Base Class: Fighter
Some say you have to have a gift in order to cast magic. The monks in their monasteries disproved that idea with their use of ki, and many folk who did not wish the ascetic lifestyle still wield that power. The Spellblade is a warrior who uses the raw, unfiltered essence of the Weave and stores it within themselves, releasing it in small but powerful bursts to creature a sort of pseudo-spell, giving them a powerful edge.
Unique Training
At 3rd level, thanks to your study of magic and the Weave, you gain proficiency in Arcana if you don't already have it
Pseudo-Magics
When you choose this archetype at 3rd level, you learn pseudo-spells that are fueled by a special set of dice called surge dice.
- Pseudo-Spells. You know all of the pseudo-spells, which are detailed in the next section. Most pseudo-spells are quick to use and most are either cast as a bonus action or reaction.
- Surge Dice Sets. You have three surge dice. Whenever you cast a pseudo-spell, you roll surge dice to determine the damage or benefit of the ability. At 3rd level, each surge die starts as a 1d6. You gain an additional surge die at 7th level, and again at 15th level. You recover any expended surge dice when you finish a short or long rest.
- Saving Throws and Spell Attacks. Some of your pseudo-spells require your target to make a saving throw to resist the effect. The saving throw DC is equal to 8 + your proficiency bonus + your Intelligence modifier. Your spell attack bonus is equal to your proficiency bonus + your Intelligence modifier.
Pseudo-Spells
Blast. As a bonus action, make a melee spell attack. If the attack hits, roll a surge die. The target takes force damage equal to the amount rolled, is pushed back 10 feet, and is knocked prone.
Burst. As a bonus action, you create a 15-foot cone of pure arcane energy and roll a surge die. Creatures in the cone must make a Strength saving throw or be knocked back 15 feet and take force damage equal to the amount you rolled. On a successful save, a creature takes half damage and is not pushed back.
Counter. If a creature misses you with a melee attack, you can use your reaction to roll your surge die and deal force damage equal to the amount rolled to the target.
Protect. As a bonus action, you touch a willing creature and roll a surge die. The creature gains temporary hit points equal to the amount rolled.
Shield. If you are hit with an attack or spell and take damage, you can use your reaction to roll a surge die and reduce the damage by an amount equal to what you rolled.
Greater Pseudo-Spells
Starting at 7th level, when you roll your surge dice, you roll d8's instead of d6's. At 13th, they become d10's, and d12's at 18th level.
Arcane Perception
At 10th level, you have spent a lot of time working with raw magical energy, and your experience in learning how to control it allows you to understand more intricate forms of magic. You can now cast the Identify and Detect Magic spells as rituals.
Spell Eater
At 15th level, you can now consume magical energy off of a spell cast at you. If you are forced to make a saving throw to avoid the effects of a spell and you succeed on the save, you regain one surge die.
Pseudo-Magic Flow
At 18th level, if you spend a surge die to use a pseudo-spell, you can immediately make a melee weapon attack either before or after the effects of the pseudo-spell. This attack does not count against your total number of weapon attacks per attack action.
This ability can be used a number of times equal to your proficiency modifier, and all uses are regained after a short or long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
6/13/2024 5:31:47 AM
|
1
|
0
|
--
|
Coming Soon
|
|
|
3/23/2025 5:09:47 AM
|
4
|
2
|
--
|
Coming Soon
|
Comments