# The Spellblade
A warrior clad in plate holds up his greatsword as it becomes shrouded in flames. He swings down, burning through goblins with ease. Before long, a small goblin horde lay defeated at his feet.
A halfling clutches her scimitar, and with her free hand throws a whip of lightning. A dragonborn is pulled helplessly to her, as she raises her glowing blade for the finishing blow.
A gnome and a fire genasi stand back to back, surrounded by drow. The genasi lets out a laugh as he swings, causing an explosive force to detonate in a wide area in front of him.
In the center of every battle, amidst fiery bursts and thunderous booms, you'll find a spellblade.
### Combat Casters
An unusual mix of combat and magical skill, spellblades channels deadly magic through their weapons, leading to excellent combat capabilities. Instead of focusing on martial or magical combat, spellblades choose to blend the two in a way that best suits their combat taste.
Those who wish to pursue this path often spend extended hours training with blades and studying scripture. Because of this studious lifestyle, spellblades often appear disciplined and careful, however some are obsessed with the power they have gained and wish to display it at any opportunity.
### A Spellblade's Tale
Spellblades often find themselves under the employment of a government or mercenary agency as warriors. Others find themselves to be wandering men-at-arms, seeking adventure and the thrill of a fight. In any case, a spellblades true calling is battle, and their lifestyle seeks it out. Whether defending a nation or hunting monsters, a spellblade yearns for a fight.
Because of this desire, spellblades make good adventurers. Oftentimes in pursuit of their own goals and desire for combat, a spellblade will seek a group that compliments his or her abilities and personality. Oftentimes an adventuring spellblade will continue to travel with these comrades as long as they work well as a unit.
Image Credit: [arifwijaya](http://arifwijaya.deviantart.com/art/Spellblade-Elf-Apprentice-546703653), *Spellblade Elf Apprentice*
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##### The Spellblade
| Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:
| 1st | +2 | Spellcasting, Spellblade Cantrips, Unarmored Defense | — | — | — | — | — | — |
| 2nd | +2 | Fighting Style, Spell Channel | 2 | 2 | — | — | — | — |
| 3rd | +2 | Focus, Spell Sling | 3 | 3 | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 3 | 3 | — | — | — | — |
| 5th | +3 | Spell Attack | 4 | 4 | 2 | — | — | — |
| 6th | +3 | Arcane Enhancement | 4 | 4 | 2 | — | — | — |
| 7th | +3 | Focus Feature | 5 | 4 | 3 | — | — |—|
| 8th | +3 | Ability Score Improvement | 5 | 4 | 3 | — | — | — |
| 9th | +4 | — | 6 | 4 | 3 | 2 | — | — |
| 10th | +4 | Evasion | 6 | 4 | 3 | 2 | — | — |
| 11th | +4 | Focus Feature | 7 | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | 7 | 4 | 3 | 3 | — | — |
| 13th | +5 | — | 8 | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Spell Reflection | 8 | 4 | 3 | 3 | 1 | — |
| 15th | +5 | Focus Feature | 9 | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement | 9 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | — | 10 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Arcane Overflow | 10 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 11 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Superior Spell Channel | 11 | 4 | 3 | 3 | 3 | 2 |
### Creating a Spellblade
When creating your spellblade, you should consider the nature of their training, and their initial life afterword. They may have been training by a military, and fought for a king. Alternatively, they could have learned the family fighting style and sought freelance work as a mercenary. These decisions may help you decide on your character traits as well as your spellblade focus. While every spellblade is a master at mixing the arcane into their sword swings, there comes a point when they must focus on a specific type of magic that most thoroughly enhances their fighting style.
#### Quick Build
You can make a spellblade quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on if you want to focus on a supportive or aggressive fighting style respectively. Your next-highest score should be Intelligence, as that is the basis of your spellcasting. Second, choose the soldier or mercenary veteran background. The mercenary veteran background can be found in the *Sword Coast Adventurer's Guide,* page 152.
