[Class] Spellblade

by Megamoya

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Spellblade

Out of the shadows of the hobgoblin fortress a cloaked figure appears, sword in his hand, and stares into the eyes of the hobgoblin captain marking him with a curse.

A young elf maiden twirls her scimitars as she casts a spell through them. The blades burst into flames, and the audience cheers.

The unarmed halfling in rich clothes smiles merrily at the highwaymen who keep him at spear's point. Suddenly he disappears into thin air, and a bandit in the back screams in pain as the halfling stabs him with a rapier.

There are those who spend their lives poring over ancient tomes and texts, unlocking the power of magic, and there are those who spend their time perfecting the use of individual weapons, becoming masters without equal. The spellblade is at once a student of both philosophies, blending magical ability and martial prowess into something entirely unique, a discipline in which both spell and steel are used to devastating effect. As he grows in power, the spellblade unlocks powerful forms of arcana that allow him to merge his talents further, and at the pinnacle of his art, the spellblade becomes a blur of steel and magic, a force that few foes would dare to stand against.

Experts of Two Fields

Spellblades are the archetypical magic knights %%

The Search for Knowledge

Spellblades spend much of their time traveling the world, learning whatever martial or arcane secrets they can find. They might spend months learning a new sword-fighting style from a master warrior, while simultaneously moonlighting in the local library, poring through tomes of ancient lore. Most who take this path dabble in all sorts of lore, picking up anything that might aid them in their search for perfection.

Creating a Spellblade

As you build your spellblade, think about how did your character learn his or her skills. Did you have a mentor who was a magic knight himself? Or did you have separate teachers for magical and martial arts? You might %%

Credit: Yama Orce

Lotsa writing pending

I'm not as good as I'd like at writing fluff for the stuff I make ─especially if I try to imitate the PHB's style─, so this is taking a lot longer than one would want.

I'm trying to use text from Complete Warrior's hexblade, PHB II's duskblade and PF's magus as inspiration.


The Spellblade (name WiP)
Level Proficiency
Bonus
Features Cantrips
Known
Spells
Known
1st 2nd 3rd 4th 5th
1 +2 Magical Affinity 3
2 +2 Spellcasting, Fighting Style 3 3 2
3 +2 Arcane Discipline 3 4 3
4 +2 Ability Score Increase 3 5 3
5 +3 Extra Attack 3 6 4 2
6 +3 Arcane Discipline feature 3 7 4 2
7 +3 Swift Spell 4 8 4 3
8 +3 Ability Score Increase 4 9 4 3
9 +4 4 10 4 3 2
10 +4 Mettle 4 10 4 3 2
11 +4 Arcane Discipline feature 4 11 4 3 3
12 +4 Ability Score Increase 4 11 4 3 3
13 +5 4 12 4 3 3 1
14 +5 Arcane Discipline feature 4 12 4 3 3 1
15 +5 Improved Swift Spell 4 13 4 3 3 2
16 +5 Ability Score Increase 4 13 4 3 3 2
17 +6 4 14 4 3 3 3 1
18 +6 Arcane Discipline feature 4 14 4 3 3 3 1
19 +6 Ability Score Increase 5 15 4 3 3 3 2
20 +6 Blade's Secret 5 15 4 3 3 3 2

Quick Build

You can make a spellblade quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. (Some spellblades focus on two-handed weapon fighting and make Strength higher than Dexterity.) Second, choose the sage background. Third, choose the prestidigitation, dancing lights and chill touch cantrips.

Class Features

As a spellblade, you gain the following class features.

Hit points

Hit dice. 1d10 per spellblade level.

Proficiencies

Armor: Light armour, medium armour, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose three from Arcana, Athletics, Deceive, History, Insight, Intimidate, Investigation, Stealth and Persuasion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • a martial weapon
  • (a) a longbow and 20 arrows or (b) a shield
  • (a) leather armor or (b) scale mail
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) a dungeoneer's pack

Magical Affinity

At 1st level, your dabbling with the arcane has given you access to some magical ability. You learn three cantrips of your choice from the spellblade spell list. Intelligence is your spellcasting ability for those cantrips. You learn an additional spellblade cantrip of your choice at 7th and 19th level.

