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# The Mageblade A lone half-orc clashes with a titanic white dragon. She rolls away from its claws, before burying her sword hilt deep into its hide, the blade releasing a pulse of arcane energy. With a grimace, she steps back and unleashes a torrent of ice, freezing the dragon in place. A triton leaps from the sea onto the deck of a pirate ship. Their trident crackles with lightning, and as they surge forward, they call on the winds to blast across the deck, scattering their foes. A harengon in heavy armor rushes to the defense of a small family, a horde of undead bearing down upon them. They raise their tower shield and chant an incantation, causing a brillant barrier of magic to form around them, keeping them from harm. On the fields of battle, no one combines martial prowess and arcane aptitude quite like a mageblade. Their's is a mystifying dance, a whirl of weapon and arcana that can fell the mightiest monsters. Though their personal goals may differ, most mageblades are united in one cause: the pursuit of perfection within their craft. ### Steel and Spell The life of a mageblade is one of practice and discipline. Many start out simply as warriors, honing their skills with a large variety of weapons and armor. Day in and day out, they work tirelessly to sharpen these abilities to a fine edge. However, the thing that sets a mageblade apart is their mind for arcane magic. Much like a wizard, a mageblade's practice of magic is studious; they bear no magic bloodline or pact with a higher power. Their magical proficiency is a result of tenacious work, understanding and memorization. ### Seekers of Excellence Not all who wield weapon and spell in tandem are mageblades. Those most dedicated to the study and mastery of the arts of the Mageblade Orders are the ones truly deserving of the name. Adventure calls naturally to mageblades. The entire ethos of the Orders is that of study and practice, of striving for perfection in all situations, and against all foes. It is only natural then, to achieve that highest point, one must seek out those foes, and discover for themselves that perfection, both in their arcane studies and their martial displays. The path of adventure is one frought with peril, yes, but also opportunity. \columnbreak ### Creating a Mageblade As you build your mageblade, think about two related elements of your character's background: Where did you get your combat training, and where did you learn magic? Were you taught from a young age? Did you immediately join a Mageblade Order, perhaps because of your exceptional dedication? What drove you to this training in the first place? A craving for knowledge, the pursuit of perfection, or a need to prove yourself might all have been factors. You might have enjoyed formal training in a noble's army or in a regiment of spellcasters. Perhaps you studied at a mage's academy, learning arcana and history. Or you might be self-taught—unpolished but endlessly practiced on your own. Did you take up this path as a way to escape the limits of your former life, or are you following a road laid out for you? Where did you acquire your weapons and armor? They might have been military issue or family heirlooms, or perhaps you scrimped and saved for years to buy them. How did you first discover an aptitude for magic? Was it a natural extension of yourself? Or did you have to force your mind and body into shape? #### Quick Build You can make a mageblade quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Intelligence. Second, choose the sage or soldier background. \pagebreak
##### The Mageblade Features | Level | Proficiency Bonus | Features | Arcane Armament | Prepared Spells | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Arcane Intuition, Magical Detection, Spellcasting, Weapon Mastery | — | 2 | 2 | — | — | — | — | | 2nd | +2 | Arcane Armament (d4), Fighting Style | 2 | 3 | 2 | — | — | — | — | — | | 3rd | +2 | Mageblade Order | 2 | 4 | 3 | ─ | — | — | — | | 4th | +2 | Ability Score Improvement | 2 | 5 | 3 | ─ | — | — | — | | 5th | +3 | Extra Attack | 3 | 6 | 4 | 2 | — | — | — | | 6th | +3 | Arcane Armament (d6), Steel Mind | 3 | 6 | 4 | 2 | — | — | — | | 7th | +3 | Mageblade Order Feature | 3 | 7 | 4 | 3 | — | — | — | | 8th | +3 | Ability Score Improvement | 3 | 7 | 4 | 3 | — | — | — | | 9th | +4 | ─ | 4 | 9 | 4 | 3 | 2 | — | — | | 