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## Class Features
As a spellblade, you gain the following class features.
#### Hit Points
___
- **Hit Dice:** 1d8 per spellblade level
- **Hit Points at 1st Level:** 8 + your Constitution modifier
- **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per spellblade level after 1st
#### Proficiencies
___
- **Armor:** Light Armor
- **Weapons:** Simple weapons, battleaxe, greataxe, greatsword, longsword, scimitar
- **Tools:** None
___
- **Saving Throws:** Constitution, Intelligence
- **Skills:** Choose two from Acrobatics, Arcana, Athletics, History, Sleight of Hand, Stealth
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#### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- *(a)* a martial weapon you are proficient with or *(b)* two scimitars
- *(a)* a shortbow and a quiver of 20 arrows or *(b)* two handaxes
- *(a)* a dungeoneer's pack or *(b)* an explorer’s pack
- A dagger
Alternatively, you may choose to start with 5d4x10 gold.
### Spellcasting
At 1st level, you begin to grasp the arcane energies. See chapter 10 of the Player's Handbook for general rules of spellcasting, and see the *Spellblade Spell List* at the end of this article to view what spells you can learn.
#### Spell Slots
The Spellblade table shows how many spell slots you have to cast your spells of first 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.
For example, if you know the 1st-level spell *thunderwave* and have a 1st-level and a 2nd-level spell slot available, you can cast *thunderwave* using either slot.
#### Spells Known of 1st Level and Higher
At 1st-level, you only know the cantrips specified in the *Spellblade Cantrips* feature. At 2nd level, 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 Ability
Intelligence is your spellcasting ability for your spellblade spells, since your magic is derived from study and practice. 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 a spell attack roll with one.
**Spell Save DC** = 8 + your proficiency bonus + your Intelligence modifier
**Spell Attack Modifier** = your proficiency bonus + your Intelligence modifier
#### Spellcasting Focus
You can use any melee weapon you are proficient with that deals slashing damage as your spellcasting focus for your spellblade spells. When used to make an attack for the *Spell Channel* feature, the weapon attack is considered the somatic component of any spell you make.
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### Spellblade Cantrips
At 1st level, a spellblade knows three cantrips: Booming Blade, Green-Flame Blade, and Lightning Lure. These cantrips can be found in the *Sword Coast Adventurer's Guide*, pages 142-143.
### Unarmored Defense
At 1st level, when you are wearing no armor and not wielding a shield, your AC equals 10 + dexterity + your Intelligence modifier.
### Fighting Style
At 2nd level, you adopt a fighting style 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.
#### Cantrip Specialist
You gain a +2 bonus to attack rolls you make when you cast a spellblade cantrip.
#### 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, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you 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.
### Spell Channel
A spellblade does not always cast spells in a manner similar to wizards or warlocks, instead opting to weave a spell into an attack. Starting at 2nd-level, when you cast a spell of first level or higher you may instead channel the spell into an attack. As part of the action used to channel a spell of first-level or higher, you must make a melee weapon attack using an eligible spellcasting focus against one creature within five feet of you, otherwise the spell fails.
On a hit, the target suffers the attack's normal effects, and also suffers the effects of the spell infused in the attack. If the spell would normally incur a dexterity saving throw, the creature makes the save with disadvantage. The spell does not gain any extra effect if the attack is a critical hit. On a miss, the target does not suffer damage from your attack, but still suffers the effect of the spell infused in the attack. If the spell would normally incur a dexterity saving throw, the enemy has advantage on the saving throw if your attack missed.
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If a spell would normally have an area of effect and a range other than self, the target is considered to be at the outermost edge of the area, with the area extending directly behind the target. If possible, by symmetrical. (For example, a "fireball" spell would extend in a sphere behind the target. In this case, he is at the outermost edge of a 40' diameter sphere.)
You can only channel one spell per turn in this manner. You cannot cast a spell in this manner during a reaction. To cast a spell in this manner it must appear on the *Spellblade Spells* list and be marked with an asterisk.
