The Spellblade (Revision 2)

Enchanted weapons with multiple effcts

Spellblade

Against all odds the Human stood tall, armed with his trusty Warhammer he charges into battle. Infusing it with the power of Fire, he smashes through the enemy defense and clears the way for the rest of his party.

As she lifts her dagger aloft she summons the power of the clouds to strike the blades she wields. The power of lightning curses through the blades as she cuts into the opponent, shocking him and knocking them unconcious.

A quiet one but stern and unwavering in their resolve, the tiefling fills his weapons with the power of Ice. Their Greatsword swings wildly and cuts though the enemy, freezing them solid in the process. They then kick over the remains and makes his way into the stronghold.

Rushing towards the enemy while comminicating with their fellow party members, the orc establishes the foe's weakpoints. As the 3 of them all strike the same enemy, unbelievable power causes the creature to instantly die.

Magical Attunement

A Spellblade uses the magic they either create or learn to infuse their weapons with various magical abilities such as: Elemental powers, The ability to attack non corporeal beings or even drain the very lifeforce of the enemy and recover health. Not only are they versed in weapon based magic but they also are known for being good medics and healers on the battlefield.

Great Captains

Not only are they known for their magical prowess but they are also known for being great at leading the charge, being able to infuse their allies with great power when they attack the same target or communicate during battle.

Creating a Spellblade

Spellblades are a very Intelligance based class, so it would be a good idea to place one of the higher of your ability scores into INT, though you could also roleplay as an up and comming Spellblade and place the lower of your ability scores into INT instead.

They gain quite a few perks while leveling up that allows them to gain various spells that they wouldn't usually be able to get. This can create many different ways to play a Spellblade either focusing on raw attack power and strength, or you could focus more on being the assistant role in the party, healing and buffing your fellow party members.

You can also go as a lone wolf if you wish, this class is versitile and allows you to play almost any way you want as you get proficiency with most weapons and you get to pick what weapons and armour you start off with.

While This class seems like a bladed weapon only class can actually be used for anything, it's quite versitile. You are not limited in what weapon you use as shown above so feel free to use Hammers, staffs and even ranged weapons like Bows and Crossbows.

Quick Build

Put your highest Ability Score in INT then backing that up with CON or DEX with your second highest. Choose the Soldier or Outlander Background then choose two different cantrips that offer elemental damage for decent coverage.

Credit: Krazeh Kai

Spellblade

Level Proficiency Bonus Features Cantrips Prepared
1st +2 Weaponised Arcane Focus, Spellblade Cantrips 2
2nd +2 Arcane Sparks 2
3rd +2 Spellblade Disciplines 2
4th +2 Ability Score Improvement 3
5th +3 Intelegent Ambidexterity 3
6th +3 Spellblade Discipline Feature 3
7th +3 4
8th +3 Ability Score Improvement 4
9th +4 Cantrip Multi-Surge(2) 4
10th +4 Spellblade Discipline Feature 5
11th +4 Extra Attack 5
12th +4 Ability Score Improvement 5
13th +5 6
14th +5 Spellblade Discipline Feature 6
15th +5 Cantrip Multi-Surge(3) 6
16th +5 Ability Score Improvement 7
17th +6 7
18th +6 Spellblade Discipline Feature 7
19th +6 Ability Score Improvement 8
20th +6 Cantrip Multi-Surge(4) 8

Class Features

As the 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) + your Constitution modifier per Spellblade level after 1st

Proficiencies


  • Armour: Light Armour, Medium Armour
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: None
  • Saving Throws: Intelligence, Dexterity
  • Skills: Choose two from Arcana, Deception, Insight, Intimidation, History, Medicine, Nature, Religion

Equipment

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

  • (a) a scholar's pack or (b) a dungeoneer's pack
  • (a) Leather armour or (b) Scale Mail
  • Any Simple Weapon or Martial Weapon

Starting wealth

You can choose to take Starting Wealth instead of Starting Equipment. 3d4 x 10gp.

Weaponised Arcane Focus

As an action, you can designate one of your weapons to act as an Arcane Focus for your spells by binding your soul with it. This weapon then becomes your Designated Weapon.

Spellblade Cantrips

At 1st level you can choose to incorporate magic into your attacks. You can prepare an amount of Spellblade Cantrips as shown in the class table and during a long rest you can choose to change the prepared Spellblade Cantrips you have currently prepared.

Should any cantrips or spells have any affects that require a spell attack or saving throw against your Spellcasting DC then use the following:

  • Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
  • Spell attack modifier = your proficiency bonus + your Intelligence modifier.


When using your cantrips as a Spellblade, you apply the following effects to the cantrip:

You cast the cantrip as a Bonus Action.
The cantrip's range becomes touch and their target is your designated weapon.
The cantrip becomes concentration for one minute.
You only need the material components for the cantrip (Which your designated weapon already covers anyway).

