Spellblade

by Enaluxeme

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Spellblade

Adventurers have many ways to overcome the hardships of their profession. Some train their bodies to excel in raw strength or impeccable skill. Some sharpen their minds to wield arcane powers as their weapon and tool.

Also known as swordmages or duskblades, spellblades are powerful arcane spellcasters who blend martial combat with magic in a way no one else can.

Keen Mind, Keen Blades

While many wizards can pick up a blade and some fighters dabble in magic, spellblades train in the two arts equally. In fact, it can be said that for them it is only one art, as weapons and magic are an extension of their bodies and minds.

Rarely satisfied with studies in secluded towers or service under a lord, spellblades live lives of actions, thriving in danger and discoveries.

Creating a Spellblade

As you build your spellblade, think about how you came to be trained in both sword and sorcery. Did you train under a spellblade master? Have you trained separately in fighting and arcane lore, merging what you learned yourself? Why did you start to train in the first place?

How did your formative years lead to your current life?

Quick Build

You can make a spellblade quickly by following these suggestions.

First, make Dexterity your highest ability score if you want to focus on finesse and ranged weapons, otherwise make Strength your highest score for more choice on melee weapons. Your second-highest ability score should be Intelligence.

Second, choose the noble background.

The Spellblade
Level Proficiency Bonus Features Maximum Charges Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
1st +2 Spellcasting, Ensorcelled Strikes 2 2 3 2
2nd +2 Fighting Style, Channel Spell, Arcane Restoration 2 2 3 2
3rd +2 Spellblade Vocation 3 2 4 3
4th +2 Ability Score Improvement 3 2 4 3
5th +3 Extra Attack 4 2 5 4 2
6th +3 Infuse Charges 4 2 5 4 2
7th +3 Vocation Feature 4 2 6 4 3
8th +3 Ability Score Improvement 4 2 6 4 3
9th +4 Arcane Step 5 2 7 4 3 2
10th +4 Ability Score Improvement 5 3 7 4 3 2
11th +4 Vocation Feature 5 3 8 4 3 3
12th +4 Ability Score Improvement 5 3 8 4 3 3
13th +5 Arcane Aegis 6 3 9 4 3 3 1
14th +5 Additional Spell Slots 6 4 9 5 4 3 1
15th +5 Vocation Feature 6 4 10 5 4 3 2
16th +5 Ability Score Improvement 6 4 10 5 4 3 2
17th +6 Ensorcelled Strikes Improvement 7 4 11 5 4 3 3 1
18th +6 Vocation Feature 7 4 11 5 4 3 3 1
19th +6 Ability Score Improvement 7 4 12 5 4 3 3 2
20th +6 Master of Spells and Blades Unlimited 4 12 5 4 3 3 2

Class Features

Hit Points

Hit Dice: 1d10 per spellblade level.
Hit Points at 1st Level: 10 + your Constitution modifier.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per spellblade level after 1st.

Proficiencies

Armour: Light armor, medium armor, shields
Weapons: All simple and martial weapons
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two skills from Acrobatics, Arcana, Athletics, History, Insight, Investigation, Medicine, Religion and Stealth.

Equipment

  • (a) scale mail or (b) leather armor and two daggers
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) five javelins
  • (a) a dungeoneer's pack or (b) an explorer's pack

Spellcasting

You have learned to use the arcane arts and how to cast spells through your weapons.

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 Zephyr Strike and have a 1st-level and a 2nd-level spell slot available, you can cast Zephyr Strike using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level spells of your choice from the spellblade spell list.

The Spells Known column of the Spellblade table shows when you learn more spellblade spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 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 from the spellblade spell 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 your learn your magic 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 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

Spellcasting Focus

You can use weapons you are proficient with as a spellcasting focus for your spellblade spells.

Ensorcelled Strikes

At 1st level, you learn to hold the residual mystical energy left by your spells to later empower your attacks.

After you cast a spell of 1st level or higher, you gain a number of charges equal to the level of the spell. There is a limit the amount of charges you can hold at a time, as shown in the Maximum Charges column of the Spellblade Table.

