Base Class: Rogue
The Spellblade is an intelligent warrior that infuses magic into their fighting style. Spellblades are not born into privilege like a knight, nor are they blessed by the gods like a paladin. Rather, they spend years honing both their mind and body to become arcane warriors. Any weapon can be deadly in a rogue's hands but even more so when combined with the arcane spells of a Spellblade.
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.
Cantrips
You learn three cantrips: mage hand and two other cantrips of your choice, which you must choose from the enchantment and illusion spells on the wizard spell list. You learn another wizard cantrip of your choice at 10th level, which can come from any school of magic.
Spell Slots
The Spellblade 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 charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person 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 enchantment and illusion spells on the wizard spell list.
The Spells Known column of the Spellblade Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion 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.
One of the spells you learn at 7th, 13th, and 19th 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 enchantment or illusion spell, unless you’re replacing the spell you gained at 3rd, 7th, 13th, or 19th level from any school of magic.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard 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
Spellblade Spellcasting
|
Rogue Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
3 |
3 |
2 |
— |
— |
— |
|
4th |
3 |
4 |
3 |
— |
— |
— |
|
5th |
3 |
4 |
3 |
— |
— |
— |
|
6th |
3 |
4 |
3 |
— |
— |
— |
|
7th |
3 |
5 |
4 |
2 |
— |
— |
|
8th |
3 |
6 |
4 |
2 |
— |
— |
|
9th |
3 |
6 |
4 |
2 |
— |
— |
|
10th |
4 |
7 |
4 |
3 |
— |
— |
|
11th |
4 |
8 |
4 |
3 |
— |
— |
|
12th |
4 |
8 |
4 |
3 |
— |
— |
|
13th |
4 |
9 |
4 |
3 |
2 |
— |
|
14th |
4 |
10 |
4 |
3 |
2 |
— |
|
15th |
4 |
10 |
4 |
3 |
2 |
— |
|
16th |
4 |
11 |
4 |
3 |
3 |
— |
|
17th |
4 |
11 |
4 |
3 |
3 |
— |
|
18th |
4 |
11 |
4 |
3 |
3 |
— |
|
19th |
4 |
12 |
4 |
3 |
3 |
1 |
|
20th |
4 |
13 |
4 |
3 |
3 |
1 |
Restricted Spellcasting
Your spellcasting is mostly restricted to the Enchantment and Illusion schools. You may learn a single spell of each level from other schools at the following levels:
|
Rogue Level |
Cantrips |
1st |
2nd |
3rd |
4th |
|---|---|---|---|---|---|
|
3rd |
— |
X |
— |
— |
— |
|
7th |
— |
— |
X |
— |
— |
|
10th |
X |
— |
— |
— |
— |
|
13th |
— |
— |
— |
X |
— |
|
19th |
— |
— |
— |
— |
X |
Panache
At 3rd level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.
If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.
If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.
You can use this feature a number of times equal to 1 + your Charisma modifier (a minimum of once). You regain all expended uses when you finish a short rest.
Beguiler's Influence
Due to your focus on Enchantment and Illusion spells, you gain a bonus to your Spell Attack and Spell Save DC for spells from these schools.
| Spellblade Level | Bonus for Enchantment/Illusion Spells |
|---|---|
| 9th | +1 To Spell Attack and Spell Save DC |
| 13th | +2 To Spell Attack and Spell Save DC |
| 17th | +3 To Spell Attack and Spell Save DC |
Beguiler's Bane
Due to your focus on Enchantment and Illusion spells, you have a penalty to your Spell Attack and Spell Save DC for spells from all other schools.
| Spellblade Level | PENALTY for NON-Enchantment/Illusion Spells |
|---|---|
| 9th | -1 To Spell Attack and Spell Save DC |
| 13th | -3 To Spell Attack and Spell Save DC |
| 17th | -5 To Spell Attack and Spell Save DC |
Rakish Audacity
Starting at 9th level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you. You can use this feature a number of times equal to half of your Proficiency Bonus. You regain all expended uses when you finish a long rest.
Magical Ambush
Starting at 13th level, if you are hidden from a creature when you cast an Enchantment/Illusion spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn. You can use this feature a number of times equal to half of your Proficiency Bonus. You regain all expended uses when you finish a short rest.
Fancy Footwork
Starting at 17th level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a successful melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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6/18/2022 6:17:00 AM
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8
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1
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1.0
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Coming Soon
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