10th | +4 | Arcane Surge, Arcane Armament (d8), Mercurial Body | 4 | 9 | 4 | 3 | 2 | — | — | | 11th | +4 | Arcane Flow, Mageblade Order Feature | 4 | 10 | 4 | 3 | 3 | — | — | | 12th | +4 | Ability Score Improvement | 4 | 10 | 4 | 3 | 3 | — | — | | 13th | +5 | ─ | 5 | 11 | 4 | 3 | 3 | 1 | — | | 14th | +5 | Arcane Armament (d10) | 5 | 11 | 4 | 3 | 3 | 1 | — | | 15th | +5 | Mageblade Order Feature | 5 | 12 | 4 | 3 | 3 | 2 | — | | 16th | +5 | Ability Score Improvement | 5 | 12 | 4 | 3 | 3 | 2 | — | | 17th | +6 | ─ | 6 | 14 | 4 | 3 | 3 | 3 | 1 | | 18th | +6 | Arcane Armament (d12) | 6 | 14 | 4 | 3 | 3 | 3 | 1 | | 19th | +6 | Epic Boon | 6 | 15 | 4 | 3 | 3 | 3 | 2 | | 20th | +6 | Arcane Fury | 6 | 15 | 4 | 3 | 3 | 3 | 2 |
## Class Features As a mageblade, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d10 per mageblade level - **Hit Points at 1st Level:** 10 + your Constitution Modifier - **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per mageblade level after 1st #### Proficiencies ___ - **Armor:** All Armor, shields - **Weapons:** Simple weapons, martial weapons - **Tools:** None ___ - **Saving Throws:** Constitution, Intelligence - **Skills:** Choose two from Acrobatics, Arcana, Athletics, History, Insight, Investigation, and Perception #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* chain mail or *(b)* leather armor, longbow, and 20 arrows - *(a)* a martial weapon and a shield or *(b)* two martial weapons - *(a)* a light crossbow and 20 bolts or *(b)* two handaxes - *(a)* a scholar's pack or *(b)* an explorer's pack ### Arcane Intuition Your time spent immersed in arcane study has left you with an innate ability to understand and comprehend magic around you. If you spend at least 1 minute observing or interacting with another creature or object outside combat, you can learn certain information about its magical capabilities, if any. The DM tells you basic information in regard to one of the following characteristics of your choice: - Its rarity, if it's a magic item. - Its attunement requirements, if it's a magic item. - The number of charges it has, if it's a magic item. - If it has any Artificer, Bard, Mageblade, Sorcerer, Warlock, or Wizard levels, though not how many. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses after you finish a long rest. \pagebreak ### Magical Detection Your years of practice have honed your senses such that they are attuned to magic, allowing you to pick it out from your surroundings easily. As an action, you can open your awareness to detect magical forces. Until the end of your next turn, you know the location of any visible creature or object that bears magic within 30 feet of you that is not behind total cover. Additionally, you can see an aura around such a creature or object, and you learn its school of magic, if any. You can use this feature a number of times equal to 1 + your Intelligence modifier. When you finish a long rest, you regain all expended uses. ### Spellcasting You have learned to use your arcane understanding to cast spells, much as a wizard does. **Spell Slots.** The Mageblade Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. **Prepared Spells of Level 1+.** You prepare the list of level 1+ spells that are available for you to cast with this feature. The number of spells on your list increases as you gain Mageblade levels, as shown in the Prepared Spells column of the Mageblade Features table. Whenever that number increases, choose additional spells from the Mageblade spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Mageblade, your list of prepared spells can include six spells of levels 1 and 2 in any combination. If another Mageblade feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Mageblade spells for you. **Changing Your Prepared Spells.** Whenever you finish a Long Rest, you can replace one spell on your list with another Mageblade spell for which you have spell slots. **Spellcasting Ability.** Intelligence is your spellcasting ability for your mageblade spells. **Spellcasting Focus.