When you hit with a weapon attack, you can expend a charge to deal additional damage. If the last spell you cast dealt acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder damage, your weapons deal an additional 1d6 damage of the same type, otherwise your weapons deal an additional 1d4 force damage.

This energy is extremely volatile and you can't hold it for long. If you don't gain nor spend charges for one minute, you lose all your charges.

Fighting Style

At 2nd level, you adopt a style of fighting to specialize in. 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.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

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 damage for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the weapon damage and must use the new result. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Channel Spell

Starting at 2nd level, you can channel any spell you can cast into a weapon as a bonus action.

Choose a spell of 1st level or higher you can cast with a casting time of 1 action or 1 bonus action. You consume an appropriate spell slot as if you had cast the spell and gain the appropriate amount of charges.

One weapon you are holding becomes wreathed in magical energy. The channeled spell affects the next target that you hit with the weapon, and it has disadvantage to any saving throw caused by the spell. Even if the spell normally affects an area or more than a creature, it affects only the target of the attack.

You can channel a spell into only one weapon at a time. Spells channeled into a weapon are lost at the start of your next turn.

Arcane Restoration

Also starting at 2nd level, you can regain some of your magic power through rest and meditation.

Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your spellsword level (rounded down), and none of the slots can be 4th level or higher.

For example, if you're a 5th-level spellsword, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Spellsword Vocation

At 3rd level, you choose a vocation that you strive to follow.

You can choose between the Magus, Factotum, Swiftblade, and Dark Warrior vocations, all detailed at the end of the class description.

Your choice grants you features at 3rd level and again at 7th, 11th, 15th, and 18th level.

Extra Attack

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

Infuse Charges

Beginning at 6th level, you can infuse the magic power you store within you into some objects.

While you have at least 1 charge, attacks you make with weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You can use an action and expend 1 or more charges to cause one magic item you are attuned to to regain the same amount of charges. To regain charges in this way, the item must be able to regain charges on its own. Once you use this feature, you can't use it again on the same item until you finish a long rest.

Arcane Step

At 9th level, you gain the ability to magically teleport in order to strike distant enemies or escape the effects of your spells.

You can use a bonus action to consume a number of charges up to half your proficiency bonus (rounded down) and teleport up to 20 feet for each charge you expended in an unoccupied space you can see.

If you teleport immediately after casting a spell that affects an area, you ignore any effects of the spell you cast as if you were not in the area affected by the spell while you were casting it, unless the space you teleported to is also in the area affected by the spell.

Arcane Aegis

Starting at 13th level, you can use your arcane powers to shield you from attacks.

When you are hit by an attack or you fail a saving throw, you can use your reaction and expend 1 charge to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.

Additional Spell Slots

Your spells may not be the most powerful, but your continued reliance on them improved your capacity to cast simple spells more often.

At 14th level, you gain 2 additional spellslots: one of 1st level and one of 2nd level, as shown in the Spellblade Table.

Ensorcelled Strikes Improvement

Starting at 17th level, you can harness more arcane energy from the spells you cast.

You gain an additional charge after you cast a spell of 1st level or higher. While you are holding at least 1 charge, you gain 1 charge whenever you cast a cantrip.

When you hit with a weapon attack, you can expend 2 charges to deal 2d6 or 2d4 additional damage, as appropriate.

Master of Spells and Blades

At 20th level, when you take the attack action, you can forgo one of the attacks to instead cast one of your cantrips or 1st-level spells with the casting time of 1 action.

Additionally, you gain 1 charge when you roll initiative and you have no charges, and there's no limit to the amount of charges you can hold.

Spellblade Vocations

Spellblade have many different specializations, such as the Magus, the Factotum, the Swiftblade, and the Dark Warrior.

Magus

While they remains capable warriors, spellblade with the Magus vocation choose to delve deeper into their arcane studies, learning an astounding number of spells and training to use them often.

