Ranger
Base Class: Ranger

The Spellblades were born in an age of tyranny, when mage-kings ruled their dominions with fire and shadow. Ordinary steel could not cut through wards of force or pierce the flesh of those wrapped in arcane shields, and so the oppressed turned to warriors willing to walk the knife’s edge between steel and spell. These early hunters forged a discipline that was neither wizardry nor swordplay, but something sharper—an art meant not to build upon magic, but to sever it. In time, their craft became a creed, and their order, a legend whispered with equal parts reverence and dread.

Spellblades are not students of the arcane in the traditional sense. To them, magic is not a gift nor a divine blessing, but a force to be mastered and bound, like fire in a lantern. They believe no one should hold unchecked power, whether it comes from a crown, a pact, or the Weave itself. Apprentices are taught early that they must never allow magic to master them. In the rite known as the First Cut, an initiate severs their own connection to the Weave for a time, proving that they can live without it—and that their bond to steel is stronger than their bond to spellcraft.

Among common folk, Spellblades are protectors. They are the ones who ride into villages cursed by witches or haunted by rogue sorcerers, their gray mantles fluttering like storm clouds, their rune-marked blades humming with stolen fragments of magic. To wizards and warlocks, however, they are nightmares given form—zealots who can strip the Weave from a spell mid-incantation and carve through arcane barriers as though they were silk. Scholars whisper darker tales, claiming that the Spellblades have burned libraries of ancient knowledge, not for safety, but to keep their supremacy unchallenged.

Over centuries, the order has splintered into factions, each claiming to honor the original oath of severance. Some see themselves as holy wardens, guarding the world from mage-tyrants; others walk a mercenary’s path, selling their silence and counterstroke to kings who fear their rivals’ sorceries. Whatever their allegiance, all carry the same truth in their runed steel: they are hunters of those who would wield the Weave too freely, and they are feared because their strike does not merely wound flesh—it unmakes the very magic that shields it.

Level 3: Arcane Strikes

When you cast a spell that deals damage, you can weave a fragment of that spell’s power into your weapon. The next weapon attack you make before the end of your next turn deals an extra 1d4 damage for each level of the spell slot used to cast the spell. This extra damage is of the same type dealt by the spell.

In addition, when a creature within your weapons range casts a spell, you can make an opportunity attack against that creature.

Level 3: Spellblade Spells

When you reach a Ranger level specified in the Spellblade Spells table, you thereafter always have the listed spells prepared.

Spellblade Spells
Ranger Level Spell
3 Dissonant Whispers, Detect Magic
5 Shatter, Silence
9 Fireball, Counterspell
13 Banishment, Freedom of Movement
17 Hold Monster, Synaptic Static

Level 7: Spell Weaving

When you take the Attack action on your turn, you can replace one of your attacks with the casting of a spell from your Spellblade Spells list. The spell is cast at the highest-level spell slot you have available and does not expend a spell slot. Once you cast a spell in this way, you cannot do so again until you finish a short or long rest.

Level 11: Nullification

You can unravel hostile magic with ease, turning enemy spells into your own strength. You always have Detect Magic and Dispel Magic prepared, and they don’t count against your prepared spells. You can cast each once at 3rd level without expending a spell slot, regaining the ability to do so when you finish a long rest.

When you end a magical effect on a creature with Dispel Magic, you can absorb its residual energy, gaining the benefits of the effect you dispelled. If the effect required Concentration, you can choose to concentrate on it as if you had cast it yourself, maintaining it for its remaining duration.

Additionally, when you cast Detect Magic in this way, you can do so as a bonus action.

Level 15: Mage's Bane

When you cast Hunter’s Mark, your arcane interference silences your prey. While the marked creature is within your sight, any time it attempts to cast a spell, it must first succeed on a Constitution saving throw against your spell save DC. On a failed save, the spell fizzles and is lost.

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