5e - Spellblade (Mozziconi)

by Mozziconi

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The Spellblade

The Spellblade v0.8.1

After pausing for a brief moment, the human realizes she is outnumbered. Spending only a moment inspecting her opponents, she sees a blade and recognizes that their intent is lethal. She draws her rapier, concentrates for a moment, and mutters an incantation under her breath before her blade splits into eight identical clones - one for each of her assailants. Fists are clenched as they’re each pitted against a masterless blade, only to fall before them.

The Tiefling held fast while wave after wave of the Dragon’s frigid breath cascaded over her armored form. Her shield, magically enhanced thanks to the use of her magic, was helping to stem the tide of the absolute cold, but it wasn’t enough. Rather than retreat as was wise, she decided to advance. Close the distance. There, she could plunge her rapier into the beast’s hide and send her magicks coursing through its veins. While the risk of failure was high, the chance of success was worth it.

The Gnomish woman practiced patience as the nobleman spat in her face. Slowly, deliberately, the Gnome retrieved her handkerchief to mop up the thick spittle that had begun to dribble off of her nose. When her face emerged from behind the cloth, her patience was clearly gone. With an amount of strength barely applicable to a being of her stature, she grasped the ankle of the nobleman and marched to the wall of a nearby building. To the dismay of the nobleman’s bodyguards - and even of her own part - she began to walk directly up the side of the wall until she was dangling the man off the side of a 60 foot drop. He would learn his lesson, this she was sure of.

The Lost Art

Becoming a spellblade takes countless hours of study and practice. Blood, sweat, and tears go into every ounce of knowledge learned and every physical skill mastered. It is not a magic that comes naturally, for it goes against many cardinal rules of spellcasting. These spells that a spellblade weaves require long lost incantations and cold steel in their hands. Many spells cast through the act of spellblading take on different forms, wrapping around their instruments of war and enacting their magicks without the typically required method. These spells have been handcrafted by master spellblades for centuries, passed down through generations and honed to greater precision.

The magical power of spellblades is remarkably thin, almost infinitesimal when compared to the might and fury that other spellcasters wield. Rather than harnessing and unleashing raw power, spellblades prefer more skillful and tactful wielding of their spells. They train their bodies and their minds together so that the act of casting a spell is as simple and as ingrained in muscle memory as a thrust of a sword or the loosening of an arrow. Augmentations of steel and body have a place in the repertoire of many modern spellcaster’s, but few focus the entirety of their arcane practice on such a trivial thing. This is where the spellblade does their work the best - the thin line between the martial and the arcane.

Thus have the ancient tomes been lost to history, hidden away to gather dust in endless archives or left to rot and scatter in a ruin long forgotten. Lingering dregs of spellblades exist in certain spells, such as the druid cantrip Shillelagh, the Smites of the Paladin, or the many arts known to Warlocks beholden to the patron of the Hexblade. But some scarce few still decide to dig deeper to discover the ancient art of spellblading, forgoing a contract with a patron or an allegiance to the divine to instead pursue their own personal growth, becoming one of the few living practitioners of this arcane art known as spellblading.

Spellblade
Level Proficiency Bonus Reservoir Points Features Spells Known 1st 2nd 3rd 4th 5th Augmentations Known
1st +2 Spellcasting, Extension of the Self, Art Feature 2 2 - - - - -
2nd +2 2 Arcane Augmentations, Arcane Reservoir, Spellstrike 3 2 - - - - 2
3rd +2 3 4 3 - - - - 2
4th +2 4 Ability Score Improvement 5 3 - - - - 2
5th +3 5 Extra Attack 6 4 2 - - - 3
6th +3 6 Art Feature 7 4 2 - - - 3
7th +3 7 Focused Concentration 8 4 3 - - - 4
8th +3 8 Ability Score Improvement 9 4 3 - - - 4
9th +4 9 10 4 3 2 - - 5
10th +4 10 Art Feature 11 4 3 2 - - 5
11th +4 11 Enhanced Spellblading 12 4 3 3 - - 5
12th +4 12 Ability Score Improvement 12 4 3 3 - - 6
13th +5 13 13 4 3 3 1 - 6
14th +5 14 Art Feature, Weave Bound Physicality 13 4 3 3 1 - 6
15th +5 15 14 4 3 3 2 - 7
16th +5 16 Ability Score Improvement 14 4 3 3 2 - 7
17th +6 17 15 4 3 3 3 1 7
18th +6 18 Art Feature 15 4 3 3 3 1 8
19th +6 19 Ability Score Improvement 15 4 3 3 3 2 8
20th +6 20 Master of the Arts 15 4 3 3 3 2 8

Honed to a Blade's Edge

A spellblade is not whole without a weapon in their hand. Many great warriors claim that their weapon is an extension of their body, and while it serves its purpose in highlighting the importance of familiarity with your weapon of choice, it remains as a simple metaphor. For a spellblade, their weapon is their body. Their heart pumps in time with their weapon swings, their mind sees the intent of their strike before they’ve consciously registered it; the spellblade is a master of their craft, or they are nothing.

The meticulous nature of spellblading lends itself to the intelligent and diligent. Care of both body and mind are required to become a successful master of the art.

Creating a Spellblade

As you make your spellblade, think of what led them to pursue the art. Are they physically weak, aiming to augment this with this art? Are they an already skilled warrior aiming to gain an edge on their competition?

Have they simply stumbled across an ancient tome of knowledge, deciding to pursue the art for convenience?

Think also upon the personality of your character as you do this. As explained above, spellblading is an art typically reserved for those who are physically fit, intelligent, and diligent above all else. Do they struggle with the finer points of the teachings, such as mental health? Do they struggle with the rigorous physical training required? Perhaps they question the need for these spells to be so fluid? Consider objections to the teachings as well as understanding.

Above all else, remember that this is an uncommon art. Many similar methods of weaving spells together with weapons exist in this world, but none so rare and specialized as the art of spellblading. Many questions will rise should a scholar find a practitioner of spellblading, noblemen will inquire of your heritage, and many wilder folk may wish to steal the knowledge from you to sell to others for its rarity. Confer with your DM as to the implications of these things within their world.

Quick Build

You can make a spellblade quickly by following these suggestions. First, make either Strength or Dexterity your highest ability score, followed by Intelligence. Second, chose the folk hero background. Third, choose the following spells: Shield and Thunderous Smite.

Class Features

As a spellblade, you gain the following 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


  • Armor: Light armor, medium armor, heavy armor
  • Weapons: Simple melee weapons
  • Tools: None

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Acrobatics, Arcana, Athletics, History, Insight, Investigation, Perception, or Performance

Equipment

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

  • (a) scale mail or (b) leather armor or (c) chain mail
  • (a) a shield (if proficient) or (b) a simple melee weapon
  • (a) a dungeoneer's pack or (b) a scholar's pack
  • a martial melee weapon with which you are proficient
  • Tome of instruction

Spellcasting

By 1st level, you have learned how to exact your martial and magical prowess in tandem. As a practitioner of the art of spellblading, you learn from a source of knowledge containing all spells you can learn.