Cantrips that deal damage or have some negative effect on a targeted creature only take effect if you hit a target with the designated weapon the cantrip is currently applied to. Other cantrips that are used mostly for utility or buffing are just applied to your dedicated weapon or yourself.

Cantrips that force a Saving Throw act as if their an attack roll instead and a creature only needs to make a saving throw if the Cantrip has a secondary effect that would require one.

Arcane Sparks

At 2nd level you gain fragments of arcane energy called Arcane Sparks. You have an amount of Arcane Sparks equal to your Spellblade Level that can be used to use skills that you couldn't otherwise do. You get one skill to start off with that being Windward Gale.

You regain all your Arcane Sparks on a long rest.


Windward Gale: As an action, you can spend 1 Arcane Spark to make a 30ft cone of Slashing Wind. Any creatures caught in the area needs to make a Dexterity saving throw against your Spellcasting DC.

On a fail, the creature takes (2d4 + your Intelligence Modifier) magical Slashing damage or half as much on a success.

For every 1 additional Arcane Spark you spend on Windward Gale it deals extra 1d4 slashing damage.


Spellblade Disciplines

At 3rd level you can choose solidify what path you walk as a spellblade. This will give you access to various abilities depending on what discipline you take. These disciplines will be detailed at the end of the Class Features section.

There are 4 Disciplines that you can take. Discipline of the Warrior, Traveller, Commander or Mage.

You will gain new Spellblade Discipline Features at 6th, 10th 14th and 18th levels.

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.

Intelegent Ambidexterity

At 5th level your ability to use your weapons is compounded. You can now choose to use your intelligence modifier instead of Strength or Dexterity for your attack rolls.

Cantrip Multi-Surge

At 9th level, your grasp on arcane weapon infusement has compounded. You can now apply up to two Spellblade Cantrips to your weapons at once. Doing so will cost 2 Arcane Sparks per additional Spellblade Cantrip activated.

However, should you use this and have your cantrip Counterspelled, all of your cantrips that you had active or were activating will get affected.

This limitation will increase to three Spellblade Cantrips at 15th level and four Spellblade Cantrips at 20th level.

Extra Attack

Beginning at 11th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.


Discipline of the Warrior

Those that choose to take the discipline that a warrior goes though will usually be more focussed on making the magic they use purley for enhancing their combat prowess. As such these Spellblades are formidable combatants on the field of battle.

Combat Strikes

At 3rd level you learn new ways of combating creatures. You learn the 3 following skills and each of them costs 1 Arcane Spark:

Wide Cleave: Your melee attack becomes a wide cleave that targets all creatures 5ft in front of you (To a maximum of 3 creatures) in a chosen direction.

Dodge Strike: While using the dodge action, you can spend your reaction to attack a creature that has made an attack against you.

Graze Shot: Your ranged attack becomes a deadly projectile that pierces your foes. It becomes a 5ft wide line with the length being the short range of your weapon. All creatures in that line are targets for the attack.


You can also choose 1 of the fighting styles from the Fighter's or Ranger's lists. You get to choose an additional fighting style at 14th level.

Strike of Vigour

At 6th level you can spend 2 Arcane Sparks to gain a burst of adrenaline and make another attack at a creature once when you have already taken the attack action.

At 10th level your connection to your weapon is greatly enchanced. Choose one property of your Designated Weapon, you can replace that property with another one or ignore it alltogether (See the Properties section at the end of this document for more information). The Dedicated Weapon will change it's shape to match the specifications of the the chosen property should it need to.

Ranged properties cannot be placed onto melee weapons and vice versa, properties such as Ammunition, Thrown and Special(Net) cannot be removed or replaced however.

If your Dedicated Weapon does not have any properties attached to it like the Mace, Flail, Morningstar, War pick or any other weapon like these do; then you can choose a property to apply to that weapon.

Strike of Valor

At 18th level when you use the Strike of Vigour feature, you can spend an additional 4 Arcane Sparks to attack a third time.

Discipline of the Traveller

Those that choose to take the discipline that a traveller of the worlds undergoes do so with the knowledge and fortitude that they are prepared to go aganst the odds. These Spellblades use their magic and the trials they face to aid them in exploration and overcoming any obsticles that may block them.

Terrain Traveller

At 3rd level you are unaffected by the effects of Rough Terrain. Additionally you can spend 1 Arcane Spark to double your Movement speed until the end of your turn.

Intelegent Deductions

At 6th level you can now add your intelligence modifier to any skill checks you make that don't already use intelligence. Doing so costs 2 Arcane Sparks.

Nervous Coordination

At 10th level you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm 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.

Your Movement speed also increases by 10ft.

Spellblade Tempo

At 14th level when you reduce a creature to 0 Hit Points with an attack using at least 1 of your Spellblade Cantrips, you can immediately attack a nearby foe within 5ft without needing to use any of your Arcane Sparks. This can only be done once per turn however.