** You can use a simple or martial weapon as a spellcasting focus for your mageblade spells. ### Weapon Mastery Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For Example, you could switch to using the mastery properties of Halberds and Flails. \columnbreak ### Arcane Armament Starting at 2nd level, you've learned to imbue your weapons with arcane power. As a bonus action, a weapon you are holding becomes an Arcane Armament, a magical weapon that deals additional acid, cold, fire, lightning, poison, or thunder damage, which you choose each time you use this ability. The first time you hit a creature with an attack using an Arcane Armament on each turn, it takes an additional 1d4 damage of the type chosen. An Arcane Armament remains transformed for 1 minute, until you dismiss it as a bonus action, until you're incapacitated, or until you end your turn no longer holding it. You have a number of uses of this feature equal to your proficiency bonus, and regain all expended uses when you finish a long rest. While you have no uses, you may expend a spell slot to use it again. The extra damage increases at certain levels in this class: 1d6 at 6th level, 1d8 at 10th level, 1d10 at 14th level, and 1d12 at 18th level. ### Fighting Style At 2nd level, you gain a Fighting Style feat of your choice **(see the 2024 Player's Handbook)**. Instead of choosing one of those feats, you can choose the option below. - **Arcane Warrior.** You learn two cantrips of your choice from the Wizard spell list. They count as mageblade spells for you, and Intelligence is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Wizard spell list. ### Mageblade Order At 3rd level, you choose to follow the ideals and training of a Mageblade Order. Choose the Order of the Elemental Vessel, the Order of the Guardian, the Order of the Inquisitor, the Order of the Sunderer, or the Order of the Wayfarer, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. ### Ability Score Improvement You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Mageblade levels 8, 12, and 16. ### Extra Attack Beginning at 5th level, 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. \pagebreak ### Steel Mind Starting at 6th level, your intense physical training has honed your mind. You have a bonus to Intelligence, Wisdom, and Charisma saving throws equal to your Constitution modifier (minimum of +1). ### Arcane Surge At 10th level, you've learned to use magic to enhance your speed and agility. As a bonus action, you can expend a spell slot and increase your movement speed by 10 feet per slot level until the end of your turn. ### Mercurial Body Also at 10th level, through your magical studies you have augmented your physicality. You have a bonus to Strength, Dexterity, and Constitution saving throws equal to your Intelligence modifier (minimum of +1). ### Arcane Flow Starting at 11th level, your melding of magic and martial prowess has reached new heights. When you use your action to cast a mageblade spell, you can make one weapon attack as a bonus action. ### Epic Boon At 19th level, you gain an Epic Boon feat or another feat of your choice for which you qualify. ### Arcane Fury At 20th level, your ability to flow between casting spells and weapon attacks has reached perfection. Whenever you deal damage with your Arcane Armament, the next spell of 1st level or higher you cast before the end of your next turn adds your Arcane Armament's additional damage die to the damage of the spell, if the spell includes a damage roll. If the spell affects multiple creatures, only one of them suffers this extra damage. Whenever you cast a spell, your next attack with your Arcane Armament before the end of your next turn gains a bonus to its attack and damage roll equal to the level of the spell slot expended. ## Mageblade Orders Different mageblades approach both martial combat and spellcasting differently. The Order you choose reflects the training you follow. ### Order of the Elemental Vessel The Order of the Elemental Vessel is focused on unleashing their magic in destructive displays of elemental power. Those who join the Order attune themselves to a specific element, and work to embody it in their fighting and spellcasting. \columnbreak #### Elemental Attunement When you select this Order at 3rd level, you choose one of the following Elemental Attunements, which determines the spells and abilities you are granted by this subclass, and which elemental damage type you are associated with: the Freezing Sea (cold), the Quenchless Flame (fire), the Roiling Earth (thunder), and the Tempestous Wind (lightning). #### Vessel's Magic When you reach a Mageblade level specified in the Elemental Vessel Spells table, you thereafter always have the listed spells prepared.