Tome of Instruction

The arcane art of spellblading cannot be learned without the magical instrument known as the Tome of Instruction. Your Tome contains all spells a spellblade can learn. As a spellblade practitioner, you understand that you must have almost complete mastery over the incantations and application of these spells in order to properly utilize them. If you lose your Tome of Instruction, you cannot gain any more levels in spellblade until you either retrieve it, or find a new Tome of Instruction. These Tomes are difficult to come by and must be discovered in the world in some fashion. Each tome has a specific set of training instructions for a particular art - a subclass of Spellblading. Only one art may be learned from each Tome of Instruction. Determine which Art your Tome refers to before continuing.

Spell Slots

The spellblade table shows how many spell slots you have to cast your spells of 1st through 9th. 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 are a 5th-level spellblade, you have four 1st-level and two 2nd-level spell slots. You can cast a first level spell using any of these 6 spell slots with the potential for the spell's potency to increase when used with a slot higher than the level of the spell.

Spells Known of 1st Level and Higher

You know and have memorized four 1st-level spells of your choice from the spellblade spell list.

The Spells Known column of the Spellblade table shows you 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 3rd 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 the power of your magic comes from your mental aptitude for the fine points of the teachings of the arts. 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

Weapon Attacks Over Spells?

Spellblades often forgo making spell attacks or forcing saving throws in favor of making weapon attacks. It could be argued that your weapon attack roll bonus is more important than your spellcasting ability modifier.

Spellcasting Focus

You can use your melee weapon bonded to you by your Extension of the Self feature as a spellcasting focus for your spellblade spells.

Extension of the Self

Beginning at 1st level, you learn one of the most basic teachings of spellblading; your weapon is an extension of your body. If you spend at least one hour training with a weapon you are proficient in, you can bind it to you. As a bonus action on your turn, you can call this weapon to teleport into your grasp so long as it is on the same plane of existence as you. This weapon counts as a spellcasting focus for the Spellblade. While wielding any bonded weapon, you may activate Arcane Augmentations only by way of wielding the weapon.

In addition, you learn the Anthologism cantrip, detailed in the Spellblade Spells section of the class.

Spellblading Art

At 1st level, choose a spellblading art for which you have acquired your Tome of Instruction: The Classical Art, the Candid Art, the Graceful Art, the Sundering Art, or the Tandem Art.

Your choice grants you features when you choose it at 1st level and again at 6th, 10th, 14th, and 18th level.

Arcane Reservoir

At 2nd level, you gain a pool of subtle arcane energy that you can call upon to augment the spells you cast. Your Arcane Reservoir has 2 reservoir points, and you gain more as you reach higher levels, as shown in the Arcane Reservoir column of the spellblade table. You can never have more reservoir points in your Arcane Reservoir than shown on the table for your level. You regain all spent reservoir points when you finish a long rest. You can spend a number of reservoir points per round in any way you choose equal to the following table:

Reservoir Points Table
Spellblade Level Reservoir Points Limit
2 1
5 2
11 3
17 4

You can also sacrifice spell slots to gain additional reservoir points. As a bonus action on your turn, you can expend one spell slot and gain a number of reservoir points equal to the slot's level.


Spellstrike

At 2nd level, your bonded weapon becomes an instrument through which you exact a greater level of lethality and power in the form of the arcane art of Spellstriking. A unique catalog of spells is listed at the end of this class description. These spells are known as "Spellstrike" spells, and are important to note due to their frequent mention throughout the description of this class.

You gain the following features.

  • If a Spellstrike spell requires a saving throw to prevent a lasting effect, the spell does not require Concentration until/unless the target fails their saving throw.
  • If any Spellstrike spell says to "make a melee spell attack," you can instead replace the text with "make a melee weapon attack."
  • If a Spellblade feature would cause a weapon attack to strike multiple creatures, only one of those creatures may be subject to the Spellstrike spell of the attack.

If you attempt to cast a second Spellstrike spell upon your weapon while your weapon is already under the effects of a smite spell, the first Spellstrike spell is dispelled.

Arcane Augmentations

Beginning at 2nd level, you gain the ability to subtly alter your weapon using your reservoir of arcane energy. At 2nd level, you gain two arcane augmentations of your choice. Your augmentation options are detailed at the end of the class description. When you gain certain spallblade levels, you gain additional augmentations of your choice.

You can use any number of augmentations per turn provided that you do not exceed the Reservoir Point Limit detailed in the Arcane Reservoir feature.

Additionally, when you gain a level in this class, you can choose one of the augmentations you know and replace it with another augmentation that you could learn at that level. A level prerequisite in an augmentation refers to spellblade level, not character level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase an 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.

Focused Concentration

When you reach 7th level, you can add your Intelligence modifier to Constitution saving throws to maintain concentration of a spell or effect provided that the damage you received originated from a melee weapon or melee spell attack.

Enhanced Spellblading

At 11th level, when you cast a Spellstrike spell, your weapon receives a +1 to hit and damage rolls until the start of your next turn. This bonus increases to +2 at 17th level.

Weave Bound Physicality

When you reach 14th level, whenever you would be forced to make a Strength or Dexterity saving throw, you can add your Intelligence modifier to the result. If you would succeed on a saving throw in this way to take half damage from a spell or ability, you take no damage instead.

Master of the Arts

When you reach 20th level in this class, you have finally unlocked the hidden potential within the art of spellblading. When you would cast a Spellstrike spell as a bonus action, you can instead cast any number of Spellstrike spells as part of the same bonus action so long as the total level of spell slots spend does not exceed half of your Spellblade level. When you strike a creature with this weapon attack, you can choose only one effect that would require concentration to be applied to that creature.

Immediately after you successfully make a weapon attack with the use of this feature, you are stunned until the end of your next turn.

Once you have used this feature, you cannot do so again until you finish a long rest.

Spellstrike Spells

The following is a list of spells that, for the purpose of this class and its features, are classified as "Spellstrike" spells.

1st level Smites
  • Ensnaring Strike
  • Searing Smite
  • Sickening Smite*
  • Slickfoot Smite*
  • Thunderous Smite
  • Wrathful Smite
  • Zephyr Strike
2nd level Smites
  • Arcing Smite*
  • Blisterfoot Smite*
  • Branding Smite
  • Frost Buckshot Smite*
  • Rusted Strike*
  • Vampiric Smite*
3rd level Smites
  • Blinding Smite
  • Bone-Chilling Smite*
  • Disorienting Strike*
  • Effervescent Smite*
  • Spell-Sunder Smite*
  • Tessering Strike*
  • Warding Smite*
4th level Smites
  • Flatfoot Strike*
  • Staggering Smite
5th level Smites
  • Banishing Smite
  • Shatter-Skull Strike*
  • Steel Wind Strike
  • Sun-Heaving Strike*

Spellblading Arts

A spellblade is one who has dedicated their life to perfecting just one of the many facets that the teachings of spellblading has to offer. Not all Tomes of Instructions are thought to have been recovered, and many scholars theorize that there were originally thousands of unique arts.