Magus Spellcasting
Spellblade Level Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th
3rd 3 3 1
4th 3 4 2
5th 3 4 3
6th 3 4 3 1
7th 3 4 3 2
8th 3 4 3 3
9th 3 4 3 3 1
10th 4 4 3 3 1
11th 4 4 3 3 2
12th 4 4 3 3 3
13th 4 4 3 3 3 1
14th 5 5 4 3 3 2
15th 5 5 4 4 4 3
16th 5 5 4 4 4 3 1
17th 5 5 4 4 4 3 1
18th 5 5 4 4 4 3 2
19th 5 5 4 4 4 3 2 1
20th 5 5 4 4 4 3 2 1

Improved Spellcasting

When you choose this vocation at 3rd level, your magical prowess increases to almost match that of a wizard.

Additional Cantrip. You learn one cantrip from the wizard spell list or the spellblade spell list.

Spellbook. Starting at 3rd level, you don't have spells known anymore. Instead, you gain a spellbook to contain all your spells.

Your spellbook contains six 1st-level or 2nd-level spells of your choice from the wizard spell list or the spellblade spell list.

If you find a spellblade spell or a wizard spell of 1st level or higher in written form, you can add it to your spellbook just like a wizard would, and it becomes a spellblade spell for you.

For each level of the spell, the process takes 2 hours and costs 50 gp. Transcribing a spell you have prepared into another book requires 1 hour and 10 gp for each level of the copied spell.

Preparing and Casting Spells. The Magus Spellcasting table shows how many spell slots you have to cast your spellblade 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.

You prepare the list of spellblade spells that are available for you to cast. To do so, choose a number of spellblade spells from your spellbook equal to your Intelligence modifier + your spellblade level (minimum of one spell). The spells must be of a level for which you have spell slots.

Ritual Casting. You can cast a spellblade spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Learning Spells of 1st Level and Higher. Each time you gain a spellblade level, you can add one spellblade spell or wizard spell of your choice to your spellbook. This spell must be of a level for which you have spell slots, as shown on the Magus Spellcasting table. On your adventures, you might find other spells that you can add to your spellbook.

Battle Magic

Beginning at 7th level, immediately after you use your action to cast a spell, you can expend 1 charge to make one weapon attack as a bonus action.

Empowered Spell Strikes

Starting at 11th level, each spell you cast can empower the next one.

Once per turn when you hit a creature or object with a spell attack, or a creature fails a saving throw from one of your spells, you can spend one charge to deal extra damage to that target. The extra damage varies depending on the previous spell you cast, as per your Ensorcelled Strike feature.

At 17th level, you can choose to spend 2 charges to deal 2d6 or 2d4 additional damage, as appropriate.

Additional Spell Slots

Beginning at 15th level, you can cast an incredible amount of spells.

You gain 3 additional spellslots: one of 3rd level, one of 4th level and one of 5th level, as shown in the Magus Spellcasting Table.

Ultimate Magus

By 18th level, arcane magic has no more secrets for you.

You can cast Wish once without expending a spell slot, but only to duplicate a spell from the Sorcerer, Warlock or Wizard spell lists.

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

Factotum

Exploring a dungeon alone is hardly a good idea. Those who try quickly find themselves lacking a skill or piece of knowledge they need to get the job done.

Spellblades of the Factotum vocation excel at filling the empty spaces, drawing upon their intellect, training, and experiences to meet the need of the moment.

Bonus Proficiencies

When you take the Factotum Vocation at 3rd level, you gain proficiency with two skills of your choice and in one tool of your choice.

You gain proficiency in an additional skill of your choice when you reach 11th level in this class and again when you reach 18th level in this class.

Jack of All Trades

Also starting at 3rd level, you can add half your proficiency bonus (rounded down) to any ability check you make that doesn't already include your proficiency bonus.

Opportunistic Piety

As the saying goes, there are no atheists in the dungeon. Beginning when you choose this Vocation at 3rd level, you can channel divine energy to heal injuries.

As a bonus action, you can spend charges to heal one creature you can see within 60 feet of you. The target regains 1d6 hit points for each charge you consume this way.

You can use this feature a number of times equal to your intelligence modifier (minimum of one) and you mush then finish a long rest before you can use it again.

Cunning Defense

Starting at 7th level, when you take damage, you can expend any number of charges to reduce that damage by 1d6 for each charge spent.

