Spellblade

by Kayzen

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The Spellblade

Art Credit

Cover Art: Rowan Kenrith by Anna Steinbauer

The Spellblade
Level Proficiency Bonus Features Mana Arts Known Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
1st +2 Arcane Discipline, Spellcasting 2 2 2
2nd +2 Mana Arts, Resonance Dice (d4) 1 2 2 2
3rd +2 Arcane Discipline Feature 2 2 3 3
4th +2 Ability Score Increase 2 2 3 3
5th +3 Extra Attack 3 2 4 4 2
6th +3 Resonance Die Increase (d6), War Mind 3 2 4 4 2
7th +3 Arcane Discipline Feature 4 2 5 4 3
8th +3 Ability Score Increase 4 2 5 4 3
9th +4 5 2 6 4 3 2
10th +4 Resonant Affinity 5 3 6 4 3 2
11th +4 Resonance Die Increase (d8) 5 3 7 4 3 3
12th +4 Ability Score Increase 6 3 7 4 3 3
13th +5 6 3 8 4 3 3 1
14th +5 Arcane Discipline Feature 6 4 8 4 3 3 1
15th +5 War Mind Improvement 7 4 9 4 3 3 2
16th +5 Ability Score Increase 7 4 9 4 3 3 2
17th +6 Resonance Die Increase (d10) 7 4 10 4 3 3 3 1
18th +6 Magic Resistance 8 4 10 4 3 3 3 1
19th +6 Ability Score Increase 8 4 11 4 3 3 3 2
20th +6 Arcane Discipline feature 8 4 11 4 3 3 3 2

Class Features

As a Spellblade, you gain the following class features:

Hit Points


  • Hit Dice: 1d8 per Spellblade level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Spellblade level after 1st

Proficiencies


  • Armor: Light and Medium Armor, Shields
  • Weapons: Simple and Martial Weapons

  • Saving Throws: Intelligence, Constitution
  • Skills: Choose two from Acrobatics, Athletics, Arcana, History, Intimidation, Perception, Religion, and Stealth

Equipment

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

  • (a) a Martial Weapon and a Shield or (b) Two Martial Weapons
  • (a) an Arcane Focus or (b) any simple melee weapon
  • (a) Scale Mail or (b) Leather Armor or (c) Chain Mail (If proficient)
  • (a) a Dungeoneer's Pack or (b) an Explorer's Pack
CONTACT

Any and all feedback is welcome! Feel free to contact me at u/Kayzen_Creates on Reddit.

Arcane Discipline

1st level Spellblade Feature

You follow an Arcane Discipline representing the unique approach you take to being a Spellblade. Your Arcane Discipline, detailed later in the document, grants you features at level 1, and again at levels 3, 7, 14, and 20.

Spellcasting

1st level Spellblade Feature

Just as your training as a Spellblade has honed your body for battle, your mind is equally deadly for its ability to channel powerful magic in the form of spells.

Cantrips (0-Level Spells)

At 1st level, you know two cantrips of your choice from the Spellblade spell list. At higher levels, you learn additional Spellblade cantrips of your choice, as shown in the Cantrips Known column of the Spellblade table.

Spell Slots

The Spellblade table shows how many spell slots you have to cast your Spellblade spells of 1st level and higher. To cast one of these Spellblade 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 burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Art Credit

Above: Resilience by Rafael Castorena

Spells Known of 1st Level and Higher

You know two 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 Focus

You can use an arcane focus, or any weapon with which you are proficient, as a Spellcasting Focus for your spellblade spells.

Spellcasting Ability

Intelligence is your spellcasting ability for your spellblade spells. You use your Intelligence whenever a spellblade spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an 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.

Mana Arts

2nd level Spellblade Feature

You can learn a number of unique abilities, known as Mana Arts, that further define your skill as a Spellblade. You know one Mana Art from the list at the end of the document. You know one Mana Art, and when you gain certain Spellblade levels, you gain additional Mana Arts of your choice, as shown in the Mana Arts Known column of the Spellblade table. If you learn a spell from a Mana Art, it counts as a spellblade spell for you and doesn't count against your total spells known.