You also gain the ability to cast the alarm, detect magic, Tenser's floating disk and unseen servant spells, but only as rituals, as described in chapter 10 of the PHB.

Spellcasting

By the time you reach 2nd level, your study of ancient magical traditions has helped you augment your martial arts with the ability to unleash arcane spells. See chapter 10 of the PHB for the general rules of spellcasting and the end of the class description for the spellblade spell list.

Spell Slots

The Spellblade 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 fog cloud and have a 1st-level and a 2nd-level spell slot available, you can cast fog cloud using either slot.

Spells Known of 1st Level and Higher

At 2nd level, you know two 1st-level spells from the spellblade spell list.

The Spells Known column of the Spellblade table shows when you learn more spellblade spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new spellblade spell, which can be 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the spellblade spells you know and replace it with another spell of the spellblade list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your spellblade 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 spellblade 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

Ritual Casting

In addition to the spells gained from your Magical Affinity, you can cast a spellblade spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use an arcane focus (found in PHB chapter 5) as a spellcasting focus for your spellblade spells.

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Arcane Discipline.

At 3rd level you choose your arcane discipline, which determines the philosophical school that shapes your search for perfection on both the martial and arcane arts: Hexblade, Duskblade, Magus or Swordmage. Each of them is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, 14th and 18th level.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Swift Spell

Beginning at 7th level, when you cast a spell that has a casting time of 1 action, you can change the casting time to 1 bonus action for this casting. You must then finish a short or long rest to use this feature again. Beginning at 15th level you can use your Swift Spell twice between rests.

Mettle

When you reach 10th level, your great willpower and fortitude allow you to resist certain magical and unusual attacks. When you make a Constitution or Wisdom saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to gain this bonus.

SpellBlade's Secret

At 20th level, your research gives you access to a significant breakthrough. Choose one 6th-level spell from the spellblade spell list as your blade's secret.

You can cast your blade's secret once without expending a spell slot. You must finish a long rest before you can do so again.

You also learn a ritual through which you can replace your blade's secret with another one. You perform the ritual over the course of 8 hours, which can not be done during a long rest. The ritual requires rare incenses worth 100gp, which are consumed. Once you finish the ritual, you cannot use it again for 7 days.

Arcane Discipline

Hexblade

Fluff and description go here.

Hexblade's Curse

At 3rd level, you gain the ability to unleash dark energies upon your foes to mark them as your victims. As a bonus action you can choose a creature within 60 30 feet of you that you can see. That creature must make a Charisma saving throw against your spellcasting DC. On a failed save, it is hexed for 1 minute. While the hex lasts, whenever the creature makes an attack roll or a saving throw it must roll 1d4 and substract the number rolled from the roll. and whenever you hit that creature with an attack, you can make the attack deal an extra 1d4 necrotic damage. If the target failed its saving throw, you can't use this feature again until you finish a short or long rest. Your hex also ends early if dispel magic, remove curse or similar magic is used on the target. or if you use it again on another creature.

Beginning at 14th level, you can succesfully use your Hexblade's Curse twice between rests.

Dark Companion

Also at 3rd level, you gain the ability to cast the find familiar spell as a ritual, as per your Magical Affinity trait. When you cast the spell, you can choose one of the normal forms for your familiar or a special form, the living hex.

Expanded Spell List

As a hexblade you can choose from an expanded list of spells when you learn a spellblade spell. The following spells are added to the spellblade spell list for you.

Hexblade Expanded Spells
Spellblade Level Spells
3rd Rum Raisin disguise self, hex
5th Chocolate Chip blindness/deafness, invisibility
9th Yadda yadda bestow curse, fear
13th Muffins? blight, compulsion
17th I like turtles contagion, geas

Forced Omens

A foreboding sense of doom travels with the hexblade, as candle lights flicker, fresh food turns green, or the air becomes stale. When you reach 6th level you learn the prestidigitation cantrip and you can cast it without any verbal or somatic components.

Prestidigitation doesn't count against your number of cantrips known, and if you already know the cantrip, you learn a different spellblade cantrip of your choice.

Improved Hexblade's Curse

Beginning at 11th level, you're so attuned to hour hexes that your strikes hit with embodied ill will. Whenever you hit a creature with a weapon attack or when you damage it with a spellblade cantrip, the creature takes an extra 1d6 necrotic damage. If the creature is hexed by your Hexblade's Curse, it takes 1d12 necrotic damage instead.