Brains over Brawn

Beginning at 11th level, whenever you would make a Strength, Dexterity or Constitution ability check, you can instead make an Intelligence ability check in its place, applying any appropriate proficiencies as normal.

Cunning Strike

Also at 11th level, you learn how to spot the precise area you need to hit to score a telling blow. You can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

Use Magic Device

By 15th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you.

You ignore all requirements needed to use or attune to magic items.

Cunning Brilliance

Starting at 18th level, your sharp mind and keen sense of your surroundings allow you to duplicate almost any ability you witness.

Immediately after a creature uses its action or bonus action, you can use your reaction to study and memorize its precise movements. For the next 8 hours, you can expend 1 charge to replicate that action or bonus action, as long as you are physically capable to do so.

For example, if you see a creature using its action to attack three times, twice with its claws and once with its tail, you can't copy that action unless you also have claws and a tail.

If you see a creature casting a spell, you can cast that spell using your spell slots, even if the creature you copied didn't consume a spell slot to cast that spell.

If you see a monk using its flurry of blows feature, you can use your bonus action to make two unarmed strikes.

Once you use this feature to study an action or bonus action, you can't do so again until you finish a long rest.

Swiftblade

The arcane-assisted speed of a Swiftblade combined with its melee skill can turn a slow exchange of blows into a deadly assault, and a challenging chase into a laughable distraction.

Swift Surge

When you choose this vocation at 3rd level, you learn to use arcane energy to increase your speed and reflexes.

You can use a bonus action and expend 1 charge to take the Attack (one weapon Attack only), Dash, Disengage, Hide, or Use an Object action.

Alternatively, if another feature would let you make a weapon attack as a bonus action, such as two-weapon fighting, you can expend 1 charge to make two attacks as part of that bonus action, rather than one.

Arcane Reflexes

Beginning when you take this vocation at 3rd level, while you have at least 1 charge your speed increases by 10 feet, and you can add your Intelligence modifier to your Dexterity saving throws.

Evasion

Starting at 7th level, your quick reflexes allow you to dodge out of the way of certain area effects, such as a black dragon's acid breath or a call lightning spell.

When you are subjected to an effect that allows you to make a Dexterity 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.

Swift Strike

At 11th level, you become even faster in your attacks when you are charged with magic energy. While you have at least 1 charge, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

Make Haste

Starting at 15th level, you can increase the speed of your allies with ease.

You learn the Haste spell if you don't already know it. When you cast the Haste spell using a spell slot of 4th level or higher, you can choose an additional target for each slot level above 3rd. Additionally, the targets don't suffer from any negative effects when the spell ends.

Steal Time

Also starting at 15th level, you can transfer time from other creatures to yourself.

You learn the Slow spell if you don't already know it. While at least one creature is affected by a Slow spell you're concentrating on, you gain the benefits of the Haste spell.

Innervated Speed

Beginning at 18th level, your speed can be so great that you can act while others appear frozen in time.

You can cast the Time Stop spell once without expending a spell slot.

Instead of casting it normally, you expend 2 to 5 charges to cast Time Stop as a reaction, which you can take in response to anything.

For example, taking this reaction in response to being hit by an attack allows you to avoid that damage, as well as any other effect resulting from that attack as if you weren't hit at all.

You don't roll for the amount of turns you take in a row, instead you take a number of turns equal to the amount of charges you spent.

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

Dark Warrior

Vile followers of fiends and evil gods, or merely desperate souls who chose to fight fire with fire, these cursed warriors have unspeakable dark powers at their disposal.

Darkling Weapon

When you take this vocation at 3rd level, you learn to infuse your weapons with your dark powers. As an action, you infuse up to two simple or martial weapons you are holding, which become darkling weapons for you.

If you have no charges and are holding a darkling weapon, you can use a bonus action to gain 1 charge.

When you use your Ensorcelled Strike feature to deal additional damage with a darkling weapon, you can choose to have the extra damage be necrotic damage, regardless of the last spell you cast.

You can have up to two darkling weapons at any time.

Black Magic Oil

Also beginning at 3rd level, you can use your forbidden arts to create magic oils to anoint yourself with. The oils only work on you, and they grant you supernatural abilities.