The Classical Art

The Classical Art is historically the first Spellblading Art to have been studied by masters of Spellblading. It does not have a particular modum of focus aside from the teachings that are commonplace among master swordsmen, yet it weaves the magnus arcanum within it’s strikes so fluidly as to be nearly indiscernible from less magically inclined swordsmanship. The Classical Art opts to take traditional stances, understanding of your foes, and powerful strikes, and to augment them subtly to bring their capabilities to a higher stage of power than that of other martial practitioners.

Classical Martial Training

Beginning when you practice this art at 1st level, you gain proficiency in the battleaxe, flail, longsword, morningstar, war pick, warhammer, and shield.

Anticipatory Arcanum

Beginning when at 1st level, you have learned a select number of spells according to your art’s style. You gain the following spells at the spellblade levels listed. They do not count against the number of spellblade spells you can know.

Spellblade Level Arcanum Spells
1 Alarm
5 Zone of Truth
9 Glyph of Warding
13 Mordenkainen's Faithful Hound
17 Teleportation Circle

Versatile Practices

Starting at 6th level, whenever you would use your action to take the dash or disengage actions, you can make one melee weapon attack as part of the same action. You can use this feature a number of times up to your Intelligence modifier, and regain all uses on a short or long rest.

Ancestor's Forms

Beginning at 10th level, whenever you spend reservoir points to activate an arcane augmentation, you can either heal a number of hit points equal to twice the amount spent, or cause your next melee weapon attack to deal additional damage equal to twice the amount spent.

Untapped Potential

Starting at 14th level, you can activate an augmentation at your reservoir points limit for free. Doing so still activates your Ancestor's Forms feature. Once you have used this feature, you cannot do so again until you complete a short or long rest.

Sally the Fool

Starting at 18th level, when a creature uses their action or ends their turn within your weapon's reach, or steps out of your weapon attack range, you can make an opportunity attack against that creature. You can choose to cast a Spellstrike spell through this weapon attack, provided that it hits. Once you have used this feature, you cannot do so again until you have taken a short or long rest.

The Candid Art

The Candid Art is often considered to be the most brutish of the Spellblading Arts. More than any other art, the Candid Art trains their body and their muscles, ensuring that they are not relying solely upon the arcane additions of their arsenal to exact harm upon their opponents. More than simply muscular fools, those who study the Candid Art understand that flexibility, strength, litheness, and health are pillars of a successful mind. A great understanding of strategy and a powerful will are required in order to undergo the rigorous teachings of the Candid Art of spellblading.

Brutish Martial Training

Beginning when you practice this art at 1st level, you have practiced with more powerful armaments that better suit your needs. You gain proficiency with the glaive, greataxe, greatsword, halberd, maul, and pike.

Shattering Arcanum

Beginning when at 1st level, you have learned a select number of spells according to your art’s style. You gain the following spells at the spellblade levels listed. They do not count against the number of spellblade spells you can know.

Spellblade Level Arcanum Spells
1 Absorb Elements
5 Shatter
9 Meld Into Stone
13 Stone Shape
17 Passwall

Bull's Horns

Beginning at 6th level, once per turn when you successfully hit a creature with a melee weapon attack, you can force the creature to make a Strength saving throw. On a failed save, you can move the creature 10 feet in any direction (including up). This movement does not provoke opportunity attacks. You can use this feature a number of times up to your Intelligence modifier, and regain all uses on a short or long rest.

Arcanite Fortitude

Starting at 10th level, you gain proficiency in Strength saving throws. In addition, you have advantage on saving throws to resist being knocked prone or moved against your will.

Brute's Cunning

Starting at 14th level, whenever you would use your Bull’s Horns feature to move a creature, you can increase the amount they are moved by 10 feet.

In addition, whenever a creature would either impact an object or impact another creature as a result of this movement, they take 2d10 bludgeoning damage.

At the Mountain's Base

Starting at 18th level, you are an unstoppable force of might and magic, and a terror on the battlefield. The area within 5 feet of you is considered difficult terrain for creatures of your choice.

In addition, when you would use your Bull’s Horns feature, you can move the creature by an additional 40 feet. When a creature is moved in this way, the impact damage they receive from your Brute’s Cunning feature is increased by 6d10. Once you have used this feature, you cannot do so again until you finish a long rest.

The Graceful Art

The Graceful Art of spellblading was, according to many other instructional spellblading books, considered to be a joke. It was jovial, playful, and altogether took the masterwork art of spellblading and transformed it into something that many practitioners found insulting. This is greatly in contrast to what historians have discussed today, for the Graceful Art of spellblading is one of great focus of arcane exertion, attention to detail, and finesse that is otherwise lacking from other forms of spellblading. It is no stretch to assume that many in the annals of history who practiced this particular spellblading art were geniuses and prodigies of their time.

Graceful Martial Training

Beginning when you practice this art at 1st level, you have practiced with weapons that require more finesse to properly wield. You gain proficiency with the net, rapier, scimitar, shortsword, trident, and whip.

Dextrous Arcanum

Beginning when at 1st level, you have learned a select number of spells according to your art’s style. You gain the following spells at the spellblade levels listed. They do not count against the number of spellblade spells you can know.

Spellblade Level Arcanum Spells
1 Longstrider
5 Spider Climb
9 Water Walk
13 Freedom of Movement
17 Far Step

Featherfoot Dance

Starting at 6th level, when you make a melee weapon attack against a creature, you can choose to gain the effects of the disengage action, and your movement speed increases by 15 feet until the end of the turn. You can use this feature a number of times up to your Intelligence modifier, and regain all uses on a short or long rest.

Substantiative Evasion

Beginning at 10th level, you gain proficiency in Dexterity saving throws. In addition, you can move through the spaces of other creatures or difficult terrain without squeezing or using additional movement.

Impossible to Pin

Starting at 14th level, as a reaction to being grappled, paralyzed, knocked prone, restrained, or stunned, you can immediately end that effect and move up to your full movement. This movement does not provoke opportunity attacks. You can use this reaction even if you would normally be incapable of taking reactions. Once you have used this feature, you cannot do so again until you finish a short or long rest.

Thistle's Sting

Starting at 18th level, when you end any movement within your weapon’s reach of another creature, you can immediately make one melee weapon attack against that creature (no action required). You can cast a smite spell as part of this melee weapon attack (no action required). Once you have used this feature, you cannot do so again until you finish a long rest.