If you already know a spell granted by a Mana Art, you may instead pick another Spellblade spell of the same level. If you are already proficient in a skill granted by a Mana Art, you can instead choose another Spellblade skill.

Additionally, when you gain a level in this class, you can choose one of the Mana Arts you know and replace it with another Mana Art that you could learn at that level.

Resonance Dice

2nd level Spellblade Feature

You gain the ability to re-absorb the excess energy of your spells, and channel it once again to empower your abilities. Whenever you expend a spell slot to cast a spell of 1st level or higher, you gain a number of Resonance Dice equal to the half the level of the spell cast, rounded up. You can store a maximum number of Resonance Dice at one time equal to twice your Intelligence modifier (minimum of 1). These Resonance Dice remain until you expend them, or until you complete a long rest.

Your resonance die is a d4. At 6th level, it becomes a d6. At level 11 it becomes a d8, and at level 17 it becomes a d10.

Resonant Weapon

When you hit a target with a weapon attack, you can empower the strike with arcane energy. Expend a number of stored Resonance Dice up to your proficiency bonus, roll them, and deal additional force damage equal to the result.

Ability Score Improvement

4th level Spellblade Feature

You can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

You gain this feature again at levels 8, 12, 16, and 19.

Extra Attack

5th level Spellblade Feature

You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Art Credit

Left: Kaya, the Inexorable by Livia Prima

War Mind

6th level Spellblade Feature

You are trained in using magic in the heat of battle, and lesser blows have no hope of breaking your concentration. Whenever you take damage while concentrating on a spell, if the DC for the constitution saving throw would be 10, you can choose to automatically succeed on the saving throw.

You can use this feature a number of times equal to your proficiency modifier, after which point you must complete a long rest before you can do so again.

At 15th level, you can instead use this feature on any saving throw to maintain concentration that would have DC 15 or less.

Resonant Affinity

10th level Spellblade Feature

Choose one of your Ability Scores: Strength, Dexterity, Constitution, Intelligence, Wisdom or Charisma. Whenever you make an ability check or saving throw with the chosen ability score, you may expend a stored Resonance Die, rolling it and adding the result to the check or saving throw. You can use this feature after you roll the saving throw or ability check, but before you know the outcome.

Magic Resistance

18th level Spellblade Feature

You have advantage on all saving throws against spells and other magical effects.

The Bulwark's Discipline

Spellblade Level Bulwark Feature
1st Armaments of the Bulwark
3rd Bulwark Spells, Walls of Mana
7th Resonant Barrier
14th Spell Siphon, Improved Resonant Barrier
20th Invulnerable Veil

Armaments of the Bulwark

1st level Bulwark Spellblade Feature

You gain proficiency in Heavy Armor. Additionally, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Bulwark Spells

3rd level Bulwark Spellblade Feature

As a follower of the Bulwark Arcane Discipline, you learn the following spells at the following levels, they don't count against your total spells known, and they count as Spellblade spells for you.

Spellblade Level Discipline Spell
3rd Shield
5th Warding Bond
9th Counterspell
13th Stoneskin
17th Wall of Force

Walls of Mana

3rd level Bulwark Spellblade Feature

You gain the ability to create shimmering walls of translucent magical energy. As a bonus action, you may create any number of 10-foot-by-10-foot panels of magical energy. Nothing can physically pass through the wall, and it also extends into the Ethereal Plane, blocking ethereal travel through the wall. You can create multiple panels as a part of the same bonus action, but each panel after the first must share at least one edge with another panel. Each panel has an AC of 10 and hit points equal to your Spellblade level. If a panel drops to zero hit points, if you dispel it as a free action, or after ten minutes pass, it vanishes.

You can create a number of panels equal to your Intelligence modifier (minimum of 1), after which point you must complete a short or long rest before you may do so again.