You make and use one oil over the course of a 1 hour ritual, which can be done during a short or long rest. Your dark magic oil options are detailed at the end of the class description. You can repeat the ritual to replace the effects of one oil with those of a different oil.

At 3rd level, you can benefit from the effects of a single oil. You can benefit from additional oils when you reach 7th, 11th and 15th level in this class, as your body becomes accustomed to the dark powers.

Vile Flesh

At 11th level, continuous ritual scarification and obscene tattooing make your body resistant to almost all kinds of damage, even magical.

While you have no charges, any bludgeoning, slashing and piercing damage you take from non-magical weapons is reduced by 3.

While you have at least 1 charge, any damage you take is reduced by 3, except psychic damage.

Black Magic Elixir

At 18th level, you make a special oil of unfathomable power. The effects of this oil are permanent.

Choose two from the options below, you can choose the same option twice:

  • One Black Magic Oil effect;
  • One of your ability scores increases by 2, as does the maximum for that score;
  • Choose one spell of 6th level or higher from the warlock spell list. You can cast that spell once at its lowest level without expending a spell slot and you must finish a long rest before you can cast it again. If you choose this option twice, you can't choose two spells of the same level.

Black Magic Oils

If an oil has prerequisites, you must meet them to make it. A level prerequisite to make an oil refers to spellsword level, not character level.

Abyssal Power

While you have at least 1 charge, you can add your Intelligence modifier to your Strength and Wisdom scores, up to a maximum of 16 each.

The maximum score you can reach with this feature increases to 18 when you reach 7th level in this class, to 20 when you reach 11th level in this class, to 22 when you reach 15th level in this class and to 24 when you reach 18th level in this class.

Aura of Evil

Prerequisite: 7th level
Each creature within 10 feet of you has a -1 penalty to every saving throw it makes. You must be conscious to give this penalty.

When a creature within this aura succeeds on a saving throw, you can use your reaction to increase the penalty to an amount equal to your Intelligence modifier, potentially causing the creature to fail the saving throw.

The range of this aura increases to 30 feet when you reach 18th level in this class.

Dark Senses

Prerequisite: 7th level
You can use your magic to feel vibrations in the ground. While you have at least 1 charge, you gain tremorsense in a range of 20 feet. The range increases for an extra 10 feet for each additional charge you are holding, for a maximum of 90 feet.

Demonic Celerity

In combat, you get an additional reaction on each of your turns. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction.

Demonic Wings

Prerequisite: 15th Level
Massive, fiendish wings sprout from you back. While you are not wearing heavy armor, you gain a flying speed of 15 feet. This flying speed increases by an extra 5 feet for each charge you are holding, up to a maximum of 50 feet.

Ensorcelled Flesh

While you you have at least 1 charge and are not wearing heavy armor, you gain a +1 bonus to your AC.

Hellish Power

While you have at least 1 charge, you can add your Intelligence modifier to your Dexterity and Charisma scores, up to a maximum of 16 each.

The maximum score you can reach with this feature increases to 18 when you reach 7th level in this class, to 20 when you reach 11th level in this class, to 22 when you reach 15th level in this class and to 24 when you reach 18th level in this class.

Improved Darkling Weapon

Prerequisite: 7th level
Your darkling weapons gain a +1 bonus to their attack and damage rolls. If your darkling weapon is a magic weapon that already has a bonus to those rolls, replace those bonuses with the ones granted by this feature.

This bonus increases to +2 when you reach 11th level in this class and increases again to +3 when you reach 15th level in this class.

If you have no charges and are holding an improved darkling weapon, you can use a bonus action to gain an amount of charges equal to your Intelligence modifier, and you can't do so again until you finish a long rest.

Malign Fury

Prerequisite: 11th level
On your turn, you can take one additional action on top of your regular action. Once you use this feature, you must finish a short or long rest before you can use it again.

Rapid Step

Your speed increases by 5 feet. This bonus increases to 10 feet while you have at least 1 charge.

Unholy Smite

Once per turn when you hit a creature with a darkling weapon, you can expend a spell slot to deal an extra 1d8 necrotic damage to the target, plus another 1d8 per level of the spell slot, to a maximum of 5d8. Celestials are always considered vulnerable to this damage regardless of their immunities and resistances.