Aura of Unluck

Once you reach 14th level, you can as a bonus action create a baleful aura of misfortune that lasts one minute. All attacks against you are made as if you were under half-cover. You can't use this feature again until you finish a long rest. Beginning at 17th level you can use your Aura of Unluck twice between long rests.

Deadly Hex

At 18th level, you gain the ability to execute the victim of your hex. When you damage a creature hexed by your Hexblade's Curse and bring it below half its total HP, you can have it make a Constitution saving throw against your spellcasting DC. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage. You can't use this feature again until you finish a long rest.

Duskblade

Fluff and description here.

Arcane Channeling

When you choose this Discipline at 3rd level, you learn how to deliver your spells through your weapon. You know the Elemental Burst technique and two other channeling techniques of your choice, which are detailed in the "Arcane Channeling Techniques" section below. You learn one additional channeling technique of your choice at 6th, 11th, 14th and 18th level. Whenever you learn a new channeling technique, you can also replace one channeling technique you already know with a different technique.

When you take the Attack action, you can expend one spell slot to prepare an channeling technique you know. Until the end of your turn, when you hit a creature with a weapon attack you can release the channel targeting the creature you just hit; when you do so or your turn ends, the channel ends.

If a channeling technique requires a saving throw, the DC equals your spellblade spell save DC.

Expanded Spell List

As a duskblade you can choose from an expanded list of spells when you learn a spellblade spell. The following spells are added to the spellblade spell list for you.

Duskblade Expanded Spells
Spellblade Level Spells
3rd hail of thorns, searing smite
5th flaming sphere, Melf's acid arrow
9th erupting earth, lightning arrow
13th elemental bane, staggering smite
17th conjure volley, immolation

Elven Insight

A duskblade better understands how elves think after having pursued their ancient racial profession to this point. Beginning at 6th level, when you are interacting with elves or in elven communities, you are considered proficient in the Persuasion and Insight skills and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Imbued Weapon

By 11th level %%fluff goes here%%. When you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire or lightning damage (your choice) to the target.

Spell Power.

At 14th level, you learn how to make your weapon strikes undercut your foes' resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Master Channeling

At 18th level, when you prepare a channeling technique, the first time you release it the channel doesn't end and you can release it a second time before it ends.

Arcane Channeling Techniques

Elemental Burst

On release, the target takes 1d8 acid, cold, fire, lightning or thunder damage (your choice). The damage increases by 1d8 for each spell level higher than 1st, to a maximum of 5d8.

Blinding Flash

On release, the target must make a Dexterity saving throw. On a failed save it takes 1d4 radiant damage and is blinded for 1 minute. At the end of each of its turns, the target can repeat its saving throw. On a success the effect ends. The damage increases by 1d4 for each spell level higher than 1st, to a maximum of 5d4.

Booming Thunder

Prerequisite: know the thunderwave spell

On release, each creature except you within 5 feet of the target must make a Strength saving throw. On a failed save, a creature takes 1d4 thunder damage, is pushed 5 feet away from the target and is knocked prone; the target is pushed away from you instead. On a successful save, the creature takes half as much damage and isn't pushed or prone. The damage increases by 1d4 for each spell level higher than 1st, to a maximum of 5d4.

Dispelling Slash

Prerequisite: know the dispel magic spell

On release, choose one spell on the target. The spell ends if its level is the same or less as the level of the spell slot used to activate dispelling slash. Otherwise make an Intelligence (Arcana) check; the DC equals 10 + the spell's level. On a successful check, the spell ends.

Elemental Blast

On release, this discharge generates a 15-foot cone originating on and including the target, and facing away from you. Each creature in the area must make a Dexterity saving throw. A creature takes 1d6 acid, cold, fire, lightning or thunder damage (your choice) on a failed save, or half as much damage on a successful one. The damage increases by 1d6 for each spell level higher than 1st, to a maximum of 5d6.