Resonant Barrier

7th level Bulwark Spellblade Feature

As a bonus action, you can touch a willing creature you can see, or a panel created by your Walls of Mana class feature, and expend any number of your stored Resonance Dice. Roll the expended dice, and your target gains temporary hit points equal to the result.

Starting at 14th level, you can instead use this feature on any target you can see within 30ft of you.

Art Credit

Below: Summary Judgment by Alexander Deruchenko

Spell Siphon

14th level Bulwark Spellblade Feature

When a creature you can see within 60ft of you is subjected to a spell that targets just that creature, before a saving throw or attack roll is rolled, you can use your reaction to attempt to draw the magical energies towards yourself instead. The creature that cast the spell must make a saving throw using their spellcasting ability score against your Spell Save DC.

On a failed save, you become the target of the spell, instead, and you have resistance to the damage dealt by the spell, if any. If the spell requires concentration, you may choose to maintain concentration on the effect yourself; otherwise, the spell immediately ends. If it is a spell of 1st level or higher, you gain a number of Resonance Dice equal to its level, up to your normal maximum.

Once you use this feature, you must complete a short or long rest before you can do so again.

Invulnerable Veil

20th level Bulwark Spellblade Feature

As an action, you can enchant yourself and up to 6 other creatures of your choice within 30ft of you with incredibly powerful but short-lived abjuring energy. Until the end of your next turn, each of those creatures has immunity to all damage types.

Once you use this feature, you must complete a long rest before you can do so again.

Art Credit

Below: Sarkhan, The Dragonspeaker by Daarken

The Manasoul's Discipline

Spellblade Level Manasoul Feature
1st Arcane Essence
3rd Manasoul Spells, Mana Mine
7th Resonant Burst
14th Mana Form, Resonant Burst Improvement
20th Overflowing Soul

Arcane Essence

1st level Manasoul Spellblade Feature

As a Manasoul, magic is literally in your blood. You have resistance to Force damage.

Also, as a bonus action, you can use some of your essence to enchant any weapons you hold, allowing them to shoot out beams of damaging light, gaining the following properties while you hold it:

  • It gleams with unearthly light, shedding bright light in a 10-foot radius and dim light for an additional 10 feet.
  • It deals force damage instead of its normal damage type.
  • If it is a melee weapon, you can also make ranged weapon attacks with it out to a range of (15/30), using your normal ability modifiers.

An affected weapon retains these properties for the next ten minutes, or it leaves your grasp, or if you end the effect as a free action.

Optional Class Feature: Sorcerous Manasoul.

Level 1 Optional Manasoul Spellblade Feature

Some Manasouls command their innate magic through the force of their personality, rather than mental rigor. For these Manasouls, Charisma is your spellcasting modifier instead of Intelligence for all Spellblade spells. In addition, whenever a Spellblade feature references your Intelligence score or modifier, you instead use your Charisma score or modifier, respectively.

Manasoul Spells

3rd level Manasoul Spellblade Feature

As a follower of the Manasoul Arcane Discipline, you are a particularly adept spellcaster, and can handle magic beyond other Spellblades. You learn one 1st-level spell of your choice from the Wizard spell list. That spell counts as a Spellblade spell for you, and does not count towards your total spells known.

At levels 5, 9, 13, and 17, you learn an additional Wizard spell of your choice. Each spell chosen must be of a level for which you have spell slots.

Mana Mine

3rd level Manasoul Spellblade Feature

As a bonus action, you can send a mote of arcane light to a point you can see within 30ft of you, remaining for 10 minutes and shedding bright light in a 5-foot radius and dim light for an additional 5 feet. If a creature enters this light, it is revealed you even if it was hidden, and you can use your reaction to cause the mote to detonate. The creature that triggered this reaction must make a Dexterity saving throw against your Spellblade DC. On a failed save, it takes force damage equal to 1d6 + half your Spellblade level, taking half as much damage on a success.

You can create a number of motes equal to your Intelligence modifier (minimum of 1), after which point you must complete a short or long rest before you may do so again.