Violent Knowledge

This oil replicates the effect of one of the Eldritch Invocations available to warlocks. If an invocation has a level prerequisite, you use your spellsword level to meet the prerequisite. If an invocation requires you to use a warlock spell slot to cast a spell, you can instead use a spell slot granted by your Spellcasting feature, but the spell slot must be of an appropriate level for the spell. You can make and use multiple oils of this kind, choosing a different Eldritch Invocation each time.

Optional Rule: Multiclassing

If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose spellblade as one of your classes.

Ability Score Minimum. As a multiclass character, you must have at least a Strength or a Dexterity score of 13 and an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already a spellblade.

Proficiencies Gained. If spellblade isn't your initial class, here are the proficiencies you gain when you take your first level as an spellblade: light armor, medium armor, shields, simple weapons, martial weapons.

Spell Slots. Add half your levels (rounded up) in the spellblade class to the appropriate levels from other classes to determine your available spell slots. If you take the Magus vocation as a spellblade, instead add two thirds of your levels (rounded down) in the spellblade class to the appropriate levels from other classes to determine your available spell slots.

Spellsword Spell List

Here's the list of spells you consult when you learn a spellsword spell.

Cantrips

Blade Ward
Booming Blade
Chill Touch
Dancing Lights
Fire Bolt
Frostbite
Frostwind Blade
Green-Flame Blade
Gust
Lightning Lure
Magic Stone
Mending
Message
Poison Spray
Prestidigitation
Ray of Frost
Shocking Grasp
Sword Burst
Thunderclap
True Strike

1st Level

Absorb Elements
Armor of Agathys
Burning Hands
Catapult
Chromatic Orb
Color Spray
Comprehend Languages
Detect Magic
Disguise Self

Divine Favour
Earth Tremor
Ensnaring Strike
Expeditious Retreat
False Life
Feather Fall
Fog Cloud
Ice Knife
Identify
Jump
Longstrider
Mage Armor
Magic Missile
Ray of Sickness
Searing Smite
Shield
Silent Image
Sleep
Thunderous Smite
Thunderwave
Wrathful Smite

2nd Level

Aganazzar’s Scorcher
Aid
Alter Self
Blur
Branding Smite
Cloud of Daggers
Darkness
Darkvision
Dragon's Breath
Earthbind
Enhance Ability
Enlarge/Reduce
Flame Blade
Hold Person
Invisibility
Levitate

Magic Weapon
Melf's Magic Arrow
Mirror Image
Misty Step
Ray of Enfeeblement
Scorching Ray
See Invisibility
Shadow Blade
Shatter
Silence
Spider Climb
Warding Wind
Web

3rd Level

Blinding Smite
Blink
Catnap
Conjure Barrage
Counterspell
Dispel Magic
Elemental Weapon
Erupting Earth
Fireball
Fly
Gaseous Form
Haste
Life Transference
Lightning Bolt
Melf's Miniature Meteors
Nondetection
Phantom Steed
Protection from Energy
Sleet Storm
Slow
Thunder Step
Tongues
Vampiric Touch
Water Breathing

4th Level

Arcane Eye
Banishment
Blight
Conjure Minor Elementals
Death Ward
Elemental Bane
Fire Shield
Freedom of Movement
Greater Invisibility
Ice Storm
Mordenkainen's Faithful Hound
Otiluke’s Resilient Sphere
Phantasmal Killer
Sickening Radiance
Staggering Smite
Stone Shape
Stoneskin
Storm Sphere

5th Level

Banishing Smite
Bigby's Hand
Circle of Power
Cone of Cold
Conjure Volley
Destructive Wave
Enervation
Far Step
Geas
Holy Weapon
Mislead
Passwall
Skill Empowerment
Steel Wind Strike
Synaptic Static
Telekinesis



Frostwind blade

Evocation cantrip
Casting time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and a chilling wind engulfs all creatures up to 10 feet immediately behind the target. These creatures take cold damage equal to your spellcasting modifier.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 cold damage to the target, and the cold damage to the other creatures increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

 

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