Foxfire

Prerequisite: know the faerie fire spell

On release, the target must make a Dexterity saving throw. On a failed save, it takes 1d4 fire damage and is outlined in ghostly blue, green or violet flames (your choice) until the end of your next turn. For the duration, the target sheds dim light in a 10-foot radius and can't benefit from being invisible, and the next attack roll made against it before the effect ends has advantage. On a successful save, the target takes half as much damage and isn't covered in flames. The damage increases by 1d4 for each spell level higher than 1st, to a maximum of 5d4.

Ghoul Slash

Prerequisite: 9th level, know the hold person spell

On release, the target takes 1d8 necrotic damage. If channeled as 2nd 3rd level or higher the target must succeed on a Wisdom saving throw or be paralyzed until the end of your next turn.

Mind Fever

Prerequisite: 9th level

On release, the target takes 1d8 psychic damage. If channeled as 3rd level or higher the target must also make an Intelligence saving throw or have disadvantage on all Intelligence, Wisdom and Charisma checks and all spell attacks for 1 minute. At the end of each of its turns, the target can make an Intelligence saving throw. On a success, the effect ends.

Stunning Slash

Prerequisite: 5th level

On release, the target must make a Constitution saving throw and takes 1d4 thunder damage on a failed save, or half as much damage on a successful save. The damage increases by 1d4 for each spell level higher than 1st, to a maximum of 5d4. If channeled as 3rd 2nd level or higher, on a failed save the target is also stunned until the end of your next turn.

Vampiric Sword

On release, the target must make a Charisma saving throw. It takes 1d4 damage on a failed save, or half as much damage on a successful one, and you gain temporary hit points equal to half the damage dealt. The damage increases by 1d4 for each spell level higher than 1st, to a maximum of 5d4.

Weakening Touch

Prerequisite: know the ray of sickness spell

On release, the target must make a Constitution saving throw or be poisoned until the end of its next turn. If channeled as 2nd level or higher the target is poisoned for 1 minute instead. At the end of each of its turns, the target can make a Constitution saving throw. On a success the effect ends.

Swordmage

It'd be a good idea to write the fluff before final release.

Sword Bond

When you choose this subclass at 3rd level you learn a ritual that creates a magical bond between yourself and one sword. Elegible weapons are daggers, estocs, glaives, greatswords, longswords, rapiers, sabres, scimitars and shortswords.

You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded swords, but can only summon one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

You can use your bonded sword as a spellcasting focus for your spellblade spells.

Expanded Spell List

As a duskblade you can choose from an expanded list of spells when you learn a spellblade spell. The following spells are added to the spellblade spell list for you.

Swordmage Expanded Spells
Spellblade Level Spells
3rd West compelled duel, shield of faith
5th Philadelphia mirror image, misty step
9th Born blink, protection from energy
13th And dimension door, fire shield
17th Raised passwall, wall of force

Swordmage's Aegis

Starting at 3rd level, you gain the ability to cast down upon your foes a restraining enchantment called an 'Aegis'. As a bonus action you can choose one creature you can see within 30 10 feet of you. The target has your Aegis placed upon it for 1 minute and a large, glowing rune in the form of your personal mark appears on its chest or forehead (your choice), or analogous location. As long as the creature is marked, it has disadvantage on any attack roll that doesn't target you.

The Aegis ends early for the target if you place it on another creature, if someone else marks the creature, if you are incapacitated or you die, or if you end your turn more than 60 feet away from the target.

Additionally, choose one of the following abilities:

Aegis of Assault

When a creature marked by your Aegis hits a creature other than you with an attack, if the marked creature is within 60 feet of you, you can use your reaction to teleport to an unoccupied space within 5 feet of it and make a melee weapon attack against it. You can't use this feature again until you finish a short or long rest.

Aegis of Ensnaring

When a creature marked by your Aegis hits a creature other than you with an attack, if the marked creature is within 60 feet of you, you can use your reaction to teleport the creature to an unoccupied space within 5 feet of you. Until the end of the target's next turn its speed is halved, and the next attack roll made against it during that time has advantage. You can't use this feature again until you finish a short or long rest.

Aegis of Shielding

When a creature marked by your Aegis hits a creature other than you with an attack, if the target of the attack is within 60 feet of you, you can use your reaction to teleport to an unoccupied space within 5 feet of it, and the damage the target takes from the attack is reduced by 1d10 + your Intelligence modifier + your spellblade level. You can't use this feature again until you finish a short or long rest.