Intense Aspect of Mind

At 18th level you can spend 3 Arcane Sparks to maximise the damage of the cantrip applied to your weapon. This cost is per Cantrip so this stacks with your Multisurges as well.


Discipline of the Commander

Those that choose to take the discipline and responsibility of a commander will usually be someone who looks to aid their team in any way they can. This usually manifests in commanding and targeting creatures. Spellblades who use their knowledge and training in this way are usually the ones who make the best use of their allies.

Coordinated Attack

At 3rd level you can target a creature as a bonus action. Attacks against that creature from you and your allies will have Advantage untill the start of your next turn.

intelligence Abound

At 6th level you can use your reaction and spend 2 Arcane Sparks to add your intelligence modifier to an ally's attack roll, saving throw or ability check.

Commanding Voice

At 10th level as a bonus action, you can spend 3 Arcane Sparks to command a creature that is not hostile to you to make an action immedieatly.

Concerted Strike

At 14th level when attacking a creature marked by your Coordinated attack feature, your attack rolls now have a +3 to them.

Exoskeleton

At 18th level any armour you wear now has an additional +2 to it's AC bonus. You can also spend 3 Arcane Sparks per creature chosen to add this AC bonus to other creatures within 30ft that you can see for 1 minute.

Discipline of the Mage

Those that choose to take the discipline of a mage are doing so with the intent of casting spells that help themselves or their allies with their magic. Spellblades who can control their magic in this way are great offensive or even supportive casters.

Spellcasting

At 3rd level you learn and have prepared an amount of spells from either the Cleric or the Sorcerer Spell Lists equal to Your intelligence modifier + half your Spellblade level (Rounded down). You must choose one of these spell lists to take your spells from and can not interchange between them.

To cast one of these Cleric or Sorcerer spells, you must expend an amount of Arcane Sparks equal to the spell’s level.

You start with 1st level spells and gain access to higher level spells each time you gain a new spellblade discipline feature.

This means you learn (2nd) level spells at 6th level, (3rd) level spells at 10th level, (4th) level spells at 14th level and (5th) level spells at 18th level.

You can also Upcast your spells by increasing the amount of Arcane Sparks you use, this being 1 extra Arcane Spark per (spell level) up to the maximum (spell level) you have available to you. At level 20 you can Upcast your spells to (6th) level.


You can also cast your cantrips in their normal state should you so wish. You can also apply your leveled spells to your Dedicated Weapon in a similar way to your Spellblade Cantrips; the only difference is that the spell is only applied for the next attack that you hit with, much like the Paladin's Smites.

While you are Concentrating on a Spellblade Cantrip infused within your weapon, you can cast any of your Cleric/Sorcerer spells in their normal forms and ignore the Concentration requirement of your spells that require it, However when your Concentration ends on the cantrip(s) you are currently maintaining Concentration on, so does the effect of the Concentration spells you had cast.

Infectious Spells

At 6th level when activating your Spellblade Cantrips, you can choose an amount of creatures within 15ft of you up to your intelligence modifier (Minumum of 1) to also gain the effect of your Spellblade Cantrip. Doing so will cost 4 Arcane Sparks.

This also applies to your Cantrip Multi-Surges as well.

Weaponised Telepathy

At 10th level once per turn, you can spend 2 Arcane Sparks to launch your weapon at a creature requiring no actions to do so. The range of this launch is (60ft/100ft). This launch distance is not affected by the weapons size or properties.

You can then spend an additional Arcane Spark to bring the weapon back to you.

Magical Defense

At 14th level as a bonus action, you can choose to spend 4 Arcane Sparks to give yourself resistance to all magical damage for 30 seconds.

At 18th level, you can spend 5 Arcane Sparks to immediately teleport yourself to any unoccupied space that you can see within 100ft.

When you do so you have advantage on your next Weapon Attack you make. Using this teleportation has no action cost.

Spellblade Multiclassing

Multiclassing both into and out of Spellblade needs the following prerequisites to be met:

Spellblade Multiclassing Prerequisites

intelligence must be 15 or higher and either Strength or Dexterity must be 13 or higher.

Spellblade Multiclassing Proficiencies

The proficencies gained from multiclassing into Spellblade are: Light Armour, Medium Armour, Simple Weapons, Martial Weapons and Arcana.

Spellblade Spell List

Cantrips (0 Level)
  • Acid Splash
  • Booming Blade
  • Blade Ward
  • Chill Touch
  • Eldritch Blast
  • Fire Bolt
  • Frostbite
  • #Ghostly Infusement
  • Green-Flame Blade
  • Gust
  • #Life Steal
  • Light
  • Lightning Lure
  • Mending
  • Mind Sliver
  • Poison Spray
  • Prestidigitation
  • Produce Flame
  • Ray of Frost
  • Resistance
  • Sacred Flame
  • Sapping Sting
  • Shillelagh
  • Shocking Grasp
  • Sword Burst
  • Thorn Whip
  • Thunderclap
  • Toll the Dead
  • True Strike
  • Vicious Mockery
  • Word of Radiance

Spells marked with a # are custom spells unique to the Spellblade and are listed below.