Resonant Burst

7th level Manasoul Spellblade Feature

As an action, you may choose to discharge any number of stored resonance dice in a violent explosion of mana. The radius of this effect is 5ft, plus an additional 5ft for every Resonance Die expended after the first. Every creature other than you within range must make a dexterity Saving Throw against your Spell Save DC or take force damage equal to the expended Resonance Dice and be knocked 5ft away from you. On a successful save, a creature takes half as much damage and is not knocked back.

Starting at 14th level, you may add your Intelligence modifier (minimum of 1) to the damage dealt by this feature.

Art Credit

Garruk, the Veil-Cursed by Greg Rutkowski

Mana Form

14th level Manasoul Spellblade Feature

You gain the ability to briefly become an immaterial being of pure arcane energy. As a bonus action, you can temporarily enter the ethereal plane, remaining until the start of your next turn or until you end the effect as a free action. While in this form, you appear as an illusory, shimmering version of yourself, you have a flying speed equal to double your walking speed, you can phase through creatures and solid objects, and you are immune to all damage types except force damage.

If you are in the space of a creature or object when this form ends, you and the creature or object each take 5d10 force damage, and you are shunted to the nearest unoccupied space. A creature can make a Dexterity saving throw against your Spell Save DC to avoid this effect; on a successful save, you and the creature each instead take half as much damage.

One you use this feature, you must complete a long rest before you may do so again.

Overflowing Soul

20th level Manasoul Spellblade Feature

You have become a flawless conduit for arcane energy. Your Resonance Die becomes a d12.

Also, whenever a creature other than you within 60ft of you casts a spell of 1st level or higher, you can use your reaction to gain Resonance Dice equal to the level of the spell. Resonance Dice gained in this way can exceed your normal maximum, but are lost at the end of your turn if not already expended.

The Drifter's Discipline

Spellblade Level Manasoul Feature
1st Swift Movements
3rd Drifter Spells, Arcane Footwork
7th Resonant Dash
14th Unnatural Reflexes, Resonant Dash Improvement
20th Supreme Arcane Footwork

Swift Movements

1st level Drifter Spellblade Feature

As a Drifter, you stay alive in dangerous situations by always keeping on the move. Whenever a melee attack misses you, you may move 5ft in a direction of your choosing without provoking opportunity attacks.

Drifter Spells

3rd level Drifter Spellblade Feature

As a follower of the Drifter Arcane Discipline, you learn the following spells at the following levels, and they don't count against your total spells known, and they count as Spellblade spells for you.

Spellblade Level Discipline Spell
3rd Zephyr Strike
5th Misty Step
9th Haste
13th Dimension Door
17th Steel Wind Strike

Arcane Footwork

3rd level Drifter Spellblade Feature

As a bonus action, you can dash forward in an up-to-15ft line, ending in an unoccupied space you can see. This movement can pass through creatures but not solid objects, and does not provoke attacks of opportunity.

You may use this feature a number of times equal to your Intelligence modifier (minimum of 1), after which point you must complete a short or longer rest before you may do so again.

Art Credit

Right: Blaring Captain by Greg Rutkowski

Resonant Dash

7th level Drifter Spellblade Feature

You gain the ability to attack even as you use your Arcane Footwork feature. As a part of that same bonus action, you may roll any number of your stored Resonance Dice. If you pass through any creatures as you dash, you may choose to make a spell attack roll against any or all of them, making separate attack rolls for each target. On a hit, a target takes force damage equal to the rolled result of your spent Resonance Dice.

Starting at 14th level, you may add your Intelligence modifier (minimum of 1) to the damage dealt by this feature.

Unnatural Reflexes

14th level Drifter Spellblade Feature

After a melee attack misses you and you use your Swift Movements feature, if the attacking creature is within the range or reach of a weapon you hold, you may use your reaction to immediately make a weapon attack against it with advantage. This attack is a critical hit on a roll of 19 or 20 on the d20.

Once you use this feature, you must complete a short or long rest before you may do so again.

Supreme Arcane Footwork

20th level Drifter Spellblade Feature

When you use your Arcane Footwork feature, you can now dash up to 30ft in a straight line. In addition, once per turn you may use that feature as a free action and without expending one of its uses.