Starting at 14th level you can use your Aegis' special ability twice per short rest.

Swordmage Warding

Also starting at 3rd level you maintain a field of magical force around you. While you are not wearing any medium or heavy armor and not wielding a shield, you gain the following benefits:

  • Your AC equals 10 + your Dexterity modifier + your Intelligence modifier.
  • If you are wielding your bonded blade in one hand and your other hand free (not wielding another weapon or a shield or carrying something else) you gain a +1 bonus to your AC.
  • Your speed increases by 10 feet.

Bladework Knowledge

Beginning at 6th level, your aegis gives you an intuitive understanding of the curious power of swords in historical, magical, or religious contexts. Whenever you make an Intelligence (Arcana), Intelligence (History), or Intelligence (Religion) check related to swords, you are considered proficient in those skills and you add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Something to deal more damage

Beginning at 11th level, %%fluff goes here%%. When you hit a creature with a melee weapon, the target takes an extra 1d8 force damage extra force damage equal to your Intelligence.

Fey Step

At 14th level, you learn to walk like the Eladrin, vanishing with a step and appearing in another place. Instead of using your movement, you may teleport up to your speed half your speed to an unoccupied space you can see.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Unlimited Aegis Works

(Working title btw)
Starting at 18th level, you can overload your Aegis to unleash its power over several foes. As an action choose any creatures within 30 feet of you, and mark them with your Aegis. You must then finish a long rest to use this feature again.

Design notes

I'd like to give the swordmage a bonus to movement speed somewhere, but it feels a bit too front-loaded already so I don't know where to place it.


Multiclassing

If you use the multiclassing optional rules, the spellblade follows %%

Multiclassing Prerequisites

Class Ability Score Minimum
Spellblade Strength 13 or Dexterity 13 and Intelligence 13

Multiclassing Proficiencies

Class Proficiencies Gained
Spellblade Light armour, medium armour, shields, simple weapons, martial weapons, one skill from the class' skill list

Spellcasting

You count half your levels in the spellblade class to determine your spell slots by consulting the Multiclass Spellcaster table.


Written on Chrome; renders more or less correctly on Firefox, it's mostly readable (even the table, surprisingly) if you zoom out one point.

TO DO: Credits and stuff (I've copied random things from lots of places, so credit is due)

Spellblade Spell List

Cantrips (0 Level)
  • Acid Splash
  • Blade Ward
  • Booming Blade (SCAG)
  • Chill Touch
  • Dancing Lights
  • Fire Bolt
  • Frostbite (EE)
  • Green-Flame Blade (SCAG)
  • Mage Hand
  • Mending
  • Message
  • Minor Illusion
  • Poison Spray
  • Prestidigitation
  • Ray of Frost
  • Shocking Grasp
  • Thunderclap (EE)
  • True Strike
1st Level
  • Absorb Elements (EE)
  • Alarm*
  • Burning Hands
  • Chromatic Orb
  • Color Spray
  • Comprehend Languages*
  • Detect Magic*
  • Expeditious Retreat
  • Feather Fall
  • Fog Cloud
  • Ice Knife (EE)
  • Identify*
  • Illusory Script*
  • Ray of Sickness
  • Shield
  • Silent Image
  • Sleep
  • Tenser's Floating Disk*
  • Unseen Servant*
2nd Level
  • Arcane Warlock
  • Continual Flame
  • Darkvision
  • Enhance Ability
  • Hold Person
  • Knock
  • Magic Weapon
  • Nystul's Magic Aura
  • Ray of Enfeeblement
  • Rope Trick
  • See Invisibility
  • Skywrite* (EE)
  • Spider Climb
3rd Level
  • Counterspell
  • Dispel Magic
  • Feign Death*
  • Fireball
  • Fly
  • Gaseous Form
  • Haste
  • Leomund's Tiny Hut*
  • Phantom Steed*
  • Sending
  • Stinking Cloud
4th Level
  • Conjure Minor Elementals
  • Greater Invisibility
  • Hallucinatory Terrain
  • Ice Storm
  • Polymorph
  • Vitriolic Sphere (EE)
  • Wall of Fire
5th Level
  • Cloudkill
  • Cone of Cold
  • Conjure Elemental
  • Contact Other Plane*
  • Hold Monster
  • Legend Lore
  • Planar Binding
  • Scrying
  • Telekinesis
6th Level Blade's Secret
  • Blade Barrier
  • Create Undead
  • Disintegrate
  • Eyebite
  • Investiture of Flame (EE)
  • Investiture of Ice (EE)
  • Investiture of Stone (EE)
  • Investiture of Wind (EE)
  • Mass Suggestion
  • True Seeing
Design notes

The ones struck out are because I wasn't sure f adding them.
I still have to give XGtE a look to choose any new spells to add here.