The Sundering Art

The Sundering Art of spellblading is considered by historians to be possibly the purest form of the lost arcane teachings. While many other spellblading arts teach of small arcane enhancements to better their swordsmanship or to react to situations accordingly, the Sundering Art forgoes this in an attempt to master the purity that is absolute destruction. Those who study the Sundering Art wish to learn how to split even reality itself at its seams, to rend anything apart with the strength of their body and mind. Often feared by their enemies and even their colleagues, those who study the Sundering Art seek a type of perfection only achievable through dedication, diligence, and passion.

Focused Martial Training

Beginning when you practice this art at 1st level, you gain proficiency with two martial melee weapons of your choice.

Exotic Weapons

If your campaign permits “exotic” melee weapons, replace this text with “You gain proficiency with two exotic and/or martial melee weapons of your choice.”

Precise Arcanum

Beginning when at 1st level, you have learned a select number of spells according to your art’s style. You gain the following spells at the spellblade levels listed. They do not count against the number of spellblade spells you can know.

Spellblade Level Arcanum Spells
1 Hunter's Mark
5 Web
9 Bestow Curse
13 Locate Creature
17 Planar Binding

Practiced Strike

Starting at 6th level, you have honed your practice to an absolute edge, and may capitalize on your opponent’s weaknesses. If at any point you would make more than one melee weapon attack, you can instead choose to make one attack with advantage. If the attack would hit, roll twice the number of weapon damage dice. This does not increase the damage of Spellstrike spells. You can use this feature a number of times up to your Intelligence modifier, and regain all uses on a short or long rest.

Improved Critical

Beginning at 10th level, the critical range of your attacks is increased by 1 (19-20). This bonus increases to 2 (18-20) at 20th level.

Siphoning Strike

Starting at 14th level, whenever you successfully critically hit against a creature, you regain an amount of hit points equal to half your Spellblade level (rounded down).

The Perfect Blow

Starting at 18th level, you have mastered the art of rending your foes asunder. When you score a critical hit, you can roll two additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

The Tandem Art

There are many restrictions to the traditional spellblading arts that deny their practitioners the ability to properly execute strategies with multiple individuals involved. At its core, the art of spellblading is a dance meant for two - yourself, and an opponent. The Tandem Art posits that the potential for spellblades to cast themselves into a role meant for cooperative encounters should not be overlooked, and seeks to capitalize as fiercely as possible on that capability.

Defensive Martial Training

Beginning when you practice this art at 1st level, you have practiced with weapons that allow you to hold your foes at a distance. You gain proficiency with the glaive, halberd, pike, trident, whip, net, and shield.

Medicinal Arcanum

Beginning at 1st level, you have learned a select number of spells according to your art’s style. You gain the following spells at the spellblade levels listed. They do not count against the number of spellblade spells you can know.

Spellblade Level Arcanum Spells
1 Bless
5 Lesser Restoration
9 Life Transference
13 Aura of Life
17 Greater Restoration

Augment Ally

Starting at 6th level, whenever a creature within 5 feet of you would make a melee weapon attack, you can use your reaction to grant them advantage on the attack roll. You can use this feature a number of times equal to your Intelligence modifier, and regain all uses on a short or long rest.

Staunch Presence

Beginning at 10th level, you count as granting half cover to creatures of your choice within 5 feet of you.

Coordinated Attack

Starting at 14th level, whenever you would take the attack action on your turn, any number of creatures within 30 feet of you can use their reaction to make a weapon attack against a creature within their range. Once you have used this feature, you cannot do so again until you finish a short or long rest.

The Undaunted Siege

Starting at 18th level, whenever you would activate an augmentation, you can grant any number of creatures within 5 feet of you the benefits of the augmentation as well. For each creature granted the use of this augmentation, you must spend one additional reservoir point. These points spent count against your reservoir points limit for this turn. If the augmentation would only trigger during a specific part of your turn (ex: the attack action), the affected creatures can choose to gain the benefits of the augmentation during their next turn provided they would meet the specified trigger. Once you have used this feature, you cannot do so again until you finish a long rest.

Arcane Augmentations

Arcanist's Extension

You can spend 1 or more reservoir points as part of the attack action to ethereally reach beyond your melee weapons normal capabilities. Until the beginning of your next turn, your bonded melee weapons range is increased by 20 feet for every point you spent while activating this augmentation.

Arcanist's Tether

You can spend 1 reservoir point to cause a tendril of magic to spindle out from your weapon. Until the beginning of your next turn, you can use your bonus action to force a creature to make a Strength saving throw. On a failed save, you can pull the creature to you provided the creature is of a size category equal to or smaller than your own. Otherwise, you can pull yourself to the creature.

You may also use your bonded melee weapon to grapple onto objects, functioning similarly to a rope.

Biting Strikes

Prerequisite: 12th level

You can spend 3 reservoir points as a bonus action on your turn to cast the eyebite spell at 6th level. When cast in this way, you do not immediately choose a creature to be affected by the spell. Instead, on both the turn you cast it and as a bonus action on each subsequent turn for the 1 minute duration, you may imbue your weapon with one of the effects of the spell to be cast onto a target as though it were a Spellstrike spell. Choose which effect you intend to inflict before you strike.

You are considered concentrating while this augmentation is active.

Bladefolding

Prerequisite: 18th level

You can spend 4 reservoir points as a bonus action on your turn to wrap your weapon in a powerful space bending magic. The first time you hit a creature with a melee weapon attack within the next minute, you form a crease in space that folds in on itself, creating a miniature singularity. On a space of your choice that the creature you struck occupies, a rip in space appears. The struck creature must make a Dexterity saving throw. On a failure, the creature takes 10d6 force damage as they endure the torrential roil of the singularity. On a success, they are jutted into a nearby space of their choice. If this damage would reduce the creature to 0 hit points, they and the items on their person are sucked into the rip in space and cannot be retrieved.

Difficult terrain extends 60 feet in all directions from the rip in space. Any creature that ends it's turn within 60 feet from the rip in space must succeed on a Strength saving throw against your spell save DC or be pulled 30 feet closer to the rip.

Any creature that starts their turn in the space of or within 5 feet of the singularity must make a Dexterity saving throw, suffering the aforementioned effects on a failed saving throw, or being jutted into a nearby space of their choice on a successful saving throw.

Once you have used this augmentation, you cannot do so again until you finish a long rest.

Blind Man's Boon

Prerequisite: 7th level

You can spend 1 reservoir point as an action on your turn to gain blindsight out to 5 feet for 1 minute. You may make an opportunity attack against creatures within that range that take an action.

Bolster

You can expend 1 reservoir point when you use a spell slot to siphon the residue of magic from your weapon and bolster your own vitality. You gain a number of temporary hit points equal to twice the spell’s level + your Intelligence modifier.

Carried by the Wind

You can expend 1 reservoir point on your turn to cause your weapon to lose the heavy and two handed properties and to gain the light and thrown (20/60) properties until the beginning of your next turn.