**Elemental Vessel Spells** | Mageblade Level | Freezing Sea Spells | |:---:|:-----------:| | Cantrips | *Ray of Frost, Shape Water* | | 3rd | *Absorb Elements, Ice Knife* | | 5th | *Hold Person, Rime's Binding Ice* | | 9th | *Tidal Wave, Wall of Water* | | 13th | *Control Water, Watery Sphere* | | 17th | *Cone of Cold, Maelstrom* | | Mageblade Level | Quenchless Flame Spells | |:---:|:-----------:| | Cantrips | *Control Flames, Firebolt* | | 3rd | *Absorb Elements, Burning Hands* | | 5th | *Aganazzar's Scorcher, Pyrotechnics* | | 9th | *Ashardalon's Stride, Fireball* | | 13th | *Fire Shield (Warm Shield Only), Wall of Fire* | | 17th | *Flame Strike, Immolation* | | Mageblade Level | Roiling Earth Spells | |:---:|:-----------:| | Cantrips | *Mold Earth, Thunderclap* | | 3rd | *Absorb Elements, Thunderwave* | | 5th | *Maximillian's Earthen Grasp, Shatter* | | 9th | *Meld Into Stone, Thunder Step* | | 13th | *Stone Shape, Stoneskin* | | 17th | *Transmute Rock, Wall of Stone* | | Mageblade Level | Tempestous Wind Spells | |:---:|:-----------:| | Cantrips | *Gust, Shocking Grasp* | | 3rd | *Absorb Elements, Zephyr Strike* | | 5th | *Blur, Gust of Wind* | | 9th | *Fly, Lightning Bolt* | | 13th | *Freedom of Movement, Storm Sphere* | | 17th | *Control Winds, Steel Wind Strike* | \pagebreak #### Elemental Strikes Also at 3rd level, your attunement to your element lends additional power to your Arcane Armament. Whenever you deal damage with your Arcane Armament, it deals additional damage equal to your Intelligence modifier (minimum of +1). To gain this benefit, your Arcane Armament must deal the damage associated with your Elemental Attunement. #### Elemental Surge At 7th level, whenever you use your Arcane Armament, you can cause it to surge with your attuned element, becoming more powerful. - **Freezing Sea.** When you deal cold damage to a creature using your Arcane Armament, you can force it to make a Constitution saving throw against your mageblade spell save DC. On a failure, its movement speed is halved until the start of your next turn, as ice forms around its body. On a success, its movement speed is only reduced by 10 feet. - **Quenchless Flame.** When you deal fire damage to a creature using your Arcane Armament, you can force it to make a Dexterity saving throw against your mageblade spell save DC. On a failure, it takes fire damage equal to your mageblade level at the start of its next turn, as it continues to burn. On a successful save, a creature takes half as much damage. - **Roiling Earth.** When you deal thunder damage to a large or smaller creature using your Arcane Armament, you can force it to make a Strength saving throw against your mageblade spell save DC. On a failure, it's pushed up to 20 feet away and knocked prone, as earth and rocks slam into it. On a success, its pushed up to 10 feet away, but is not knocked prone. - **Tempestous Wind.** When you deal lightning damage to a creature using your Arcane Armament, you can force it to make a Dexterity saving throw against your mageblade spell save DC. On a failure, it cant take reactions until the start of your next turn, as lightning arcs across its body. On a success, it cant take reactions until the end of the current turn. You can use this ability a number of times equal to your Intelligence modifier (minimum of 1), and regain all expended uses when you finish a long rest. While you have no uses remaining, you can expend a spell slot of 2nd level or higher to use this feature. Additionally, your attunement to your element has been empowered. You gain resistance to the damage type associated with your Elemental Attunement. #### Elemental Ward Beginning at 11th level, as an action, you can flare the energy of your Elemental Attunement within yourself, granting yourself greater resilience. For 10 minutes, you become immune to the damage type associateed with your Elemental Attunement. Once you've used this feature, you cannot do so again until you finish a long rest. \columnbreak #### Elemental Wrath When you reach 15th level, your connection to your element has been further empowered. When you deal damage of the type associated with your Elemental Attunement with your Arcane Armament, you can choose to create a large burst of elemental energy by expending a spell slot of 1st level or higher. Each creature of your choice in a 10-foot radius sphere centered on you must make a Dexterity saving throw. On a failure, a creature takes 2d6 damage, plus 1d6 damage per spell level above 1st, or half as much damage on a success. This damage is the same type as your Arcane Armament. ### Order of the Guardian The Order of the Guardian is focused on defense. They believe that a mageblade is only successful on the battlefield if they're able to use their abilities to defend their allies, or anyone else who may be in need. However, just because they style themselves as defensive fighters, does not mean a Guardian is any less deadly a combatant. #### Guardian's Magic When you reach a Mageblade level specified in the Guardian Spells table, you thereafter always have the listed spells prepared.