Living Hex

Tiny Small fey, neutral


  • Armor Class 13
  • Hit Points 7 (2d6)
  • Speed 40ft., fly 40ft. (hover)

STR DEX CON INT WIS CHA
1 (-5) 17 (+3) 10 (+0) 6 (-2) 10 (+0) 12 (+1)

  • Skills Stealth +7
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
  • Condition Immunities charmed, exhaustion, frightened, prone
  • Senses darkvision 120 ft. (blind beyond this radius), passive Perception 10
  • Languages Common
  • Challenge 0 (10 XP)

Incorporeal Movement. The living hex can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Sunlight Sensitivity. While in sunlight, the living hex has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Flyby. The living hex doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Actions

Embodied Curse. One creature within 5 feet of the living hex that it can see must pass a DC 11 Charisma save or have disadvantage on the next attack roll it makes before the end of its next turn.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 necrotic damage.

.

Design notes

This is inspired by the Dark Companion variant feature, which replaced the familiar with an illusory beast made of darkness that couldn't be damaged or interact with things, and imposed a penalty to AC and saves to adjacent enemies.

Credit: Bamboo Bangga

Hic sunt design notes and author's inane ramblings


Repaso de antiguos half-casters

Hexblade (early 3e)

Avg fighter, weak caster, but quite flavourful. Can use medium armour and shields, specialized in debuffing one foe at a time. Debuff and utility spells. Defining feature is hexblade's curse (debuff everything a little).

Duskblade (3e)

Slightly weak-ish fighter, avg caster. Can use medium armour but IIRC no shields, deals touch spells on weapon attacks. Little to no flavour. Damage spells and some utility. Defining feature is arcane channel (add spell to weapon hit).

Swordmage (4e)

Lightly armoured tank. Can't use medium armour, doesn't need shields, specialized in self-buffing and mobility. Defining feature is swordmage aegis (react to attacks on allies).

Magus (3e PF)

Avg fighter, avg caster. Can enchant own weapon or gain extra spell slots, can "dual-wield" weapons and spells, Skyrim-style. Crapload of Invocation-like options. Has so many different features that no one stands out as defining.

Arcane Archer (3e)

Fighter (or whichever base class) with trick arrows. Can place AoE spells on arrows. Duskblade could fill up for this role if we allow for ranged weapon channeling.

Design notes

Cut text from things I have changed, and random thoughts about the whole thing or parts of it.

Base Class

The base class is a stripped-down Paladin chassis, with very few class features other than half-caster spell levels and Extra Attack; pretty much everything else is in the subclasses.

3rd level carries the class' defining feature, 6th is a ribbon, and 11th improves the blade's attacks.

"Spellblade"

I'm not sure I really like this name for the class, but none of the other ideas is quite better either. I also consider Magus (unclear name, only considered because Pathfinder) and Magic Knight (descriptive, but too many words for a class name).

Magical Affinity

ALL half-casters should have cantrips!! There, I said it. Now that I've got it out of my sistem, I'm not sure if adding detect magic too.

Spellcasting

I have tried not to give this class a very big list; I thought the combat-oriented spells would be mostly utility with small amounts of self-buffs and AoE damage. The subclasses' expanded lists add emphasis on some thing or another (single-target debuffs for the Hexblade, elemental damage for Duskblade, protection and mobility for the Swordmage).

Additionally, I'm very, very tempted to give the class Prepared spells and a spellbook à la wizard. It would be able to prepare Int mod + half level spells, like a paladin, and learn one free spell per level, like half a wizard.

Fighting Style

Archery is there mostly to support Duskblades being built as arcane archers. Now that AA's been oficially adapted (unlike the Hexblade, which has been replaced by an entirely different thing), it isn't as necessary.