Mana Arts

Whenever you learn a Mana Art, choose from the list below. If you learn a spell from a Mana Art, it counts as a Spellblade spell for you and doesn't count against your total spells known.

If you already know a spell granted by a Mana Art, you may instead pick another Spellblade spell of the same level. If you are already proficient in a skill granted by a Mana Art, you can instead choose another Spellblade skill.

Abjuring Armor

You learn the Mage Armor spell.

Also, while you are under the effects of the Mage Armor spell, you may use your object interaction to summon a spectral shield into a free hand. You cannot summon it on a turn when you make a weapon attack using two hands. This shield functions exactly as a mundane shield, but vanishes if it leaves your grasp.

Aqua Attunement

Prerequisite: No other "Attunement" Mana Arts

You learn the Shape WaterXGtE cantrip, as well as the Fog Cloud 1st-level spell. Also, you gain a swim speed equal to your walking speed, and you can hold your breath for a number of minutes equal to 10 + your Constitution modifier.

In addition, whenever you deal force damage with a Spellblade spell or class feature, you may choose to deal your choice of acid or magical bludgeoning damage instead.

Aqua Mastery

Prerequisite: Spellblade level 9, "Aqua Attunement" Mana Art

You learn the Tidal WaveXGtE spell. Also, you can breathe water as well as air, and are immune to the effects of cold and pressure from deep water.

In addition, when you deal acid or bludgeoning damage to a creature with a spellblade spell or class feature, you can expend a stored resonance die to attempt to fill their lungs with a blast of water. An affected creature must make a constitution saving throw against your Spell Save DC. On a failure, they are unable to speak and begin to suffocate (PHB pg. 183) for as long as you concentrate on this effect as if you were concentrating on a spell. An affected creature can repeat the save at the end of each of their turns, ending the effect on a success.

Arcane Enhancement

Your Arcane prowess allows you to empower your physical attributes, as well. Whenever you make a strength (Athletics) or dexterity (Acrobatics) skill check, you may add your Intelligence modifier (minimum of +1) to the result.

Also, for the purposes of calculating your long jump distance, you can use your Intelligence score + your Strength score, instead of just your Strength score. For the purposes of calculating your high jump height, you can use your Intelligence modifier + your Strength modifier, instead of just your Strength modifier.

Arcane Senses

Choose one of the following spells: Detect Evil and Good, Detect Magic, Detect Poison and Disease. You learn that spell, and whenever you complete a long rest, you may swap your chosen spell for another from the above list.

Aero Attunement

Prerequisite: No other "Attunement" Mana Arts

You learn the gustXGtE cantrip, as well as the 1st-level spell Thunderwave. Also, you can use your action to grant yourself a flying speed equal to half your walking speed for 10 minutes, after which point you must complete a short or long rest before you may do so again.

In addition, whenever you deal force damage with a Spellblade spell or class feature, you may choose to deal your choice of thunder or magical slashing damage instead.

Aero Mastery

Prerequisite: Spellblade level 9, "Aero Attunement" Mana Art

You learn the Fly 3rd-level spell. Also, you gain resistance to thunder damage.

In addition, when you deal thunder or slashing damage to a creature with a spellblade spell or class feature, you can expend a stored resonance die to strike them with gusting winds. An affected creature must make a Dexterity saving throw against your spell save DC or be moved 20ft in a direction of your choosing.

Conjure Weapon

While you hold an Arcane Focus, you can use your object interaction, as if you were drawing a stowed object, to transform it into a duplicate of any simple or martial weapon with which you are proficient for 10 minutes. While transformed in this way, you can use your bonus action to change its form into that of another weapon. The duplicate has the following properties but otherwise functions exactly like the weapon it is mimicking:

  • If the weapon has the Ammunition property, you may magically create ammunition for it each time you make an attack with it. Ammunition created in this way vanishes after it strikes its target.
  • If the weapon has the Thrown property, you can cause it to magically reappear in your hand after you complete a thrown weapon attack.
  • The damage dealt by the weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Distant Strikes

Prerequisite: Manasoul Arcane Discipline

Melee weapons under the effects of your Arcane Essence feature can now make ranged attacks with a range of (30/60).