### Focus
At 3rd level, you are driven to specialize in a form of the arcane that best suits your combat style. Towards the end of this class description you will find the information on the specific focuses available to you. The focus you choose will provide features at 3rd level and again at 7th, 11th, and 15th level.
### Spell Sling
At 3rd level, you have learned to strike enemies from afar with your spellblade spells. When you cast a spell of first-level or higher using the *Spell Channel* feature, you can choose to target an enemy up to 30 feet away as the target for the attack. If you do so, a wave of energy is emitted from your sword and launched at the target. (Similarly to the Bloodskal Blade from Skyrim. See [this video](https://youtu.be/aWHJQYfUvdY?t=264) for a visual.)
When you use this feature, you attack the target as if you were attacking an enemy within your weapon's melee range using the "spell channel" feature.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.
### 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.
### Spell Attack
At 5th level, if you cast a spellblade cantrip or channeled a spell into an attack using the "Spell Channel" feature, you may make a weapon attack as a bonus action on the same turn.
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### Arcane Enhancement
At 6th level, you learn to enhance your skills with your magical energy. As a bonus action, you can expend a spell slot and, for three minutes, gain a bonus to a single skill equal to twice the sacrificed spell slot's level. You cannot affect more than one skill at a time in this manner.
For example, you can expend a 2nd-level spell slot in order to gain +4 to your stealth checks for three minutes.
### Evasion
Beginning at 10th level, you can nimbly dodge out of the way of certain area effects, such as a black dragon's *acid 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, and only half damage if you fail.
### Spell Reflection
At 14th level, you have learned to send a fraction of arcane power back at those who wish you ill. When you succeed on a dexterity saving throw from a spell, you may use your reaction to reflect the effect back on its source.
The target must attempt a Dexterity based saving throw equal to your spell save DC. On a success, the target does not suffer any damage. On a fail, the target is dealt half of the damage that their spell would deal.
### Arcane Overflow
By 18th level, your draw upon the arcane begins to exceed normal limits. When you complete a short rest, you may regain expended spell slots. The combined level of spell slots you may regain is equal to twice your Intelligence modifier.
For example, with an Intelligence modifier of +3, you may regain a total number of spell slots that add up to 6. Therefore, you can regain a 5th-level and a 1st-level spell slot, or two 3rd-level spell slots.
Once you use this feature, you can't use it again until you finish a long rest.
### Superior Spell Channel
At 20th level, you have reached the pinnacle of martial and magical prowess. If you choose to make an attack during your bonus action due to the *Spell Attack* feature, you may instead cast a spellblade cantrip or channel a spell using the *Spell Channel* feature during the bonus action.
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## Spellblade Focus
Every spellblade engages in combat in a different manner. While some focus on enhancing their offensive abilities, others may focus on defense or tactical combat strategies. A spellblade chooses a focus that best represents the way they wish to fight.
### Elementalist
The elementalist focus is an aggressive, arcane-heavy focus for spellblades who wish to reach the maximum offensive capabilities of their spells.
#### Elemental Imbuement
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be an acceptable spellcasting focus. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. You can have up to two bonded weapons at one time. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
When you finish the ritual and form a bond, you select an elemental type to imbue into the weapon (acid, cold, fire, lightning, or thunder). When the weapon is used as a spellcasting focus to inflict damage from a spell of 1st-level or higher that matches the element imbued within, you may add 1d4 to the damage. This damage increases by an additional 1d4 at 7th, 11th, and 15th level, for a maximum of 4d4.
Additionally, on your turn you may cause the bound weapons to take on a harmless sensory effect that is related to their imbued element. To do so does not require an action, and does not require concentration. You can dispel this effect at any time. For example, you can cause a fire imbued weapon to become shrouded in blue flames, or cause a weapon imbued with lightning to have a crackling yellow electrical effect.