A Duskblade would still be a better arcane archer than the Arcane Archer. It's not my fault that WotC's AA sucks.

Swift Spell

I kind of feel like this feature, much like the eldritch knight's War Magic, marks the Spellblade as a true warrior-mage hybrid by letting you mix smashing and casting together.

Mettle

Instead of a weirder version of rogue's Evasion, a weaker version of paladin's Aura of Protection (weaker as in "not AoE") gained four levels later. This would have the boon of being useful for Concentration saves. I'm considering swapping it for an extra ASI though, but it'd be duller.

Mettle (original idea, discarded)

When you reach 10th level, a spellblade can resist certain magical and unusual attacks with great willpower or fortitude. When you are subjected to an effect that allows you to make a Constitution or Wisdom saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

This one comes verbatim from the 3e Hexblade; I'm not sure it fits the other subclasses though. In the end I've changed it for a weaker variant of paladins' Aura of Protection (+Int to saving throws, self only).

Blade's Secret (WiP name)

WiP name. I'm still considering swapping the 20th-level class capstone with the 18th-level subclass capstone. But the current subclass caps fit well enough at 18, and Blade's Secret wouldn't be ok anywhere else, so unless I find something better it stays like that.

Hexblade

Hexblade's Curse

Basically you can cast bane on a single target, and without taking your concentration.

Hexblade's Curse (earlier draft, cut)

Beginning at 3rd level, you can unleash dark energies upon your foes to mark them as your victims. As a bonus action you can hex a creature within 60 feet of you that you can see. For the next hour minute, whenever that creature attacks you it must roll 1d4 and subtract it from the attack roll, and whenever you hit that creature with an attack, you can make the attack deal extra necrotic damage equal to your Intelligence modifier an extra 1d4 necrotic damage. If the target drops to 0 hit points before this ability ends, you can use a bonus action on a subsequent turn of yours to hex a new creature. You can use this feature a number of times equal to your Intelligence modifier (minimum 1) and regain all spent uses when you finish a long rest. You can't use this feature again until you finish a short or long rest.

Another version I tried was taken more or less verbatim from the "my Patron is a sword" warlock UA:

Hexblade's Curse (UA version, rejected)

Beginning at 3rd level, you can unleash dark energies upon your foes to mark them with a baleful curse. As a bonus action choose one creature you can see within 60 feet of you. The target is hexed for 1 minute. Your hex ends early if the target dies, if you die or are incapacitated, or if dispel magic, remove curse or similar magic is used on the target. Until the hex ends, you gain the following benefits:

  • When you damage the hexed target, you deal extra necrotic damage equal to your Intelligence modifier.
  • Any attack roll you make against the hexed target scores a critical hit on a roll of 19 or 20.
  • If the target drops to 0 hit points or dies, you gain temporary hit points equal to your Intelligence modifier + your spellblade level (minimum of 1 hit point).

Once you use this feature, you can't use it again until you finish a short or long rest.

I don't like it that it doesn't actually debuff the victim, essentially it only empowers you (bonus damage, improved crit and regain hp on kill). Sure, you can't just put a flat penalty to all rolls and AC like the 3E hexblade did because 5E just doesn't work that way, but it still feels wrong. There must be a better way.

I like my earlier draft more than this one; it weakens the target's attacks against you, improves your damage a little, and you can move it around like hex or hunter's mark.

Dark Companion

This might work better at 3rd level because of the special familiar (kind of like the Pact of the Chain Boon but with less support from later features).

Living Hex

This is inspired by the Dark Companion variant feature, which replaced the familiar with an illusory beast made of darkness that couldn't be damaged or interact with things, and imposed a penalty to AC and saves to adjacent enemies. I wonder if the critter needs buffing to CR 1.

Expanded Spell List

Unsure: bane instead of disguise self; phantasmal force instead of invisibility; animate dead instead of fear; Evard's black tentacles instead of blight; dominate person instead of geas.

Forced Omens

I so love this ribbon! In fact it's a big part of why I wanted the class converted to 5e. IMHO the XGtE sword-Pact Warlock fails to deliver the taste of the old Hexblade.

Improved Hexblade's Curse

Weaker than e.g. Divine Strike or Improved Divine Smite, but it applies to attack cantrips too. And synergizes with the hb's curse.