Celerity

Prerequisite: 12th level

You can expend 3 reservoir points when you take the attack action on your turn. You can attack one additional time during this Attack action. You may spend 4 reservoir points to attack two additional times instead of one.

Chameleon

You can expend 1 reservoir point as part of the attack action to camouflage your weapon with the environment, making it difficult to see. Until the end of your turn, you do not make weapon attacks with your bonded melee weapon. Instead, you force the target of your attacks to make an Intelligence saving throw against your spell save DC or be struck by the attack.

Clarify

You can expend 1 or more reservoir points as part of the attack action on your turn to enhance your eyesight, allowing you to catch obfuscated details and increasing your accuracy. The next weapon attack you make this turn is done so with advantage. You may activate this augmentation multiple times for multiple attacks.

If you spend 4 reservoir points instead, the next weapon attack you make this turn hits the target, irrespective of any modifiers to the roll.

Conal Transfigurance

Prerequisite: 5th level

You can spend 2 reservoir points as part of the attack action on your turn to cause your weapon attacks to bubble forth like a gout of flame. Until the end of your turn, your weapon attack extends outward as a 15 foot cone. You make one attack roll, regardless of the number of creatures in the area. If you cast a Spellstrike spell through your weapon while attacking in this way, only one creature within the area may be affected by the spell.

Dance with Death

You can spend 1 reservoir point when you would make a Charisma (Performance) check. You can instead make an Intelligence (Performance) check, and gain advantage on the roll.

You may also use this augmentation when you would make a Dexterity saving throw against a trap. You can instead make an Intelligence saving throw against the trap, and gain advantage on the roll.

Duelist's Paradise

Prerequisite: 18th level

You can spend 4 reservoir points and one minute to cast Mordenkainen's Magnificent Mansion without requiring material components. When cast in this way, in addition to its other effects, a servant bearing the title of a sparring partner is manifested inside the mansion. This sparring partner takes on a humanoid visual appearance desired by the party for whom they have been manifested, and they cannot physically interact with the world in any way. The sparring partner can help train a creature in a particular weapon, shield, or armor proficiency. Training for at least 1 hour each day in this way decreases the time required to learn a weapon or armor proficiency by half.

Empower

When you roll damage for a spell, you can spend 1 reservoir point to reroll a number of damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls.

Ethereal Form

Prerequisite: 7th level

You can spend 2 reservoir points as an action on your turn to transfigure yourself into an ethereal form for 1 minute. While in this ethereal form, your movement speed is reduced to 10 feet, and you can walk through solid objects and creatures at will. If this augmentation ends while you are inside an object or creature, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to the number of feet you are moved.

You are considered concentrating while this augmentation is active.

Focus

When you would be required to make a concentration check, you can spend 1 reservoir point to roll that check with advantage. You can also spend 3 reservoir points to automatically succeed on the concentration check.

Fool's Guard

Prerequisite: 7th level

You can spend 2 reservoir points on your turn to enter the Fool's Guard. For 1 minute, whenever a creature deals damage to you, your melee weapon attacks made against that creature deal additional damage equal to twice your proficiency bonus until the end of your next turn.

Gildehart's Ladder

Prerequisite: 12th level

You can spend 3 reservoir points during your turn to form thin layers of arcane energy beneath your feet as you walk. You can cast the Fly spell on yourself without expending a spell slot. When cast in this way, you are considered to be hovering, it lasts for 1 hour, and it does not require concentration.

Guide the Elements

Prerequisite: 11th level

You can spend 3 reservoir points as an action on your turn to cast the conjure elemental spell at 5th level. When cast in this way, the elemental can use your bonus to hit with weapon attacks if it is higher than its own. In addition, at any point that you would make a melee weapon attack, you may direct the elemental to use its reaction to make a melee weapon attack instead.

You are considered concentrating while this augmentation is active.

Hoist the Winds

Prerequisite: 5th level

You can spend 2 reservoir points as a reaction to being attacked by a ranged spell or weapon attack to strike with such ferocity as to incite the winds to work in your favor. You can cast the Wind Wall spell without expending a spell slot as a reaction to the attack. You can also cast the Wind Wall spell without expending a spell slot using this augmentation on your turn as an action. When cast using this augmentation, the spell does not require concentration, and the triggering attack automatically fails.

Impenetrable Resolve

Prerequisite: 15th level

Using the power of your will, you can temporarily become impossible to slay. As a reaction to taking damage that would reduce you to 0 hit points, you can spend 3 reservoir points to be reduced to 1 hit point instead.

Linear Transfigurance

Prerequisite: 5th level

You can spend 2 reservoir points as part of the attack action on your turn to cause your weapon attacks to crackle outwards like a bolt of lightning. Until the end of your turn, your weapon attack extends outward as a 5 foot wide 30 foot long line. You make one attack roll, regardless of the number of creatures in the area. If you cast a Spellstrike spell through your weapon while attacking in this way, only one creature within the area may be affected by the spell.

Mageslayer's Crux

Prerequisite: 18th level

You can spend 4 reservoir points as an action on your turn to cast the antimagic field spell. When cast in this way, you gain the following benefits while the spell is active.

  • When you take the attack action on your turn, you can make one additional weapon attack as a bonus action
  • Once, while this spell is active, you can take a second action.
  • You do not need to make concentration checks to maintain concentration on this spell when you are dealt damage by a creature within the radius of the spell

You are considered concentrating while this augmentation is active.

Multiplicative Stance

Prerequisite: 5th level

You can spend 2 reservoir points on your turn to cause illusory duplicates with physical presence to sprout out from where you stand. For 1 minute, when you take the attack action on your turn, you cause an illusory duplicate of yourself to step into an open space within 5 feet of you. This duplicate is visibly illusory in nature. Your copy immediately moves up to 30 feet in a direction of your choosing upon being created. While this copy exists, you may act as though you were in the space of the copy. This copy immediately vanishes at the end of the turn in which it was created.

Partisan Stance

Prerequisite: 7th level

You can spend 2 reservoir points on your turn to cause your shadows to become oppressive, looming over your foes and calling attention to yourself. For 1 minute, creatures have disadvantage on attack rolls against creatures within 5 feet of you.

You are considered concentrating while this augmentation is active.

Resuscitate

Prerequisite: 15th level

You can spend 3 reservoir points as an action on your turn to cast revivify without using a spellblade spell slot. When cast in this way, the creature must succeed on a Constitution saving throw (DC 15) or suffer one level of exhaustion.

Rewrite the Weave

Prerequisite: 5th level

You can spend 2 reservoir points on your turn to rewrite the magics screeching from the weave, allowing you to manipulate their elements before they come into being. When you would deal fire, ice, or lightning damage this turn, you may choose to deal a different damage type of those three. When you would deal radiant, necrotic, or force damage this turn, you may choose to deal a different damage type of those three.

Roguery Arcanum

You can spend 1 reservoir point on your turn to take the dash, disengage, or hide action as a bonus action. You may only activate this augmentation once per round.