#### Elemental Overload
At 7th level, when you strike a single creature with both of your bound weapons in the same turn, you may create additional effects based on the elements your weapons are imbued with. If your bound weapons share an elemental type, the related effect occurs. If your bound weapons do not share an elemental type, roll a d20 to determine the effect. The elemental effect relating to the first weapon you struck with will occur on a roll of 1-10, and the elemental effect relating to the second weapon you struck with will occur on a roll of 11-20.
The following table lists the effects of each element:
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##### Elemental Overload Table
| Element | Effect |
|:----------:|:-------------|
| Acid | The creature's armor class is reduced by 1 until the end of your next turn. |
| Cold | The creature has disadvantage on the first attack it makes until the beginning of your next turn. |
| Fire | The creature takes an additional 1d6 fire damage. |
| Lightning | The creature must make a constitution saving throw equal to your spell save DC. On a failed save, the creature is incapaciated until the beginning of your next turn.
| Thunder | The creature is pushed back 10 feet. If the creature comes into contact with an obstacle, it comes to a stop and suffers an additional 1d4 damage. This movement does not provoke opportunity attacks.
#### Vulnerable Criticals
At 11th level, when you critically strike an opponent with your bound weapon, they become vulnerable to the elemental damage type of the bound weapon for a number of rounds equal to your Intelligence modifier (minimum one). If the creature was resistant to the damage type, they instead lose the resistance for the duration. If the creature was immune to the damage type, they are instead resistant to the damage type for the duration. This effect occurs before damage is calculated. The effect ends at the beginning of your turn after the set amount of turns has passed.
Additional critical hits against the same creature increase the duration of the vulnerability by a number of rounds equal to your Intelligence modifier. Additional critical hits will not reduce a creature's resistance further than it was originally reduced.
#### Elemental Alteration
At 15th level, when you channel a spell through your imbued weapon, you may change the damage the spell deals to the element imbued within the weapon. When you choose to do so, you add the additional 4d4 damage from the elemental imbuement feature.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.
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### Defensive Master
A defensive master chooses to sacrifice offensive ability in order to ensure that they last through any battle.
#### Bonus Proficiencies
When you choose this focus at 3rd level, you become proficient with medium and heavy armor and with shields.
#### Defensive Caster
As a defensive master, you gain an expanded spell list. These spells are added to your spell list at the specified levels, and do not count against your spells known.
##### Defensive Master Spells
| Spellblade Level | Spells |
|:----:|:-------------|
| 3rd | Shield of Faith |
| 5th | Blur |
| 9th | Protection from Energy |
| 13th | Stoneskin |
| 17th | Wall of Force |
#### Unbreakable Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be an acceptable spellcasting focus. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. You can have only one bonded weapon at one time. If you attempt to bond with a second weapon, you must break the bond with the currently bound weapon.
When you channel a spellblade spell through your bound weapon, you gain a bonus to your armor class equal to the spell's level until the beginning of your next turn. If you channel two spells using the *Superior Spell Channel* feature, you only gain a bonus to your armor class equal to the highest level spell channeled that turn.
#### Arcane Aegis
At 7th level, you learn how to best protect yourself from a variety of spells. When you are the target of a spell that would incur a spell save, you may use your reaction to gain advantage on the spell save. You may use this ability before or after making the roll, but before any effects of the roll are applied.
You may use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a short rest.
#### Defensive Casting
At 11th level, you learn to maintain aggression while on the defense. When you take the dodge action on your turn, you may cast a spellblade cantrip as a bonus action.
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#### Defensive Stance
At 15th level, you can take a defensive stance to heavily reduce incoming damage. As an action, you can take a defensive stance. When you do so, for one minute you gain resistance to all damage except psychic damage. Additionally, once per turn while you are in your defensive stance, you may use your reaction upon taking an attack to impose disadvantage on that attack. You may use this ability before or after the creatures makes the attack roll, but before any effects of the attack are applied.
Your defensive stance ends early if you are knocked unconscious, or choose to end the effect early as a bonus action.
Once you use this feature, you can't use it again until you finish a short or long rest.