**Guardian Spells** | Mageblade Level | Spells | |:---:|:-----------:| | Cantrips | *Blade Ward, Booming Blade* | | 3rd | *Armor of Agathys, Shield of Faith* | | 5th | *Barkskin, Warding Bond* | | 9th | *Counterspell, Intellect Fortress* | | 13th | *Death Ward, Otiluke's Resilient Sphere* | | 17th | *Antilife Shell, Wall of Force* | #### Arcane Shield Also at 3rd level, you've learned how to channel the energy of your Arcane Armament for a defensive style of fighting. When you use your Arcane Armament feature, you can instead choose to transform a shield into an Arcane Shield. While wielding an Arcane Shield, you can roll the bonus damage die for your Arcane Armament and reduce damage you take from an attack by the number rolled plus your Intelligence modifier (minimum of +1). Once you've reduced damage in this way, you cannot do so again until the start of your next turn. \pagebreak #### Defensive Strikes At 7th level, you know how to channel the offensive energy of your Arcane Armament into a protective barrier. When you deal damage to a creature on your turn with your Arcane Armament, one other creature of your choice within 15 feet of you gains temporary hit points equal to the bonus damage dealt plus your Intelligence modifier (minimum of +1). You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all expended uses when you finish a long rest. While you have no uses remaining, you can expend a spell slot of 2nd level or higher to use it again. #### Guardian's Watch Beginning at 11th level, you've learned to use a mix of abjuration and conjuration to keep others out of harm's way. When a creature you can see within 30 feet of you is the target of an attack or a spell, you may use your reaction to swap places with them, if they are willing, and become the new target of the attack or spell. You must choose to use this ability before any attack rolls or saving throws are made. Once you've used this feature, you cannot do so again until you finish a short or long rest, unless you expend a spell slot of 3rd level or higher to use it again. #### Grand Magus' Shield When you reach 15th level, your mastery of abjuration allows you to protect many allies across greater distances. While you're wielding your Arcane Shield, creatures of your choice within 30 feet of you can reduce damage they take from an attack as if they were wielding the Arcane Shield. Once a creatures reduces damage in this way, it cannot do so again until the start of its next turn. ### Order of the Inquisitor The Order of the Inquisitor seeks to root out the corrupting influence of fiends and undead. Through their studies, they have learned to channel divine power to defend the innocent from the wretched prey they ruthlessly hunt. #### Inquisitor's Magic When you reach a Mageblade level specified in the Inquisitor Spells table, you thereafter always have the listed spells prepared.
**Inquisitor Spells** | Mageblade Level | Spells | |:---:|:-----------:| | Cantrips | *Thaumaturgy, Word of Radiance* | | 3rd | *Protection from Evil and Good, Wrathful Smite* | | 5th | *Branding Smite, Zone of Truth* | | 9th | *Magic Circle, Spirit Guardians* | | 13th | *Banishment, Guardian of Faith* | | 17th | *Dispel Evil and Good, Holy Weapon* | #### Theologian By 3rd level, you've extensively studied fiends and undead. You gain proficiency in the Religion skill. Your proficiency bonus is doubled for any Intelligence (Religion) check you make involving fiends or undead. #### Inquisitor's Armament At 3rd level, your Arcane Armaments can channel divine power to strike down your enemies. When you use your Arcane Armament feature, you can choose to make the bonus damage type radiant. When you hit a fiend or undead creature with your Arcane Armament and deal radiant damage, you roll an additional Arcane Armament die when determining the extra damage you deal. #### Inquisitor's Insight Also at 3rd level, your senses are particularly attuned to the presence of fiends and undead. When you use your Magical Detection feature, you also detect the location of any fiend or undead within 30 feet of you that is not behind total cover. If a fiend or undead has been within the area you use Magical Detection in at any time within the last 24 hours, you learn how many there were and what direction they went. Additionally, you have advantage on any subsequent check you make to track them until you finish a short or long rest. #### Judgement At 7th level, you can speak a prayer to sentence a creature to divine judgement. As an action, you can force a creature you can see within 30 feet of you to make a Wisdom saving throw against your mageblade DC. Fiends and undead have disadvantage on their saving throw. On a failure, it suffers one of the following effects of your choice for the next minute: - **Atonement.