Base Class: Fighter
Spellblades are duelists that have taken up the art of magical enhancement on the battlefield. Studying how to improve their combat prowess to the upper limits. A more damage oriented version of the Eldritch Knight, a spellblade is capable of enhancing their weapon to deal magical damage of certain varieties as well, proving a truly capable adventurer on the team.
Spellcasting
| Spellblade Spellcasting | Spell Slots per Spell Level | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Fighter Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | ||||
| 3rd | 3 | 3 | 2 | - | - | - | ||||
| 4th | 3 | 4 | 3 | - | - | - | ||||
| 5th | 3 | 4 | 3 | - | - | - | ||||
| 6th | 3 | 5 | 3 | 1 | - | - | ||||
| 7th | 3 | 5 | 4 | 1 | - | - | ||||
| 8th | 3 | 6 | 4 | 2 | - | - | ||||
| 9th | 3 | 6 | 4 | 2 | - | - | ||||
| 10th | 4 | 7 | 4 | 3 | 1 | - | ||||
| 11th | 4 | 8 | 4 | 3 | 1 | - | ||||
| 12th | 4 | 8 | 4 | 3 | 1 | - | ||||
| 13th | 4 | 9 | 4 | 3 | 2 | - | ||||
| 14th | 4 | 10 | 4 | 3 | 2 | - | ||||
| 15th | 4 | 10 | 4 | 3 | 2 | - | ||||
| 16th | 4 | 11 | 4 | 3 | 3 | 1 | ||||
| 17th | 4 | 11 | 4 | 3 | 3 | 1 | ||||
| 18th | 4 | 12 | 4 | 3 | 3 | 2 | ||||
| 19th | 4 | 12 | 4 | 3 | 3 | 2 | ||||
| 20th | 4 | 13 | 4 | 3 | 3 | 2 | ||||
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
Cantrips
You learn three cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots
The Spellblade Spellcasting table shows how many spell slots you have to cast your 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 Shield and have a 1st-level and 2nd-level spell slot available, you can cast Shield 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 transmutation or abjuration spells on the wizard spell list, or have a range of 30ft. or less.
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 a transmutation or abjuration 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.
The spells you learn at 8th, 14th, or 20th 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 a transmutation or abjuration spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through 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.
Art of War
Beginning at 3rd level, in your studies to become a nimble force of destruction you've realized the burden of heavy armor and how it interferes with your spellcasting on the battlefield. While wearing heavy armor, you are unable to cast spells from this class's Spellcasting feature.
In addition, you've picked up some tricks that can make your weapon of choice an even deadlier force to be reckoned with. You learn about Elemental Weapon Arts, which are magical techniques to modify your blade in combat. You learn three of the following Weapon Arts below, and an additional one at 7th, 10th, and 15th level. Whenever you would gain a Weapon Art, you can also replace a known Weapon Art with one you don't know.
To use a Weapon Art, you must perform the ritual as a bonus action on your turn, running your hand over your blade and citing an incantation. When you do, your weapon gains the effects of the Weapon Art you chose for the next minute, unless disarmed or knocked unconscious. A weapon can only be enhanced with one Weapon Art at a time, and if you apply a new one to the weapon, the old one fades, as do any lingering effects it provided.
Elemental Weapon Arts-
Blazing Blade
Fire slowly curls around the blade from the hilt and engulfs the weapon. The weapon's damage changes to fire damage. Once per turn when you hit a creature with this weapon, you can choose to set the target ablaze, dealing 1d4 additional fire damage. This damage increases to 2d4 when you reach 5th level in this class and 3d4 at 11th level.
Caustic Blade
A foul green liquid oozes from the tip and slowly coats the surface of the weapon. The weapon's damage changes to acid damage. Once per turn when you hit a creature with this weapon, you can choose to deal 2d4 acid damage to a different creature within 5 feet of the original target. This damage increases to 3d4 when you reach 5th level in this class, and 4d4 at 11th level.
Chilling Blade
Frost slowly creeps up from the hilt, and your weapon is ice cold to the touch. The weapon's damage changes to cold damage. Once per turn, when you hit a creature with this weapon, you can reduce its movement by 10 ft. until the start of your next turn.
Illusion Blade
Your weapon slowly shimmers and fades to and from existence, creating miniature illusions in its place. The weapon's damage changes to psychic damage. Once per turn, when you hit a creature with this weapon, you can choose to disorient it, giving it disadvantage on the next attack roll it makes against you before the start of your next turn.
Resounding Blade
Your weapon vibrates and appears blurry to the naked eye. The weapon's damage changes to thunder damage. Once per turn, when you hit a creature with this weapon, you can push it up to 10 ft. away into an unoccupied space of your choice.
Shimmering Blade
Your weapon shines brightly, shedding bright light in a 10ft. radius around you, and dim light for another 10ft. The weapon's damage changes to radiant. Once per turn, when you hit a creature with the weapon, you can use the light as a guiding force for your allies. The next attack made against that creature by someone other than you has advantage.
Shocking Blade
The blade of your weapon crackles with energy, and odd lightning bolts shoot from the tip to the hilt. The weapon's damage changes to lightning. Once per turn, when you hit a creature with a weapon attack, you can temporarily shock it, preventing it from taking reactions until the start of your next turn.
Toxic Blade
A small miasma surrounds the blade in an ill green smoke. The weapon's damage changes to poison. Once per turn, when you hit a creature with the weapon, you can choose to debilitate it temporarily. The creature subtracts 1d4 from the next saving throw it makes before the start of your next turn.
Withering Blade
Your weapon ages rapidly before your eyes, appearing as a rusty withered version of itself. The weapon's damage changes to necrotic. Once per turn, when you hit a creature with the weapon, you can choose to flood it with negative energy, preventing it from regaining Hit Points until the start of your next turn.
Dance of the Wind
At 10th level, your enhancement training has allowed you to traverse through the seams in reality to escape from dangerous situations. Once on each of your turns, as long as you aren't wearing heavy armor, you may expend half your movement to instantly teleport to an unoccupied space you can see up that many feet away.
You can use this feature a number of times equal to your Intelligence modifier (minimum of 1), and regain all expended uses when you finish a long rest.
Duelist's Duality
Starting at 10th level, your efforts to keep yourself prevalent at all phases in a fight have paid off to an extent. Whenever you use your action to cast a spell, you can make one weapon attack as a bonus action. In addition, whenever you use your action to Attack, you may use your second attack from the Extra Attack feature to cast a spell, as long as the spell only targets you.
Elemental Empowerment
Starting at 15th level, you can add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks.
In addition, you've learned how to empower your attacks while your Art of War is active through magical means. Any time you hit with a weapon while you have your Art of War active on the weapon and are not wearing heavy armor, you can expend a spell slot of 1st-level or higher to add an extra weapon die of damage per level of the slot consumed. As an example, if you hit with a longsword while your Art of War is active, you can expend a 3rd level spell slot to add an extra 3d8 to the weapon damage.
Duet in Destruction
At 18th level, your training has finally reached its conclusion. You are now able to have two active Weapon Arts on the same weapon, and can activate two using the same bonus action. The damage is stacked during this maneuver so the weapon deals one roll of its damage dice in one damage type, and a second roll in the other damage type.
An example would be wielding a shortsword, it would deal 1d6 fire damage and 1d6 cold damage with the appropriate Weapon Arts active.
You can only activate the ability of one Weapon Art per attack still, but you get to choose which one activates.
Previous Versions
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