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### Shadow Blade
A spellblade who specializes in stealth and subterfuge may decide their path is that of a shadow blade. While still a threatening force on the battlefield, a shadow blade's focus is on mobility, concealment, and eliminating a single target -making them great assassins.
#### One With Shadows
When you select this focus at 3rd level, you gain proficiency with Thieves' Tools. Additionally, you gain *Devil's Sight* from the Warlock's *Eldritch Invocations* list if you did not already have it. Devil's Sight allows you to see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
#### Assassin's Blade
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be an acceptable spellcasting focus. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. You can have only one bonded weapon at one time. If you attempt to bond with a second weapon, you must break the bond with the currently bound weapon.
At the completion of the ritual, select one of the following effects to imbue within the weapon.
- Once per turn when you hit a creature with a melee attack, you can deal an additional 1d6 poison damage.
- When you critically hit your target, they become poisoned for one minute. The target can make a Constitution saving throw equal to your spell save DC at the end of each of its turns to end this effect early.
- Your bound weapon can be dismissed into a pocket dimension or summoned to your hand as a bonus action. If you take the attack action on the same turn that you summon your bound weapon, you gain advantage on the first attack roll you make with that weapon during that round. This effect may only occur once per combat encounter. If you die or you break your bond with the bound weapon while it is in the pocket dimension, it reappears at your feet.
- When you cast a spell using the bound weapon as the spellcasting focus, the spell and its effects are silent. This feature does not affect spells that deal thunder damage, nor does it muffle the noise of people or objects that were struck by the spell.
At 7th, 11th, and 15th level you select an additional effect to imbue into your bound weapon. You cannot select the same feature twice.
#### Shadow Step
At 7th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
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#### Night Stalker
Starting at 11th level, between the hours of dusk and dawn or in areas devoid of natural sunlight, you have advantage on Intelligence- and Wisdom-based checks used to gather information, Acrobatics checks, and Stealth checks.
Additionally, when you are in an area of dim light or darkness you may use your action to turn invisible. This effect ends when you move more than five feet in a single round, if the area is no longer dim light or darkness, when you make an attack or cast a spell, or when you dispel it.
#### Spell Assassin
At 15th level, you have learned to alter spells to quickly eliminate single targets. When you cast a spell using the *spell channel* feature at a creature within five feet of you, you may maximize the damage the spell would deal. If you do so, and the spell normally has an area of effect, it instead only affects the target of the attack. You may use this ability before or after making the attack roll, but before any effects of the attack are applied.
Once you use this feature, you can't use it again until you finish a long rest.
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### Support Specialist
A spellblade who peaks when fighting alongside their allies might consider devoting their talents to supporting them.
#### Bonus Proficiencies
When you choose this focus at 3rd level, you become proficient with medium and heavy armor and with shields.
#### Support Caster
As a defensive master, you gain an expanded spell list. These spells are added to your spell list at the specified levels, and do not count against your spells known.
##### Support Specialist Spells
| Spellblade Level | Spells |
|:----:|:-------------|
| 3rd | Entangle |
| 5th | Hold Person |
| 9th | Crusader's Mantle |
| 13th | Evard's Black Tentacles |
| 17th | Circle of Power|
#### Allied Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be an acceptable spellcasting focus. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. You can have only one bonded weapon at one time. If you attempt to bond with a second weapon, you must break the bond with the currently bound weapon.
Once the ritual is completed, you can use the bound weapon as a spellcasting focus and channel a spell through it using the *Spell Channel* feature, even if someone else is wielding the weapon. The weapon must be within 60 feet of you in order to do so. The bound weapon can contain the spell's energy for up to one minute, after which the energy dissipates.
When your ally makes their next attack with this weapon, the spell is used following the rules of the *Spell Channel* feature. The spell acts as though cast by your ally, however the spell uses your spellcasting modifier and spell save DC when necessary. The bound weapon can only have one spell cast through it at a time in this manner.
