Art

You learn the *Lightning Bolt* 3rd-level spell. Also, you gain resistance to lightning damage.

In addition, when you deal lightning damage to a creature with a spellblade spell or class feature, you can expend a stored resonance die to send electricity coursing through their body, causing their muscles to temporarily seize up. An affected creature must make a constitution saving throw against your Spellblade DC or drop any weapons or other objects they are holding.

Toxin Attunement[edit]

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[edit]

Prerequisite- Spellblade level 9, Toxin Attunement Mana Art

You learn the *Stinking Cloud* 3rd-level spell. Also, you gain resistance to poison damage, and are immune to the poisoned condition.

In addition, when you deal poison damage to a creature with a spellblade spell or class feature, you can expend a stored resonance die to force that 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.

Well-Studied[edit]

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.

Spellblade Spell List[edit]

Spellblade Spells
Spell Level Class Spells
Cantrip 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
1 Absorb Elements • Chaos Bolt • Chromatic Orb • Color Spray • Ensnaring Strike • Expeditious Retreat • Faerie Fire • False life • Grease • Jump • Longstrider • Mage Armor • Magic Missile • Shield • Searing Smite • Tasha's Caustic Brew • Thunderous Smite • Zephyr Strike
2 Aganazzar's Scorcher • Blur • Cloud of Daggers • Dragon's Breath • Earthbind • Enhance Ability • Flaming Sphere • Magic Weapon • Maxmillian's Earthen Grasp • Melf's Acid Arrow • Mind Spike • Misty Step • Ray of Enfeeblement • Scorching Ray • Shadow Blade • Shatter • Snilloc's Snowball Storm • Tasha's Mind Whip
3 Blinding Smite • Conjure Barrage • Elemental Weapon • Flame Arrows • Haste • Lightning Arrow • Melf's Minute Meteors • Nondetection • Protection from Energy • Slow • Thunder Step • Vampiric Touch • Wall of Water
4 Dimension Door • Elemental Bane • Fire Shield • Freedom of Movement • Ice Storm • Staggering Smite • Stoneskin • Storm Sphere • Vitriolic Sphere • Watery Sphere • Wall of Fire
5 Banishing Smite • Cone of Cold • Conjure Volley • Destructive Wave • Far Step • Flame Strike • Steel Wind Strike

Multiclassing[edit]

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.

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