**Spell Slots.** Bladebearers are atypical casters when you ignore their other faculties; the strongest spells one can cast are of 7th level. When you multiclass as a bladebearer and at least one other class with the *spellcasting* feature, determine your available spell slots by adding your bladebearer level to your total multiclass spellcaster level.
Additionally, whenever you gain a level in this class, you can choose up to three of the bladebearer spells you know and replace them with another spell from the bladebearer spell list, which also must be of a level for which you have spell slots. #### Spellcasting Ability Intelligence is your spellcasting ability for your bladebearer spells, since you learn your spells through memorization and practice. 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 bladebearer spell you cast and when making an attack roll with one.
While your consecrated weapon is wielded by you or the other creature bonded to it, the wielder can cast *magic circle* and *remove curse* with the weapon, using your spell save DC. Once a spell is cast with the weapon, that spell can't be cast again with it until the next dawn. In addition, when you use a focus to cast your bladebearer spells as rituals, you ignore the material cost of components required to cast those spells as long as the components cost less than a total of 150 gp and aren't consumed by the spell. ### Symbol of Majesty When you reach 15th level, your consecrated weapon has become a ceremonial weapon worthy of participating in the most stately of events. While you're wielding it, you can cast *heroes' feast* with the weapon. In addition, instead of twelve creatures, up to 60 creatures can participate in the the feast created by the spell when it's cast this way. Once used, this property of the weapon can’t be used until you gain another level as a bladebearer or you offer up a gem-encrusted bowl worth at least 1,000 gp to the weapon, which the weapon consumes to fuel your next casting of *heroes' feast* with it. Moreover, while your consecrated weapon is wielded by you or the other creature bonded to it, the wielder can cast *forbiddance* with the weapon. Material components are only required for the final casting of the spell with the weapon in order for the spell to last until dispelled when *forbiddance* is cast in the same location with the weapon every day for 30 days; otherwise, the spell lasts only 1 day as normal. \columnbreak
When you undertake this archetype, several changes occur, detailed below. First, you forget any spells granted to you by the Clarent archetype, replacing them with the spells granted by this archetype, as shown in the Archetype Spells table below. Secondly, you replace the features granted to you by the Clarent archetype with features from this archetype of the same levels. For example, when you take this archetype at 2nd level, you replace the Ceremonial Weapon feature with the Treacherous Weapon feature. When you lose the Ritual Focus feature this way, you forget the spells you learned with it. Third, you retain the ability to consecrate new weapons as normal, though weapons you consecrate from now on don't gain any benefits aside from bonuses to attack and damage rolls with it. Lastly, when you undertake this archetype, your repertoire of spells is reforged in the wake of your weapon's awakening. You can replace any number of bladebearer spells you know with other spells from the bladebearer spell list, which also must be of a level for which you have spell slots. In addition, you can replace any number bladebearer cantrips you know with other bladebearer cantrips, including those that appear in the expanded spells table for this archetype. ### Archetype Spells You gain archetype spells at the bladebearer levels listed.
In addition, the weapon associated with this feature (your previous consecrated weapon) grows more powerful as the character who performed the betrayal that caused you to take this archetype gains more character levels, instead of as you gain more levels as a bladebearer. The weapon only becomes more powerful in the hands of its original wielder; it doesn't grow stronger from other creatures gaining character levels while wielding it. Lastly, the number of bladebearer spells that you know is increased by your proficiency bonus plus your Intelligence modifier (a minimum of 1 before you add your proficiency bonus), and this archetype lets you choose from an expanded list of spells when you learn a bladebearer spell. These spells are added to the bladebearer spell list for you.
**Apostate's Oath.** When the original wielder reaches 10th level, the weapon becomes imbued with magical might. It is always under the effects of their choice of *booming blade* or *green-flame blade* (chosen when they reach 10th level), which only triggers the first time they hit a creature each turn with the weapon. The damage for the respective effects of the two cantrips are 2d8 and 3d8, regardless of the original wielder's level. **Traitorous Resolve.** When the original wielder reaches 15th level, the weapon imbues its wielder with a sense of autonomy. While its wielder is conscious, they are always under the effect of a *freedom of movement* spell. **Calamitous Call.** When the original wielder reaches 18th level, the wielder can cast *destructive wave* using the weapon. When cast this way, the spell's save DC is equal to 12 + the wielder's proficiency bonus + the wielder's Strength modifier. Once used, this property of the weapon can’t be used until the next dawn. ### Shattered Consecration Beginning at 6th level, the magic that stems from the betrayal thrust upon you grants you the capacity to cast spells without expending your arcane reserves. You can cast a bladebearer spell you know that deals damage without expending a spell slot. Once you use this feature, you can't use it again until you finish a short or long rest. When you reach 14th level, you can use this feature twice, instead of once, between short or long rests. You can't cast a spell of 5th level or higher with this feature. ### Arcane Infusion When you reach 10th level, you learn your choice of *booming blade* or *green-flame blade*. Weapons other than your *arcane blade* can't be used as material components for the spell that you learn with this feature. ### Ruinous Anguish Starting at 15th level, your magical ability becomes unrivaled in the wake of the betrayal that caused you to undertake this archetype. You can cast one of your bladebearer spells of 5th level or higher without expending a spell slot. Once you use this feature, you must finish a short or long rest before using it again. ### Perfidious Ascension When you reach 18th level, you reach the apex of your arcane might. When you use an action to cast a bladebearer spell with a casting time of 1 action, you can immediately cast a different bladebearer spell that also has a casting time of 1 action as part of that action. Both of the spells must have a duration of instantaneous. You can't cast two cantrips with the same action this way. ## Excalibur You seek to forge a bond with a weapon that rivals Excalibur, the legendary sword of King Arthur. The one who bears your consecrated weapon is destined for glory, etching their name into future books and scriptures for centuries to come.
Moreover, while your consecrated weapon is wielded by the other creature bonded to it, they can cast *thunderous smite* using the the weapon. When cast this way, the spell triggers only with the consecrated weapon. Once used, this property of the weapon can’t be used until the next dawn. ### Deafening Escape When you reach 6th level, you can cast *thunder step* without expending a spell slot. When you cast it without expending a spell slot this way, you can cast it as normal or as a reaction in response to being attacked, taking damage, being affected by a spell or effect, or before you are forced to make a saving throw. Once you use this feature, you can't use it again until you finish a short or long rest. In adition, while your consecrated weapon is wielded by the other creature bonded to it, they can cast *thunder step* using the weapon. This property of the weapon can be used twice, and all expended uses of it are recovered each dawn. ### Thunderous Redirection Beginning at 10th level, while the other creature bonded to your consecrated weapon has resistance to lightning damage. Moreover, whenever they take lightning damage while they're wielding your consecrated weapon, they can use a reaction to redirect some of the damage to another creature they can see within 30 feet of them, as a a bolt of lightning erupts from the weapon. The target must make a Constitution saving throw. On a failed save, the target takes lightning damage equal to the amount of damage that wasn't dealt to the other creature bonded to your consecrated weapon. (If the other creature is immune to lightning damage, the target takes all the damage that would've been dealt by the original source.) The save DC is equal to your spell save DC. \columnbreak