Wizard
Base Class: Wizard

Wizards who study the Spellblade arcane tradition dedicate themselves to the rigorous discipline of weaving magic into the art of combat. While most wizards prefer to study from a safe distance behind layers of protection, Spellblades step onto the battlefield with blade in hand. They channel arcane energy through steel with deadly precision. This arcane tradition specializes in magic that can enhance the body as much as the mind. Spellblades learn to bind spells to their weapons, react with both reflex and arcane insight, and move fluidly between spellcasting and swordplay. Their grimoires contain complex magical formulas and advanced martial forms.

While still firmly rooted in the wizard’s core identity—intellectual mastery of the arcane—Spellblades double down with their ability to survive and thrive in warfare. They are still full wizards, capable of preparing powerful spells and unraveling arcane mysteries—they simply shape their magic into their weapons. Few wizards choose this arcane tradition, as it demands both mental acuity and physical rigor. Spellblades are warrior-mages of intellect and battle instinct, able to stand on the front lines not despite their wizardry, but because of it.

Spellblade Initiate

When you adopt this subclass at level 3, you study both swords and magic.

Initiative Bonus. You add your Intelligence modifier to Initiative rolls.

Martial Weapon Training. Trained for battle, you gain proficiency with Martial Melee weapons.

Spellcasting Focus. You can use melee weapons as a spellcasting focus for your Wizard spells.

Arcane Body

At level 3, you channel magical energy to enhance your combat abilities. As a Bonus Action, you gain the following benefits below for 1 minute, or until you have the Incapacitated condition, or dismiss it at any time (no action required).

Armor Class Bonus. You gain a bonus to your AC equal to your Intelligence modifier (minimum of one).

Intellectual Attacks. You can use your Intelligence modifier instead of your Strength or Dexterity modifier for the attack and damage rolls of your Unarmed Strikes and your weapon attacks. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Intelligence modifier instead of your Strength or Dexterity modifier to determine the save DC.

You can use this feature any number of times. Each time it ends, you gain a level of exhaustion.

Weapon Mastery

At level 3, your training with weapons allows you to use the Mastery property of one kind of weapon of your choice with which you have proficiency, such as Daggers.

Whenever you finish a Long Rest, you can change the kind of weapon you chose. For example, you could switch to using the Mastery property of Longswords.

Extra Attack

Starting at level 6, you can attack twice instead of once whenever you take the Attack action on your turn.

Stored Power

Starting at level 10, you can channel and harness magical power to ward off harm. When you take damage, you can expend one spell slot to reduce that damage by an amount equal to ten times the level of the expended spell slot. If this reduces the damage to 0, you gain 1 Surge Point. You can have a maximum number of Surge Points equal to your Intelligence modifier (minimum of one). You lose all Surge Points when you finish a Short or Long Rest.

Once per turn, when you deal damage with a melee weapon attack, Unarmed Strike, or a wizard spell that requires a spell attack roll, you can expend any number of Surge Points to deal an additional 1d10 force damage per Surge Point spent.

Spellblade Mastery

Starting at level 14, your relentless dedication to swordsmanship and magic has instilled an outstanding sense of precision and grace in your spellcasting and swordplay.

Blade Spells. When you take the Attack action, you can replace of one of your weapon attacks with casting a Wizard spell of level 5 or lower that has a casting time of 1 Action.

Mindfulness. Whenever you make an ability check using one of the following skills, you can make it as an Intelligence check even if it normally uses a different ability: Acrobatics, Athletics, Perception, Stealth, or Survival. 

Saving Throws. You gain proficiency in Dexterity saving throws. If you already have this proficiency, you instead gain proficiency in Strength or Constitution saving throws (your choice).

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