Base Class: Fighter
A Spell Blade, like an Eldritch Knight, combines its' martial prowess with magic studies. Using Abjuration magic to protect themselves better, but focusing on combining evocation spells with their weapon attacks.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots
The Spell Blade Spellcasting table shows how many spell slots you have to cast your wizard 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 shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.
The Spells Known column of the Spell Blade Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through 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
Spell Blade Spellcasting
|
Fighter Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
2 |
3 |
2 |
— |
— |
— |
|
4th |
2 |
4 |
3 |
— |
— |
— |
|
5th |
2 |
4 |
3 |
— |
— |
— |
|
6th |
2 |
4 |
3 |
— |
— |
— |
|
7th |
2 |
5 |
4 |
2 |
— |
— |
|
8th |
2 |
6 |
4 |
2 |
— |
— |
|
9th |
2 |
6 |
4 |
2 |
— |
— |
|
10th |
3 |
7 |
4 |
3 |
— |
— |
|
11th |
3 |
8 |
4 |
3 |
— |
— |
|
12th |
3 |
8 |
4 |
3 |
— |
— |
|
13th |
3 |
9 |
4 |
3 |
2 |
— |
|
14th |
3 |
10 |
4 |
3 |
2 |
— |
|
15th |
3 |
10 |
4 |
3 |
2 |
— |
|
16th |
3 |
11 |
4 |
3 |
3 |
— |
|
17th |
3 |
11 |
4 |
3 |
3 |
— |
|
18th |
3 |
11 |
4 |
3 |
3 |
— |
|
19th |
3 |
12 |
4 |
3 |
3 |
1 |
|
20th |
3 |
13 |
4 |
3 |
3 |
1 |
Weapon Engraving
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. As part of the ritual you engrave runes in your weapon. This way your weapon becomes your arcane focus for casting spells. You take the hour to engrave the runes into the weapon.
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Spell Blade Attack
At 3rd level you learn how to channel evocation spells into your weapon. When you use your action surge you can choose to cast an evocation spell into a weapon attack:
- If the spell normally requires an attack roll, use the attack roll made to hit with the imbued weapon. On a hit the target takes the weapon damage and the spell damage. If the spell normally needs a saving throw for possible additional effects the creature makes the saving throw as normal and additional effect apply.
- If the spell creates an area of effect, all creatures including the target still attempt the saving throw. The effect of the spell and results upon failure remain the same. The area is transformed in the following way:
- Spheres and cylinders are transformed into Cones with the same range as the radius of the original sphere or cylinder.
- Cubes are transformed into lines that are 10 ft. wide and the length of the original cube's size. Originating from the target.
Spell Blade Meditation
Beginning at 7th level, when taking a short rest you can meditate on your Spell Blade Attacks made during the day. When you do so you regain one spell slot used for a Spell Blade Attack.
Improved Spell Blade Attack
At 10th level, you learn how to make your Spell Blade Attack undercut a creature’s resistance to your spells.
- If you cast a spell that uses a attack roll, any resistances to the spell's damage are ignored.
- If a saving throw is triggered the target of you attack has disadvantage on the roll.
- The range of area of effect spells is increased to the diameter of the original sphere or two lengths of the cube.
Spell Blade Transmission
At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.
Ultimate Spell Blade Attack
Starting at 18th level, when you use your Spell Blade Attack you exploit your enemies' weaknesses.
- When you cast a spell that requires a spell attack, you target becomes vulnerable to the spell's damage even if they are resistant to the damage type. If the target is immune to the damage type, you ignore the immunity, but they do not become vulnerable.
- If the spell used has an area of effect, your direct target automatically fails the saving throw. If they normally have advantage they now have disadvantage. Over ruling their resistance. All other creatures within the area also have disadvantage on their saving throw. If you score a critical hit on the target the spell's damage to the target is also doubled.
- Saving throws for additional effects are also made with disadvantage.
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