Drifter's Dance

Prerequisite: Drifter Arcane Discipline, Spellblade level 12

Your walking speed increases by 10ft, and you are no longer slowed by nonmagical difficult terrain. In addition, while you are moving on your turn, you can walk across liquids. If you end your movement while not on solid ground, you fall as normal.

Ever Vigilant

Your training as a Spellblade allows you to be ever alert to danger. You gain proficiency in Perception. If you are already proficient in Perception, you instead gain proficiency in another Spellblade skill of your choice. In addition, you require two fewer hours of sleep to gain the benefits of a long rest.

Flame Attunement

Prerequisite: No other "Attunement" Mana Arts

You have advantage on saving throws to resist the effects of extreme hot weather. In addition, you learn the Control FlamesXGtE cantrip, as well as the Burning Hands 1st-level spell.

Also, whenever you deal force damage with a Spellblade spell or class feature, you may choose to deal fire damage instead.

Flame Mastery

Prerequisite: Spellblade level 9, Flame Attunement Mana Art

You learn the Fireball 3rd-level spell. Also, you gain resistance to fire damage.

In addition, once per turn when you use a spellblade spell or class feature that deals fire damage, you can expend a resonance die to create a cloud of obscuring smoke in your space and in a 5ft radius around you, remaining until the start of your next turn. A creature in this smoke is heavily obscured while inside it, but it does not obscure your own vision.

Frost Attunement

Prerequisite: No other "Attunement" Mana Arts

You learn the Frostbite cantrip, as well as the Ice Knife 1st-level spell. Also, you have advantage on saving throws to resist the effects of extreme cold weather.

In addition, whenever you deal force damage with a Spellblade spell or class feature, you may choose to deal your choice of cold or magical piercing damage instead.

Frost Mastery

Prerequisite: Spellblade level 9, Frost Attunement Mana Art

You learn the Sleet Storm spell. Also, you gain resistance to cold damage.

In addition, when you deal cold or piercing damage to a creature with a spellblade spell or class feature, you can expend a stored resonance die to force them to make a Constitution saving throw against your Spell Save DC. On a failure, their movement speed is halved until the end of your next turn.

Immaterial Dash

Prerequisite: Drifter Arcane Discipline, Spellblade level 3

Whenever you use your Arcane Footwork class feature, you may pass through solid objects while you move. You still must end the dash in an open space you can see.

Invigorating Mana

Prerequisite: Bulwark Arcane Discipline, Spellblade level 12

Your defensive magic also has the ability to give those close to death the strength to fight on. Whenever you grant Temporary Hit Points to a creature that is unconscious at 0 hit points, that creature also immediately gains 1 hit point.

Magical Vitality

You have advantage on saving throws against any effect that would cause you to gain levels of exhaustion. In addition, you may travel for 2 additional hours in a day before suffering the effects of forced march.

Mana Motion

Prerequisite: Bulwark Arcane Discipline, Spellblade level 9

You gain the ability to move the panels created by your Walls of Mana class feature. As an action on your turn, you can move any number of connected panels up to 10ft, and rotate them as you wish, so long as they remain connected.

If a moving panel hits a creature, its movement stops and the creature must make a Strength saving throw against your Spell Save DC. On a failure, the creature is knocked prone or pushed back 5ft, your choice.

Martial Discipline

You learn one Fighting Style of your choice from the Fighter list.

Perfect Weapon

Prerequisite: Manasoul Arcane Discipline, Spellblade level 12, "Refine Weapon" Mana Art

When you use your Arcane Essence feature, you may expend 2 Resonance Dice to also give the affected weapon a bonus of +2 to its attack and damage rolls for the duration, unless it already has an equal or greater bonus.

Psi Attunement

Prerequisite: No other "Attunement" Mana Arts

You learn the Mind Sliver cantrip, as well as the Dissonant Whispers 1st-level spell.

