School of the Spellblade
Spellblades
Spellblades are a subset of wizards who believe that honing one's physical self is just as critical to the mastery of the arcane arts as their mental self. These wizards focus on channeling arcane energy through their fighting styles and have woven the somatic components of spells into their very attacks.
Martial Training
When you follow the tradition of Spellblades at level 2 you gain the following benefits:
- Proficiency with medium armor
- Proficiency with any weapon that has the finesse property.
- Intense physical training has also increased your endurance. You gain a bonus to your hit point maximum equal to your level in this class.
- You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
Spellblades
When you learn the tradition of Spellblades at level 2, you learn how to create your own Spellblade. To create a Spellblade you must spend an hour with any finesse weapon, learning its balance and imbuing it with arcane energy.
Once a Spellblade is created, you gain the ability to charge your Spellblade with any spell from your list.
As a bonus action, you can infuse a spell that you have prepared into your Spellblade. To do so, you expend a spell slot, but none of the spell's effects occur, instead the spell transfers to your Spellblade.
The next time you hit a creature with your Spellblade you perform the final somatic component, and the spell is released. The creature you hit is considered the target of the stored spell. If the spell requires an attack roll, it automatically hits the creature. Otherwise all the spells effects occur normally. After 1 minute the energy in the blade dissapates and the spell slot is lost.
Your Spellblade can also be used as a spellcasting focus for your wizard spells.
In the Fray
At level 6 you gain more control over the spells released from your Spellblade. When a spell released from your Spellblade would affect creatures other than your target, you can choose a number of them equal to 1 + your intelligence modifer (minimum of 1). The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Disheartening Blade
Beginning at 10th level, you learn to bypass your enemies defenses with your Spellblade. When a spell requiring a saving throw is released from your Spellblade, the creature that was struck with the Spellblade takes a penalty to its saving throw equal to your intelligence modifier (minimum of 1)
Arcane Riposte
When you reach the 14th level, you have learned to take advantage of an off balance enemy, and gain the ability to counter-attack with spells. When a creature misses you with a melee attack, you can use your reaction to cast a spell at the creature. The spell must have a casting time of 1 action, and must target only that creature, and must be of level 2 or lower. The spell does not suffer disadvantage for using a ranged spell in melee range of an enemy.