Skyscraper

Prerequisite: 18th level

You can spend 4 reservoir points as a bonus action on your turn to hoist a titanic, moon-sized ethereal version of your weapon above your head. Through great force of will, you split the sky asunder, gathering momentum before you slam down into the ground. The first weapon attack you make within 1 minute targets all creatures in a 1 mile long, 30 foot wide line originating from you. Make a single weapon attack for all creatures. A creature takes your weapon damage, along with an extra 10d6 force damage on a hit. Missing causes the creature to take half the force damage, and no weapon damage.

You must have space above you equal to or greater than 1 mile in order to gain the proper momentum to activate this augmentation. If there is a substantiative amount of immovable mass above you as you activate this augmentation, you are unable to move your weapon, and the augmentation fails. Any clouds, mist, vapor, smoke, or other such substance above you when you activate this augmentation is blown away.

Once you have activated this augmentation, you cannot do so again until you finish a long rest.

Split the Veil

Prerequisite: 5th level

You can spend 2 reservoir points on your turn to imbue your bonded melee weapon with energies that are capable of tearing spells to shreds. Once within the next minute, you can perform one of the following actions.

  • You can cast Counterspell. Instead of making an ability check using your spellcasting ability modifier as normal, calculate the DC to counter the spell and make a weapon attack. If your weapon attack beats the DC, the spell is torn asunder and has no effect.
  • You can cast Dispel Magic. Instead of making an ability check using your spellcasting ability modifier as normal, calculate the DC to dispel the magic and make a weapon attack. If your weapon attack beats the DC, the spell is torn asunder and has no effect.

Once you have cast a spell using this feature, the augmentation ends. You are considered concentrating while this augmentation is active.

Teachings of the Shinobi

Prerequisite: 5th level

You can spend 2 reservoir points as an action on your turn to cast the invisibility spell. When cast in this way, you may only target yourself, but it does not require concentration. In addition, your invisibility is not broken if you cast the anthologism cantrip, or if you use a bonus action to cast a Spellstrike spell. Your invisibility is still broken if you cast any other spell, or if you attack.

Whirling Transfigurance

Prerequisite: 5th level

You can spend 2 reservoir points as part of the attack action on your turn to cause your weapon attacks to snap like thorny vines at those who would surround you. Until the end of your turn, your weapon attacks strike all creatures within 5 feet of you. You make one attack roll, regardless of the number of creatures in the area. If you cast a Spellstrike spell through your weapon while attacking in this way, only one creature within the area may be affected by the spell.

Spellblade Spell List

Cantrips
  • Anthologism
1st level spells
  • Arcanist's Ward*
  • Armor of Agathys
  • Compelled Duel
  • Detect Magic
  • Ensnaring Strike
  • Overrule*
  • Searing Smite
  • Shield
  • Sickening Smite*
  • Slickfoot Smite*
  • Swift Girding*
  • Thunderous Smite
  • Wrathful Smite
  • Zephyr Strike
2nd level spells
  • Arcing Smite*
  • Blisterfoot Smite*
  • Blur
  • Branding Smite
  • Earthbind
  • Enhance Ability
  • Frost Buckshot Smite*
  • Iaijutsu*
  • Mage Plate*
  • Magic Weapon
  • Mirror Image
  • Misty Step
  • Rusted Strike*
  • See Invisibility
  • Splitblade*
  • Vampiric Smite*
3rd level spells
  • Blinding Smite
  • Blink
  • Bone-Chilling Smite*
  • Disorienting Strike*
  • Effervescent Smite*
  • Elemental Weapon
  • Grind to Dust*
  • Haste
  • Spell-Sunder Smite*
  • Tessering Strike*
  • Thunder Step
  • Warding Smite*
4th level spells
  • Arcane Riposte*
  • Dimension Door
  • Elemental Bane
  • Fire Shield
  • Flatfoot Strike*
  • Greater Invisibility
  • Staggering Smite
5th level spells
  • Banishing Smite
  • Skill Empowerment
  • Steel Wind Strike
  • Sun-Heaving Strike*

Spellblade Spells

Anthologism

Transmutation cantrip


  • Classes: Spellblade
  • Casting Time: 1 action
  • Range: Self
  • Components: V M (one melee weapon)
  • Duration: Up to 1 minute

This spell is a very brief flourish, part of a practiced form of basic teachings you have long since mastered that elicits a response from the weave. You create one of the following magical effects within range:

  • You instantaneously create a small flame at one end of your weapon for up to 1 minute.
  • One end of your weapon becomes capable of producing one ounce of magical ink for 1 minute and functions as a writing implement. The ink suspends itself in the air and adheres itself to any surface, and lasts for 1 hour before dissipating into ethereal magical energy.
  • Your weapon creates a unique instantaenous sound of your choosing when it is swung for 1 minute.
  • You instantaneously repair any chips, splinters, cracks, or stains on the weapon used as the material component of this spell. As long as any of the marred surfaces are no larger than 2 inches in any dimension, you mend it. This also cleans your blade of any dirt, dust, blood, or other grime upon it.

Arcanist's Ward

1st level abjuration


  • Classes: Artificer, Sorcerer, Spellblade, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V s
  • Duration: 1 minute

Casting out an open palm, you project a physical field of protective magicks, granting you a +2 bonus to AC for the duration as long as your hand remains empty.

If you no longer have a free hand, or you use the hand emitting the shield for something else such as the somatic component of another spell, the shield dissipates. You can resummon the shield during the duration as a bonus action.

Arcane Riposte

4th level transmutation


  • Classes: Sorcerer, Spellblade, Warlock, Wizard
  • Casting Time: 1 reaction in which a creature has dealt damage to you
  • Range: Self
  • Components: V M (one melee weapon)
  • Duration: Instantaneous

You gain superhuman reaction time to respond to a blow. After a creature deals damage to you, you may immediately make a melee weapon attack against the target provided they are within your reach. If you hit, they must succeed on a Constitution saving throw against your spell save DC or immediately be forced to end their action, briefly taken by surprise by your strike. Any extra attacks as part of that action are lost.

Arcing Smite

2nd level evocation


  • Classes: Spellblade
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The first time you hit a creature with a melee weapon attack during this spell's duration, they take an extra 2d8 lightning damage. In addition, a creature of your choice within 15 feet of the creature struck must succeed on a Dexterity saving throw, or take half the damage dealt by this spell.

Any creature dealt damage by this spell can't take reactions until the start of its next turn.

At Higher Levels: When you cast this spell using higher level spell slots, the damage increases by 1d8, and you can target an additional secondary creature for each slot level above 2nd.

Blisterfoot Smite

2nd level evocation


  • Classes: Paladin, Spellblade
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

Your weapon magically sears your targets feet upon the ground beneath them. The first time you hit with a melee weapon attack during this spell's duration, it deals an extra 2d8 fire damage. In addition, the first time the target moves or makes an attack during the spell's duration, it takes 2d8 fire damage and the spell ends.