Improved Hexblade's Curse (variant idea)

Beginning at 11th level, you're so attuned to hour hexes that your strikes hit with embodied ill will. Whenever you hit a creature with a weapon attack or when you damage it with a spellblade cantrip, the creature takes an extra 1d6 necrotic damage.

Once per turn, when you hit a creature that is hexed by your Hexblade's Curse with a weapon attack, you can make one additional weapon attack against the same creature as part of the same action.

This idea passed my mind the other day and I had to write it down. Might be a tad too strong.

Deadly Hex

I couldn't come up with something for this, but then I've stumbled into u/Sajro's Hexblade and his Deadly Hex is a good enough placeholder.

Duskblade

Arcane Channeling

Surely there are better ways to make it work and better ways to word it. Until I find one of them, this will do. It's funkier than Divine Smite but having all those options should give some versatility, and I guess it's kinda true to the original Duskblade.

Expanded Spell List

A few more damaging spells, and a couple paladin smite spells as well. Unsure: scorching ray; flame arrows instead of lightning arrow; banishing smite instead of immolation

Elven Insight

The closest thing the original Duskblade had to a ribbon was the Elven Insight from the Dead Levels articles. Swaps INT for CHA on Diplomacy and Gather Information checks. Expertise works better with 5E mechanics though.

Spell Power

In 3e duskblades got only a bonus to penetrate Spell Resistance, so this is way better. Feature copied verbatim from Eldritch Strike.

Master Channeling

3e duskblades gained the ability to Arcane Channel a spell on several targets through iterative attacks at 13th level. This is close enough.

Technique list

A lot of the Discharges are based on the spells an old Duskblade could Channel, adapted to the new medium.

Swordmage

I'd like to give the swordmage a bonus to movement speed somewhere, but it feels a bit too front-loaded already so I don't know where to place it.

Sword Bond

This is a feature the swordmage has had ever since it appeared in 4e. I don't mind dropping it if we think 3rd level is too cluttered, though.

Expanded Spell List

Mobility and teleportation, and defense and protection (both self and the party's). Unsure: protection from energy at 3rd, fire shield at 4th, wall of stone instead of force.

Swordmage's Aegis

Effect and part of the wording taken from the Knight UA fighter's Implacable Mark.

TO DO: mention a big, glowing rune on the target (source) Done.

Bladework Knowledge

Taken from SonOfSauron's attempt at the class

Something to deal more damage

Placeholder feature. I'm open to ideas.

Fey Step

TO DO: better wording. Maybe upgrade to full speed instead of half? As it is, it's just a weaker version of misty step, which the subclass already gets.

Spellblade spell list

The ones struck out are because I wasn't sure f adding them.

Core class

The core Class this more directly compares to is the Paladin; especially the Duskblade, which has a close analog to Divine Smite.

At 1st level a paladin gets heavy armour, sense outsiders and moderate healing (that scales well enough), spellblade gets instead cantrips and a few utility rituals, plus whatever the subclass gives (find familiar for the Hexblade, the rest is TBD).

At 2nd level both get spells and a fighting style; the paladin also gets divine smites.

3rd level gives the spellblade their defining feature, which depends on the subclass. Hexblade's Curse might be comparable to some paladin's Channel Divinity options, and Duskblade's Arcane Channeling is a divine smite which trades reliability and raw power for versatility and riders. And if I ever make the Swordmage, the Aegis will go here.

Levels 4 and 5 are pretty much the same for both classes.

Level 6 gives the class a ribbon. I love the Hexblade's. In fact it's part of what moved me to try to adapt the class to 5e.

Swift Spell is analogous to the EK's War Magic in that it's a way to help you be fighter and mage at the same time.

I hope I'm not making the class overly strong so far. Now we get to Mettle at level 10; paladins get (and share!) a flat bonus to all saves four levels earlier, whereas Mettle is only for two saves, is only for damage, and doesn't benefit the rest of the team.

At level 11 both classes get a damage bonus to weapon attacks; paladin's is the second best damage type after Force, spellblade's depends on subclass. Hexblade is sightly weaker but gets extended to damaging cantrips, and gets support from hexing.

I was writing this summary a while ago but stopped caring halfway through because actually writing the class up was more fun and I am lazy as fuck.

 

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