In addition, whenever you deal force damage with a Spellblade spell or class feature, you may choose to deal psychic damage instead.

Psi Mastery

Prerequisite: Spellblade level 9, "Psi Attunement" Mana Art

You learn the Hypnotic Pattern 3rd-level spell. Also, you gain resistance to psychic damage.

In addition, when you deal psychic damage to a creature with a spellblade spell or class feature, you can expend a resonance die to force them to make an Intelligence saving throw against your Spell Save DC. On a failure, they are marked for 1 minute. While marked in this way, a creature cannot become hidden from you, and your attack rolls against them are never made with disadvantage. An affected creature can repeat the save at the end of each of their turns, ending the effect on a success.

Rapid Movement

Your walking speed increases by 10ft.

Refine Weapon

Prerequisite: Manasoul Arcane Discipline, Spellblade level 5

When you use your Arcane Essence feature, you may expend 1 Resonance Die to also give the affected weapon a bonus of +1 to its attack and damage rolls for the duration, unless it already has an equal or greater bonus.

Resonant Cleave

Prerequisite: Level 3 Spellblade

When you use your Resonant Weapon feature, you can use a bonus action to force every creature other than yourself within 5ft of the target to make a Dexterity saving throw against your Spell Save DC or also take the damage dealt by that feature.

Shield Ally

Prerequisite: Bulwark Arcane Discipline, Spellblade level 3

As a reaction to an attack targeting a creature you can see within 30ft of you, you can expend a one stored Resonance Die to cast Shield using one of your spell slots, targeting that creature instead of yourself.

Stone Attunement

Prerequisite: No other "Attunement" Mana Arts

You learn the Mold EarthXGtE cantrip, as well as the 1st-level spell Earth TremorXGtE. Also, you gain a climbing speed equal to your walking speed.

In addition, whenever you deal force damage with a Spellblade spell or class feature, you may choose to deal magical bludgeoning damage instead.

Stone Mastery

Prerequisite: Spellblade level 9, "Stone Attunement" Mana Art

You learn the Erupting EarthXGtE 3rd-level spell. Also, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

In addition, when you deal bludgeoning damage to a creature with a spellblade spell or class feature, if that creature is standing on solid ground you can expend a resonance die to attempt to seal their feet in solid stone. An affected creature must make a strength saving throw against your Spell Save DC or have their speed reduced to 0. An affected creature can repeat the save at the end of each of their turns, ending the effect on a success.

Storm Attunement

Prerequisite: No other "Attunement" Mana Arts

You learn the Shocking Grasp cantrip, as well as the 1st-level spell Witch Bolt.

In addition, whenever you deal force damage with a Spellblade spell or class feature, you may choose to deal lightning damage instead.

Storm Mastery

Prerequisite: Spellblade level 9, "Storm Attunement" Mana Art

You learn the Lightning Bolt 3rd-level spell. Also, you gain resistance to lightning damage.

In addition, when you deal lightning damage to a creature with a spellblade spell or class feature, you can expend a stored resonance die to send electricity coursing through their body, causing their muscles to temporarily seize up. An affected creature must make a constitution saving throw against your Spellblade DC or drop any weapons or other objects they are holding.

Toxin Attunement

Prerequisite: No other "Attunement" Mana Arts

You learn the Poison Spray cantrip, as well as the 1st-level spell Ray of Sickness.

In addition, whenever you deal force damage with a Spellblade spell or class feature, you may choose to deal poison damage instead.

Art Credit

Above: Dire Tactics by Daarken

Toxin Mastery

Prerequisite: Spellblade level 9, Toxin Attunement Mana Art

You learn the Stinking Cloud 3rd-level spell. Also, you gain resistance to poison damage, and are immune to the poisoned condition.

In addition, when you deal poison damage to a creature with a spellblade spell or class feature, you can expend a stored resonance die to force that creature to make a Constitution saving throw against your Spell Save DC or gain the poisoned condition for 1 minute. An affected creature can repeat the save at the end of each of their turns, ending the effect on a success.