> ##### Spell Channel
> You do not have to channel all of your spells through your bound weapon. As long as you wield an applicable weapon, you can continue to use the *Spell Channel* feature through a weapon that is not bound to you if you wish to channel spells for yourself.
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#### Unbalancing Strike
At 7th level, you learn to strike enemies in a manner that leaves them open to further attack.
Once per turn, when you hit a creature with a melee attack using a heavy weapon, you can unbalance the creature. Until the start of your next turn, the first attack against the creature has advantage.
You can use this feature a number of times equal to your Strength modifier (a minimum of once). You regain any expended uses when you finish a short rest.
#### Spellshield
At 11th level, when your ally is wielding your bound weapon and you channel a spell through it, your ally gains temporary HP equal to five times the spell's level, up to a maximum of 25 temporary HP. This temporary HP lasts until the ally completes a long rest.
#### Lightning Wave
At 15th level, you learn to incapacitate a large group of enemies. As an action, you slam your weapon into the ground and send a wave of lightning out from beneath you. All enemies within a 30 foot radius circle centered on yourself must make a Dexterity saving throw equal to your spell save DC. A creature takes 10d6 damage on a failed save, or half as much damage on a successful one. Any creature that failed the Dexterity saving throw is also paralyzed for one minute. A paralyzed creature can make a Constitution saving throw at the end of each of its turns equal to your spell save DC, ending the effect on itself on a success.
The lightning spreads around corners. It disintegrates nonmetal objects in the area that aren't being worn or carried.
Once you use this feature, you can't use it again until you finish a long rest.
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## Spellblade Spells
> ##### Spell Channel Spells
> Spells marked with an asterisk are able to be used with your *Spell Channel* feature.
> Spells in italics are taken from the *Princes of the Apocalypse Player's Companion* or *Xanathar's Guide to Everything.*
**1st Level**
Burning Hands*
Color Spray
Comprehend Languages
Detect Magic
Ensnaring Strike*
Expeditious Retreat
False Life
Feather Fall
Identify
Jump
Longstrider
Ray of Sickness*
Searing Smite*
Sleep
Thunderous Smite*
Thunderwave*
Wrathful Smite*
*Absorb Elements*
*Earth Tremor**
*Ice Knife**
**2nd Level**
Branding Smite*
Cloud of Daggers
Continual Flame
Darkness
Locate Object
Melf's Acid Arrow
Misty Step
Pass Without Trace
Scorching Ray
Shatter*
*Agnazzar's Scorcher**
*Maximillian's Earthen Grasp*
*Snilloc's Snowball Swarm**
**3rd Level**
Blinding Smite*
Fireball*
Glyph of Warding
Lightning Bolt*
Sending
Vampiric Touch*
*Erupting Earth**
*Melf's Minute Meteors*
*Tidal Wave**
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**4th Level**
Blight*
Dimension Door
Fabricate
Fire Shield
Freedom of Movement
Ice Storm*
Staggering Smite*
Wall of Fire
*Elemental Bane**
*Maelstrom*
*Storm Sphere*
*Vitriolic Sphere**
**5th Level**
Banishing Smite*
Cloudkill
Cone of Cold*
Destructive Wave*
Rary's Telepathic Bond
Wall of Stone
*Immolation**
*Steel Wind Strike**
## Multiclassing
When you multiclass into a spellblade, you require the following prerequisites, and gain the following proficiencies.
#### Multiclassing Prerequisites
Strength or Dexterity 13, Intelligence 13
#### Multiclassing Proficiencies
Simple weapons, battleaxe, greataxe, greatsword, longsword, scimitar, one skill from the class's skill list
#### Spell Slots
When determining spell slots, you add one half of your spellblade levels (rounded down) to the levels of your other classes, as described in the *Player's Handbook*, pages 164-165.
#### Credit Where It's Due
This class was made on The Homebrewery.
[http://homebrewery.naturalcrit.com/](http://homebrewery.naturalcrit.com/)