Properties

The properties listed below are the properties that can be swapped or ignored as per the Enchanced Soul link Feature.

  • Finesse (Melee Only): When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
  • Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.
    (Cannot be applied at the same time to a weapon with the Light property)
  • Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
    (Cannot be applied at the same time to a weapon with the Heavy property)
  • Loading (Ranged Only): Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
  • Reach (Melee Only): This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
  • Two-Handed: This weapon requires two hands when you attack with it.
  • Versatile (Melee Only): This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
    Weapons that get given this property have the damage value change to the next size dice when when swapping between one and two-handed stances.
    D4<—>D6, D6<—>D8, D8<—>D10, D10<—>D12.
    Should a weapon use a D12 in a one handed stance then the damage dice does not change but gains a +1 to damage.
  • Lance (Melee Only): You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.

Spellblade Cantrips

As a spellblade you gain access to a few unique cantrips.

Ghostly Infusement

enchantment cantrip


  • Casting Time: 1 bonus action
  • Range: Self
  • Target: Self (Your Dedicated Weapon)
  • Components: M (A cloth of whisp essence)
  • Duration: Concentration, up to 1 minute

Your weapon becomes coated in etherial essence. Your attack now counts as magical for overcoming resistances and you are able to hit creatures that can become etherial.

Life Steal

enchantment cantrip


  • Casting Time: 1 bonus action
  • Range: Self
  • Target: Self (Your Dedicated Weapon)
  • Components: M (A holy symbol)
  • Duration: Concentration, up to 1 minute

Your attack is infused with energy of life that deals 1d4 + your Intelligence modifier in Force damage on a hit, you then heal the half damage dealt.

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

Spellblade Feats

Here are some feats that are avaliable with the inclusion of the Spellblade Class.

Spellblade's Training

As a student of the Spellblade, you have begun your journey towards mastering the art of infusing weapons with magical energy and power. You choose two cantrips from the Spellblade Class list.

Your ability score for these cantrips is Intelligence.

Accelerated Infusement

Prerequisite: Level 8 or higher Spellblade
Your mastery over the Spellblade Magic has allowed you to improve your application speed. You cast your Spellblade Cantrips and Spells that apply to your dedicated weapon with no bonus action requirement.

Forbidden Indoctrinations

Prerequisite: Level 19 or higher Spellblade, Discipline of the Mage Subclass
Delving into ancient tomes and libraries you discover knowledge on Spellblades and 6th level Spell infusements. Choose one (6th) level spell from the Cleric or Sorcerer spell lists to learn.

Sequestered Weave

Prerequisite: Arcane Sparks
Utilizing the flow of the magic you manipulate, you can convert it into more Arcane Sparks to fuel your techniques. As a bonus Action You can recover an amount of Arcane sparks equal to half of your maximum number of Arcane Sparks.

Once you use this feature you cannot use it again until you take a Long Rest.

`

Arcane Techniques

Studying the way a spellblade's more arcane tallents work, you gain 5 Arcane Sparks and the following Spellblade techniques to use them on:

Windward Gale: As an action, you can spend 1 Arcane Spark to make a 30ft cone of Slashing Wind. Any creatures caught in the area needs to make a Dexterity saving throw against your Spellcasting DC.

On a fail, the creature takes (2d4 + your Intelligence Modifier) magical Slashing damage or half as much on a success.

For every 1 additional Arcane Spark you spend on Windward Gale it deals an extra 1d4 slashing damage.

Barrier Eruption: As an action, you can spend 1 Arcane Spark to force all creatures within 10ft of you to make a Constitution saving throw. On a fail, the creature takes (1d10 + your Intelligence Modifier) magical Bludgeoning damage and is pushed back 10ft from you, falling prone.

On a success the creature takes half damage and is not pushed back or knocked prone.

For every 1 additional Arcane Spark you spend on Barrier Eruption it deals an extra 1d10 Bludgeoning damage.

Arcane Spears: As an action, you can spend 1 Arcane Spark to fire 3 bolts of sharp arcane energy at creatures within 60ft, dealing (1d8 + your Intelligence Modifier) magical Piercing damage on a hit.

For every 1 additional Arcane Spark you spend on Arcane Spears you can fire 1 extra bolt.

Battle Ready: As an action, you can spend 3 Arcane Sparks to give yourself Resistance to Slashing, Bludgeoning and Piercing damage for 1 minute.
You regain all your Arcane Sparks on a long rest.