Well-Studied

Prerequisite: Spellblade level 9

You gain proficiency in one of the following skills: Arcana, History, or Religion, and you may add double your proficiency bonus to any checks you make for that skill. In addition, you may cast the Legend Lore spell once without expending a spell slot, after which point you must complete a long rest before you may do so again.

Spellblade Spell List

Spells marked XGtE are found in Xanathar's Guide to Everything.

Spells marked TCoE are found in Tasha's Cauldron of Everything.

Cantrips

Acid Splash

Blade Ward

Booming BladeTCoE

Chill Touch

Dancing Lights

Fire Bolt

Frostbite

Green-Flame BladeTCoE

Light

Lightning LureTCoE

Mage Hand

Message

Mind SliverTCoE

Poison Spray

Ray of Frost

Resistance

Shocking Grasp

Sword BurstTCoE

Thunderclap

Toll the DeadXGtE

True Strike

3rd Level

Blinding Smite

Conjure Barrage

Elemental Weapon

Flame ArrowsXGtE

Haste

Lightning Arrow

Melf's Minute MeteorsXGtE

Nondetection

Protection from Energy

Slow

Thunder StepXGtE

Vampiric Touch

Wall of WaterXGtE

1st Level

Absorb Elements

Chaos BoltXGtE

Chromatic Orb

Color Spray

Ensnaring Strike

Expeditious Retreat

Faerie Fire

False Life

Grease

Jump

Longstrider

Magic Missile

Shield

Searing Smite

Sleep

Tasha's Caustic BrewTCoE

Thunderous Smite

Zephyr StrikeXGtE

4th Level

Dimension Door

Elemental BaneXGtE

Fire Shield

Freedom of Movement

Ice Storm

Staggering Smite

Stoneskin

Storm SphereXGtE

Vitriolic SphereXGtE

Watery SphereXGtE

Wall of Fire

2nd Level

Aganazzar's ScorcherXGtE

Blur

Cloud of Daggers

Dragon's BreathXGtE

EarthbindXGtE

Enhance Ability

Flaming Sphere

Magic Weapon

Maxmillian's Earthen GraspXGtE

Melf's Acid ArrowXGtE

Mind SpikeXGtE

Misty Step

Ray of Enfeeblement

Scorching Ray

Shadow BladeXGtE

Shatter

Snilloc's Snowball StormXGtE

Tasha's Mind WhipTCoE

5th Level

Banishing Smite

Cone of Cold

Conjure Volley

Destructive Wave

Far StepXGtE

Flame Strike

Steel Wind StrikeXGtE

The Spellblade

By Kayzen

CHANGELOG V 1.0

Chassis
  • Added History and Religion as Spellblade Skills
  • Re-added Bladesinger-style Extra Attack, allowing for the casting of a cantrip.
  • Revised Spell List, including adding several "Smite" spells.
  • Casting a spell with a spell slot now grants Resonance Dice equal to half the spell's level, rounded up instead of down.
  • Arcane Enhancement moved from a lvl 3 feature to a Mana Art.
  • War Mind now limited to Proficiency Modifier uses per long rest.
  • Subclass lvl 3 abilities now have Intelligence Modifier uses instead of Proficiency Modoifier.
Manasoul
  • Clarified wording on Arcane Essence's range increase.
  • Manasoul now learns Wizard spells of its choice as its Discipline Spells.
  • Manasoul's Resonant Burst now knocks back enemies, and has a variable radius depending on number of dice spent.
  • Removed Unbound Resonance and Controlled Resonance Mana Arts.
Mana Arts
  • Abjuring Armor and Arcane Senses no longer give free casts of their respective spells.
  • Removed Unseen Presence Mana Art, but added Nondetection to the Spellblade Spell List.
  • Stone Mastery now lets you spend a resonance die to reduce a creature's speed to 0, rather than knokcing prone and creating difficult terrain.
V 0.2
V 0.1
Art Credit

Back Cover: Daily Sketch by Tomasz Chistowski

 

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