Base Class: Fighter
Knights that have trained alongside wizards to strengthen their prowess with a sword. Able to overcome resistances that their foes may have and wield the power of the elements to exploit them further, Spell Blades excel at both might and magic.
Level 3: Spell Blade: Spell Casting
You have learned to cast spells. See the Player’s Handbook for rules on spellcasting. The information below details how you use those rules as a Spell Blade.
Cantrips:
You know two cantrips of your choice from the Wizard spell list. Whenever you gain a Fighter level, you can replace one of this feature’s cantrips with another cantrip of your choice from the Wizard spell list.
When you reach level 10 in this class, you learn another Wizard cantrip of your choice. You also learn the Elementalism cantrip. It does not count towards the two cantrip of your choice.
Spell Slots:
The Spell Blade Spellcasting table shows how many spell slots you have to cast your spells of level 1 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.
Prepared Spells of Level 1+:
You prepare a list of spells of level 1 and higher that are available for you to cast with this feature. To start, choose three level 1 spells from the Wizard spell list.
The number of spells on your list increases as you gain Fighter levels, as shown in the Prepared Spells column of the Spell Blade Spellcasting table. Whenever that number increases, choose additional spells from the Wizard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Fighter, your list of prepared spells can include six Wizard spells of levels 1 and 2, in any combination.
Changing your Prepared Spells:
Whenever you gain a level in this class, you can replace one of the 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.
Spellcasting Ability:
Intelligence is your spellcasting ability for your Spell Blade spells.
Spellcasting Focus:
You can use an Arcane Focus as a Spellcasting Focus for the spells you prepare for this subclass.
Level 3: Spell Blade: Elemental Blade
During a short or long rest, you can trace arcane sigils in the air and perform a ritual to bind the very weave into your weapon.—a Simple or Martial melee weapon of your choice with which you bond—or create a bond with a magical weapon. Until the bond ends you can use it as your spellcasting focus.
Whenever you attack with the bonded weapon, you can use your Intelligence modifier for the attack and damage rolls, instead of using Strength or Dexterity, and you can cause the weapon to deal its normal damage or force damage (your choice) plus an extra 1d4 of Acid, Cold, Fire, Lightning, or Thunder. You choose only one of these to focus on imbuing your blade with even in the case of two weapon fighting. As you level up the elemental damage increases and gain new options for damage.
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you have the Incapacitated condition. If it is on the same plane of existence, you can summon that weapon as a Bonus Action, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, and can summon one or both to your hand with your Bonus Action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
ELEMENTAL DAMAGE CHART
Level 3: 1d4
Level 10: 1d6
Level 15: 1d8
Level 3: Spell Blade: Elemental Ward
You gain access to the Absorb Elements spell. You can cast this spell a number of times equal to your intelligence modifier per long rest without expending a spell slot. This spell does not count against your number of prepared spells and is itself always prepared.
Level 7: Spell Blade: Magic and Might
When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Wizard cantrips that has a casting time of an action.
Any attack cantrips cast in this way now add your spell casting modifier to the damage rolls.
Level 10: Spell Blade: Piercing Strikes
Your extra elemental damage from your Elemental Blade now bypasses resistance to the chosen damage type.
In addition, you can now choose to infuse your blade with either necrotic or radiant damage.
Level 15: Spell Blade: Mana Restoration
Whenever you activate a use of your Second Wind to restore Hit Points you can choose instead to restore spell slots equal to the amount rolled on the hit die. For example if you roll an 8 you can restore two level 3 slots and one level 2 slot. This cannot exceed the maximum slot level you currently have.
Level 18: Spell Blade: Elemental Discharge
Once per turn you can give up two of your attacks to strike your opponent with an explosion of elemental power and force them and other enemies within a 10 ft. emanation of the impact to make a Dexterity saving throw against your spell save DC. On a failed save, they take damage equal to 6d10 plus your Intelligence modifier; the damage is one of your elemental weapon types (your choice) and ignores resistance of the chosen type. On a successful save, the targets take half as much damage.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest or otherwise gain another use by expending a third level spell slot.







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