Through study and training a spellblade is able to combine very different abilities. Whether they are dedicated to defending the borders of a kingdom, imposing their superiority or traveling in search of adventure, spellblades are always looking for new sources of knowledge to increase their skills and excel in every field.

Creating a Spellblade

Spellblades are masters of combat and mystical arts. Thanks to their training, a spellblade can wield any type of weapon and use every kind of shield and armor. In the same way he is able to channel powerful arcane abilities through his body and his weapon with devastating results. Due of this hybrid technique, a spellblade can't cast e spell farther than his melee range, forcing him to face his opponents face to face.

Quick Build

You can make a spellblade quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or finesse weapons. Your next-highest score should be Intelligence. Second, choose the soldier background.

Class Features

As a spellblade, you gain the following class features.

Hit Points

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


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Strength, Intelligence
  • Skills: Choose two skills from Acrobatics, Arcana, Athletics, History, Insight, Intimidation, Perception, and Survival


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

  • chain mail
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer’s pack or (b) a scholar’s pack


A spellblade is a warrior who applies his arcane studies to his martial techniques, releasing mystical energies directly from his body.

Due of their hybrid nature, all spellblade's spells have range reduced to touch. Spells or abilities that normally increase the range of a spell have no effect.


You know two cantrips of your choice from the spellblade (wizard) spell list. You learn additional spellblade cantrips of your choice at higher levels, 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 bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Magic Missile and have a 1st-level and a 2nd-level spell slot available, you can cast Magic Missile using either slot.

Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice from the spellblade (wizard) spell list. The Spells Known column of the Spellblade table shows when you learn more spellblade (wizard) spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd 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 (wizard) spells you know and replace it with another spell from the spellblade (wizard) 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 you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

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

  • Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast any spellblade spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use your own weapon as a spellcasting focus for your spellblade spells.

Arcane Smite

A spellblade can channel his arcane power through the weapon he holds.

When you wield a melee weapon and you cast a spell or a cantrip that requires an attack roll, you can choose to use the modifier of the weapon instead of the Intelligence modifier. If you do, you spends your bonus action and add the weapon damage to the effects of the spell. Taking this action counts as an Attack action in order to use the Extra Attack feature.

The spellblade can use this feature a number of times equal to his actual Proficency Bonus. He recover all the uses spent when completing a short rest.


Level Proficiency Bonus Features Cantrips Known Spells Known
2 Spellcasting, Arcane Smite 3 4 2 _ _ _ _ _ _ _ _
2 Battle Surge 3 5 3 _ _ _ _ _ _ _ _
2 _ 3 6 4 2 _ _ _ _ _ _ _
2 Ability Score Improvement 4 7 4 3 _ _ _ _ _ _ _
3 _ 4 8 4 3 2 _ _ _ _ _ _
3 Extra Attack 4 9 4 3 3 _ _ _ _ _ _
3 _ 4 10 4 3 3 1 _ _ _ _ _
3 Ability Score Improvement 4 11 4 3 3 2 _ _ _ _ _
4 Fighting Style 4 12 4 3 3 3 1 _ _ _ _
10° 4 _ 5 13 4 3 3 3 2 _ _ _ _
11° 4 Carve Spells 5 14 4 3 3 3 2 1 _ _ _
12° 4 Ability Score Improvement 5 15 4 3 3 3 2 1 _ _ _
13° 5 _ 5 16 4 3 3 3 2 1 1 _ _
14° 5 Improved Arcane Smite 5 17 4 3 3 3 2 1 1 _ _
15° 5 _ 5 18 4 3 3 3 2 1 1 1 _
16° 5 Ability Score Improvement 5 19 4 3 3 3 2 1 1 1 _
17° 6 Dissonant Strike 5 20 4 3 3 3 2 1 1 1 1
18° 6 _ 5 21 4 3 3 3 3 1 1 1 1
19° 6 Ability Score Improvement 5 22 4 3 3 3 3 2 1 1 1
20° 6 Superior Arcane Smite 5 23 4 3 3 3 3 2 2 1 1

Battle Surge

A spellblade can release the power of spells directly from his body.

Once you reach 2nd level, you can cast area-effect spells without suffering from instantaneous effects even if you are within range. To do so the spell's origin must be centered on yourself, or, if required, you must be the target of the spell.

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.

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

This feature can be used togheter with the Arcane Smite feature.

Fighting Style

At 10th level you adopt a particular style of fighting as your specialty. Choose one of the following options.


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


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.


When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

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

Carve Spells

Beginning at 11th level, you can create pockets of relative safety within the effects of your spells. When you cast an Evocation spell using your Battle Surge feature, you can choose a number of creatures equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage


if they would normally take half damage on a successful save.

Improved Arcane Smite

At 14th level, a spellblade has become skillful at casting spells while fighting and can take advantage of uncanny energies and powers. When you use Arcane Smite while casting a cantrip, you no longer spend uses of this feature.

Dissonant Strike

At 17th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Once you use this feature, you must finish a short or long rest before you can use it again.

Superior Arcane Smite

At 20th level, you no longer have limits on the number of uses of the Arcane Smite feature.



  • As long Battle Surge requires that the spell origin is centered on the caster it can not be used in combination with Arcane Smite.
  • A weapon with the Reach tag allows you to apply the effects of Arcane Smite even to targets beyond the normal range reachable by the caster.


  • Brewed by: Old Harry MTX
  • Layout tool: The Homebrewery


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