At Higher Levels: When you cast this spell using higher level spell slots, the primary and secondary damage increases by 1d8 for each slot level above 2nd.

Bone-Chilling Smite

3rd level evocation


  • Classes: Spellblade
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

Your weapon erupts in a blast of cold air upon impact with its target. The first time you hit with a melee weapon attack during the spell's duration, it deals an extra 2d8 cold damage, and is restrained by ice for the duration of the spell. During each of its turns as an action, the creature can make a Strength saving throw against your spell save DC. On a successful save, the spell ends. A creature killed by this spell becomes a frozen statue until it thaws.

At Higher Levels: When you cast this spell using higher level spell slots, the damage increases by 1d8 for each slot level above 3rd.

Disorienting Strike

3rd level enchantment


  • Classes: Ranger, Spellblade
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

You compile a thrumming mass of equilibrium destroying energy at the end of your weapon, hurling it into the mind of the next creature you strike. The first time you hit with a melee weapon attack during the spell's duration, it deals an extra 3d8 psychic damage. In addition, the target must succeed on a Charisma saving throw or be forced to use 15 feet of its movement to move in a random direction at the start of its next turn.

In order to determine this direction, roll a d8 and assign a direction to each face of the die. If the creature would be forced to walk into an occupied space, reroll the die.

At Higher Levels: When you cast this spell using higher level spell slots, the damage increases by 1d8 for each slot level above 3rd.

Effervescent Smite

3rd level evocation


  • Classes: Spellblade
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

Your weapon crackles with bubbling electric energy, acting like a catalyst to shoot it through the body of a foe. The first time you hit with a melee weapon attack during the spell's duration, it deals an extra 3d8 lightning damage to the target. In addition, the creature must succeed on a Constitution saving throw or be stunned until the end of its next turn.

At Higher Levels: When you cast this spell using higher level spell slots, the damage increases by 1d8 for each slot level above 3rd.

Flatfoot Strike

4th level abjuration


  • Classes: Ranger, Spellblade
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

Malicious armor-breaking energy surrounds your weapon with a sickening pale yellow glow. The first time you hit with a melee weapon attack during the spell's duration, your attack deals an extra 4d8 acid damage. In addition, the target must make a Dexterity saving throw. On a failed save, until the end of your next turn or until your concentration is broken (as if you are concentrating on a spell), the target's AC is treated as 10 + its Dexterity modifier, regardless of its normal AC.

At Higher Levels: When you cast this spell using higher level spell slots, the damage increases by 1d10 for each slot level above 4th.

Frost Buckshot Smite

2nd level evocation


  • Classes: Spellblade
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

Spikes of ice coalesce upon your weapon, magically jettisoning into your foe and those foolish enough to stand behind them. The first time you hit with a melee weapon attack during the spell's duration, it deals an extra 3d6 cold damage. In addition, creatures in a 15 foot cone originating from the creature struck and in the direction the strike was made must make a Dexterity saving throw, taking 1d6 cold damage on a failed save or half as much on a successful one.

At Higher Levels: When you cast this spell using higher level spell slots, the primary and secondary damage both increase by 1d6 for each slot level above 2nd.

Grind to Dust

3rd level abjuration


  • Classes: Paladin, Spellblade
  • Casting Time: 1 reaction
  • Range: Self
  • Components: V M (powdered enamel)
  • Duration: Concentration, 1 minute

If you fail a saving throw of a spell or ability, you can use your reaction to delay the effects of the spell or ability upon your body. This effect lasts up to 1 minute, and you are considered concentrating on delaying the effect. If you lose concentration, you take the full effects of the spell or ability at the moment you lose concentration. If you concentrate on this spell for the full minute duration, the spell or ability's effects fade.

Iaijutsu

2nd level transmutation


  • Classes: Spellblade
  • Casting Time: Special
  • Range: Self
  • Components: V
  • Duration: Instantaneous

This spell can only be cast when you would roll initative for combat while you are not surprised. For the first round of combat, you act first in the initative order, irrespective of your roll or of any other creature's roll.

Mage Plate

2nd level abjuration


  • Classes: Artificer, Sorcerer, Spellblade, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V S M (a disk of metal)
  • Duration: Concentration, 1 hour

You touch a willing creature. Until the spell ends, the target appears to be wearing an ethereal set of plate armor, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing

At Higher Levels: When you cast this spell using a 3rd or 4th level spell slot, the target's AC can't be less than 17. When you cast it using a 5th or 6th level spell slot, the target's AC can't be less than 18. When you cast it using a spell slot of 7th or 8th level, the target's AC can't be less than 19. When you cast it using a spell slot of 9th level, the target's AC can't be less than 20.

Overrule

1st level abjuration


  • Classes: Spellblade, Wizard
  • Casting Time: 1 reaction
  • Range: Self
  • Components: V S
  • Duration: Instantaneous

You learn to make your foe's harmful missiles dance on the surface of your weapon, and then to set them free. When a creature makes a ranged weapon or spell attack against you or a creature within 5 feet of you, you can create an unseen net of energy to capture the missile. The damage of the attack is reduced by 1d8 + your spellcasting modifier. If this would reduce the damage to 0, you may immediately make a ranged spell attack using your spell attack modifier, dealing 1d8 force damage on a hit. The attack has a range of 30 feet.

At Higher Levels: When you cast this spell using higher level spell slots, the amount of damage reduced and damage dealt both increase by 1d8 per level of spell slot above 1st.

Rusted Strike

2nd level abjuration


  • Classes: Ranger, Spellblade
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

Your weapon sizzles and steams with an acidic, rust-like energy. The next time you hit with a melee weapon attack during the spell's duration, your attack deals an extra 2d8 acid damage. In addition, the creature struck must Dexterity saving throw. On a failed save, the creature is unable to make weapon attacks until the end of its next turn.

Non-magical objects can be partially melted or destroyed when damaged by this spell. The spell can eat through 1 foot of stone, 1 inch of iron, a thin sheet of lead, or 3 feet of dirt and wood.

At Higher Levels: When you cast this spell using higher level spell slots, the damage increases by 1d8 for each slot level above 2nd.

Shatter-Skull Strike

5th level enchantment


  • Classes: Spellblade
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

Your weapon begins to vibrate subtly, thrumming with a mind-muddling energy. The next time you hit with a melee weapon attack during the spell's duration, your attack deals an extra 6d6 psychic damage. If the target has an Intelligence score of 3 or higher, they must make an Intelligence saving throw. On a failed save, the target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from it's attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

Sickening Smite

1st level necromancy


  • Classes: Spellblade
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

Grotesque pustules form upon your weapon, splattering toxic puss against the target of your strike. The next time you hit with a melee weapon attack during the spell's duration, your attack deals an extra 2d6 poison damage. In addition, the target must succeed on a Constitution saving throw or be poisoned for 1 minute.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

At Higher Levels: When you cast this spell using higher level spell slots, the damage increases by 1d6 for each slot level above 1st.

