Base Class: Fighter
A common name given to those that practice both magic and conventional weapons, however a true Spell Sword epitomizes the fusion of steel and magic, wielding a blade imbued with elemental energies. While unable to cast spells in the conventional way, they are able to control the weave in such a way to augment their weapon and themselves temporarily. With each strike, their weapon crackles with the power of fire, ice, lightning, air, thunder, poison, or acid unleashing devastating effects upon their foes. Through their mastery of their Spell Blade technique, Spell Swords seamlessly integrate martial prowess with arcane magic, turning every swing of their blade into a display of elemental might. Whether engulfing enemies in flames, encasing them in ice, or electrifying the battlefield, the Spell Sword's enchanted weapon becomes an extension of their will, channeling raw elemental power with every strike.
Knowledge of the Weave
At 3rd level, you learn magical theory and practice and gain some insight into the weave — You choose to gain proficiency in either the Arcana, Religion or Religion skill.
Arcana
Gain proficiency in Arcana.
History
Gain proficiency in History
Religion
Gain proficiency in Religion.
Spell Blade Points
At 3rd level you gain Spell Blade Points.
The amount of points you have are equal to your proficiency + INT modifier.
You may use these points to fuel your Spell Blade abilities at a cost equal to the Spell Blade Ability's level.
Level 1 Spell Blade abilities cost 1 point, Level 2 cost 2 points, and Level 3 cost 3 points.
You restore all expended Spell Blade points on a short or long rest.
Spell Blade
Beginning at 3rd level, you gain the ability to use your Spell Blade points to enchant 1 melee weapon you are holding with a Level 1 Spell Blade effect. You learn 3 elements of your choice, from among the list described below. When you reach certain levels in this class, you learn additional Elements , as shown in the Spell Blade table.
While a Spell Blade effect is active, your normal melee weapon damage becomes that of the element for that attack.
Note: Air Spell Blade Abilities use your weapon's damage type.
Saving Throws. Some of your Spell Blade abilities require your target to make a saving throw to resist the ability's effects. The saving throw DC is calculated as follows:
Spell Blade save DC = 8 + your proficiency bonus + your Intelligence modifier
| Spell Blade | |
|---|---|
| Fighter Level | Number of Elements |
| 3rd | 3 |
| 7th | 4 |
| 10th | 5 |
| 15th | 6 |
Spell Blade - Acid
Imbue your weapon with the corrosive power of Acid
Level 1. (Reaction) - if you are attacked in melee range, you may use your reaction to gain +2 AC, until the start of your next turn. If you successfully block an attack and the weapon is nonmagical, the weapon starts to degrade suffering a -1 Penalty. If the penalty drops to -5, the weapon is destroyed
Level 2. If your target is wearing non-magical armor or has scales when you successfully attack them, they suffer -2 AC permanently, as your strike corrodes them. This effect does not stack.
Level 3. Flings acid in a 15 foot cone. Anything in the cone must make a Dexterity saving throw or suffer the effects from level 2 (with the same restrictions)
Spell Blade - Air
Imbue your weapon with the slicing speed of Air
Level 1. Add your INT modifier to your attack roll.
Level 2. Grants advantage on your attack.
Level 3. On your next advantaged attack, attack twice instead.
Spell Blade - Cold
Imbue your weapon with the binding power of Ice.
Level 1. Enemy makes a Con save or takes a penalty on it's next saving throw equal to your INT Modifier
Level 2. If the target fails the Con Save, they gain vulnerability to Cold damage for 1 minute, provided they are not resistant or Immune to Cold damage
Level 3. If the target fails the Con Save they are hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice.
A creature hindered by ice has its speed reduced to 0
Spell Blade - Earthen
Imbue your weapon with the resilient power of Earth.
Level 1. Target must make a WIS saving throw (DC {{savedc:int}}) On failure, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Level 2. As part of your Attack, you gain temporary HP equal to a number of d4 equal to your proficiency modifier.
Level 3. The area within 10ft of you becomes difficult terrain until the start of your next turn. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet of travel.
Spell Blade - Fire
Imbue your weapon with the destructive power of Fire.
Level 1. Your next melee attack deals additional fire damage equal to double your INT modifier
Level 2. If the target fails a DEX Save, they are set on Fire, taking additional fire damage equal to your INT modifier at the start of each of it's turns until it or another creature uses an action to douse the flames.
Level 3. Fire spreads out into a 15 ft cone. Anything in the cone makes a DEX save or is set on fire.
Spell Blade - Lightning
Imbue your weapon with the arcing properties of Lightning
Level 1. Target makes a Dexterity save or is shocked until the end of their next turn. A shocked creature cannot take reactions and can only take an action or bonus action on it's turn.
Level 2. Lightning bounces from your target. It can bounce a number of times equal to your INT modifier. Enemies must be within 10ft of the previous one. Targets must make the Dexterity save or be shocked.
Level 3. Adds 1d8 Lightning damage to your weapon damage, and when your targets fail their dexterity save from your arcing lightning take damage equal to your INT modifier upon failure of the Dexterity save.
Spell Blade - Poison
Imbue your weapon with the toxic power of Poison
Level 1. Target makes a Constitution Save or are poisoned for 1 minute
Level 2. While poisoned in this way, the target cannot restore HP and gain vulnerability to Poison damage, provided they are are not resistant or immune to Poison damage.
Level 3. While poisoned in this way, the target has disadvantage on all saving throws for the duration
Spell Blade - Thunder
Imbue your weapon with the boisterous properties of Thunder
Level 1. (Reaction) Target makes a Con Save or is pushed 10ft away from you.
Level 2. (Reaction) Anything within 10ft of the your target (excluding you) makes the Con Save or are pushed 10ft away from you and if their size is Medium or smaller, they are knocked prone.
Level 3. (Reaction) Anything that fails the Con Save is frightened until the end of it's next turn.
Spell Blade - Level 2
Beginning at 7th level, you gain access to level 2 Spell Blade abilities.
These cost 2 Spell Blade Points and can be used as part of any melee attack you make (provided the Spell Blade Ability is not a reaction).
Level 2 Spell Blade Abilities also activate their level 1 effect, provided they share an activation type.
(Note: This exclusion really only applies to Acid)
Spell Blade - Level 3
Beginning at 10th level, you gain access to level 3 Spell Blade abilities.
These cost 3 Spell Blade Points to use and can be used as part of any melee attack you make (provided the Spell Blade Ability is not a reaction).
Level 3 Spell Blade Abilities also activate their level 1 and level 2 effect, provided they share an activation type.
(Note: This exclusion really only applies to Acid)
Elemental Branding
Beginning at 15th level when you damage a creature with one of your Spell Blade abilities, if that target has resistance to the damage type you hit it with, it loses that resistance for 1 minute. You may only have a creature branded with one brand at a time, but you can have a number of creatures branded at a time equal to your Intelligence modifier.
This ability has no effect against Immunity to a damage type.
Spell Blade Resistance
Beginning at 18th level, when you use your Spell Blade Feature to enchant your weapon, you gain resistance to the damage type you chose until the start of your next turn.
This effect does not stack. If multiple Spell Blade abilities are used in one turn, the last Spell Blade ability you used is what you gain resistance to.
Note: Since Air is based upon your weapon for it's damage type, it cannot be used for this feature.
Previous Versions
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