Slickfoot Smite

2nd level evocation


  • Classes: Spellblade
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The frost upon your weapon sears upon the ground beneath your foe's feet, disabling them from having stable footing. The first time you hit with a melee weapon attack during the spell's duration, your attack deals an extra 2d6 cold damage. Until the spell ends, the target must make a Dexterity saving throw if it moves more than 10 feet during a turn. On a failure, the creature falls prone.

The target can make a Constitution saving throw at the end of each of its turns while under this effect. On a success, the effect ends upon the target.

At Higher Levels: When you cast this spell using higher level spell slots, the damage increases by 1d6 for each slot level above 2nd.

Spell-Sunder Smite

3rd level enchantment


  • Classes: Paladin, Spellblade
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

Your weapon calls upon disruptive energy from the weave, muddling the target's connection to it. The first time you hit with a melee weapon attack during the spell's duration, your attack deals an extra 3d8 lightning damage. Until the spell ends, whenever the creature attempts to cast a spell, it must make an ability check using its spellcasting ability modifier (DC = 10 + the spell level). On a failure, the spell has no effect and is wasted.

Splitblade

2nd level transmutation


  • Classes: Spellblade
  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V M (one melee weapon)
  • Duration: Concentration, 1 minute

You take your weapon and divide it's essence into equal parts, filling in the gaps with arcane energy to create multiple identical copies. You create two identical copies of your weapon which float in the air within range. When you cast the spell, you can make a melee spell attack with each weapon against a creature within 5 feet of them. On a hit, the target takes force 1d4 force damage.

As a bonus action on your turn, you may move each of your copied weapons up to 20 feet and make a melee spell attack against any creature within 5 feet of the weapons.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you may create an additional weapon for every spell slot level above 2nd.

Sun-Heaving Strike

5th level evocation


  • Classes: Paladin, Spellblade
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

In a brilliant flourish, you push as much arcane force into your weapon as you can and thrust it into your foe, letting it burn as brightly as possible. The first time you hit with a melee weapon attack during the spell's duration, you deal an extra 3d6 radiant and 3d6 fire damage.

In addition, the target must make a Constitution saving throw. On a failed save, the light and burns wreak havoc upon their body. The creature is blinded and takes 1d6 radiant and 1d6 fire damage at the start of their turns while blinded in this way. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on that creature.

Swift Girding

1st level transmutation


  • Classes: Cleric, Paladin, Spellblade
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V S M (a set of armor)
  • Duration: Instantaneous

You place your hand against a suit of armor and choose a creature within range. The target of the spell is immediately clad in the armor you touched. The target must be capable of wearing the armor, cannot be wearing any other armor, and must be able to properly fit into the chosen armor.

The chosen armor must be empty and cannot currently be worn by another creature. Creatures armored with this spell are considered to have donned the armor properly.

Tessering Strike

3rd level conjuration


  • Classes: Ranger, Spellblade
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V M (a shard of glass)
  • Duration: Instantaneous

Choose one creature that you can see within range. You teleport to an unoccupied space within 5 feet of the target. If you cannot, the spell fails. Make a melee spell attack against the target, dealing 2d10 force damage on a hit. Regardless of a hit or miss, the target cannot take reactions until the end of your next turn.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the range of the spell increases by 60 feet for each slot level above the 3rd

Vampiric Smite

2nd level necromancy


  • Classes: Paladin, Spellblade
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

Your weapon draws out the essence of life from the target it strikes. The first time you hit with a melee weapon attack during the spell's duration, your attack deals an extra 2d6 necrotic damage. You regain hit points equal to half the amount of necrotic damage dealt by this attack.

At Higher Levels: When you cast this spell using higher level spell slots, the damage of the spell increases by 1d6 for each slot level above 2nd.

Warding Smite

3rd level abjuration


  • Classes: Paladin, Spellblade
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

Your weapon casts an offensive ward against the target of your next strike, preventing it from debuffing yourself or your allies. The first time you hit with a melee weapon attack during the spell's duration, your attack deals an extra 3d8 force damage. In addition, the target must make a Charisma saving throw. On a failed save, the target cannot impart conditions onto other creatures until the spell ends.

At Higher Levels: When you cast this spell using higher level spell slots, the damage of the spell increases by 1d8 for each slot level above 3rd.

Multiclassing

Should you want to multiclass into Spellblade, the prerequisites and proficiencies are listed below:

  • Prerequisite: 13 Intelligence and 13 Strength or Dexterity
  • Proficiencies gained: Light armor, medium armor, simple weapons

For the purpose of multiclassing and spell slots, add half your Spellblade levels rounded down when calculating your Spell Slots on the multiclassing spell slots table (like Paladin or Ranger).

Feats

Spellblades are something that has existed since time immemorium. While they are rare in the world, their functionality can be seen throughout the entirety of spellcasting. These features are created with the intent of enhancing or flavoring other classes, permitting them both greater versatility, as well as further integrating the Spellblade and it's variations into your world

Fundamental Augmenting

You have gained a basic understanding of the augmentations of a spellblade, either by practicing with one, by discovering a torn page of a spellblading book, or by sheer raw talent. You gain one Augmentation of your choice from the Augmentations list in the Spellblade class description. You must meet the level prerequisite for the augmentation. Note that a level prerequisite references Spellblade level, not overall level.

You gain 1 arcane reservoir point that you can use to activate the augmentation. You regain the use of this reservoir point when you complete a long rest.

Minor Spellstrike

You have learned some small token of magic wrought through practice or through luck. This magic, manifesting itself through your weapon, has permitted you the ability to rend your foes asunder with magical and martial might in tandem.

You learn one 1st level smite spell from the Smite Spells list in this document. You can cast this spell once, and regain the use of it at the end of a short or long rest.

When you cast a smite spite spell, if it requires a saving throw to prevent a lasting effect, the spell does not require Concentration until/unless the target fails their saving throw.

Credits

Art

Daily sketches/paintings week #47 by Thomasz Chistowiski

Blue Mage by Lindsey Burcar

Daily sketches/paintings week #34 by Thomasz Chistowiski

Geistflame by Scott Chou

Fiendslayer Paladin by Wesley Burt

Dragon Blood by Wood Illustration

Graph by Billy Christian

Samurai by InHyuk Lee

Lunging Spear by Jason Felix

Daily sketches/paintings week #49 by Thomasz Chistowiski


UNFINISHED CREDITS

Lord Duke by Thomasz Chistowiski

https://cdna.artstation.com/p/assets/images/images/019/258/696/medium/tomasz-chistowski-53523376-781707302200778-4642037637480185856-n.jpg?1562701341

by **

by **

Author

This document was created by Mozziconi, an independent content creator for Dungeons and Dragons 5th edition content, among other things. His social media links are below.

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