** Whenever the creature makes an attack or damage roll, they must roll a d6 and subtract the number rolled from the attack or damage roll. - **Execution.** Attack rolls against the creature score a critical hit on a 19 or 20 and deal additional damage equal to your Intelligence modifier (minimum of +1). A creature can repeat its saving throw at the end of each of its turns, ending the effect on a success. Once you've used this feature, you cannot do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to use it again. #### Holy Binding Beginning at 11th level, you can call forth divine power to enchain those you strike. When you deal radiant damage to a creature with your Arcane Armament, you can force it to make a Wisdom saving throw against your mageblade spell save DC. On a failure, they're stunned for 1 minute. A creature can repeat its saving throw at the end of each of its turns, ending the effect on a success. Once you've used this feature, you cannot do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again. \pagebreak #### Grand Inquisitor When you reach 15th level, your experiences hunting such dangerous prey have turned you into a paragon of incorruptible body and will. You gain the following benefits: - You cannot be charmed or frightened. - You are immune to poison and have resistance to necrotic damage. - You have advantage on saving throws against the spells and abilities of fiends and undead. ### Order of the Sunderer The Order of the Sunderer are a group of mageblades dedicated to the destruction of magical forces that get out of control. They specialize in anti-magic combat, and are routinely sent out to slay Sorcerers, Wizards, and other spellcasters who are deemed to be threats. #### Sunderer's Magic When you reach a Mageblade level specified in the Sunderer Spells table, you thereafter always have the listed spells prepared.
**Sunderer Spells** | Mageblade Level | Spells | |:---:|:-----------:| | Cantrips | *Mind Sliver, Resistance* | | 3rd | *Shield, Silvery Barbs* | | 5th | *See Invisibility, Silence* | | 9th | *Dispel Magic, Slow* | | 13th | *Freedom of Movement, Greater Invisibility* | | 17th | *Circle of Power, Synaptic Static* | #### Arcanist's Bane At 3rd level, your Arcane Armaments excel at foiling spellcasters. When you use your Arcane Armament feature, you can choose to make the bonus damage type force. Additionally, once per turn, when you deal damage to a creature concentrating on a spell with your Arcane Armament, you can give it disadvantage on its concentration check. #### Steel Counter At 7th level, you've learned to counter spells before they have time to form. When a creature within 5 feet of you begins casting a spell, you can use your reaction to make a weapon attack against it. On a hit, the creature suffers damage as normal and must make an Constitution saving throw against your mageblade spell save DC. On a failure, the spell is wasted and the spell slot is expended. Once you've used this ability, you cannot do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to use it again. \columnbreak #### Spell Shatterer Beginning at 11th level, you've become an expert in unmaking spells. When you cast *dispel magic*, you automatically treat the spell as if it was cast using a spell slot 1 level higher. Additionally, whenever you make a skill check to dispel magic, you have advantage on the roll. #### Sundering Stroke When you reach 15th level, you have learned to strip a creature of all of its defenses in a single arcane blow. As an action, you can make a single weapon attack against a creature within your Arcane Armament's range. On a hit, the creature takes no damage, and instead loses all of its damage resistances and immunities until the end of your next turn. Once you've used this feature, you cannot do so again until you finish a long rest. ### Order of the Wayfarer The Order of the Wayfarer is a group of mageblades that specialize in conjuration, and specifically the use of teleportation and portals. They cross battlefields in an instant, and through clever use of their portals can easily get the drop on their enemies. #### Wayfarer's Magic When you reach a Mageblade level specified in the Wayfarer Spells table, you thereafter always have the listed spells prepared. **Wayfarer Spells** | Mageblade Level | Spells | |:---:|:-----------:| | Cantrips | *Mage Hand, Sword Burst* | | 3rd | *Arms of Hadar, Fog Cloud* | | 5th | *Misty Step, Vortex Warp* | | 9th | *Blink, Hunger of Hadar* | | 13th | *Dimension Door, Evard's Black Tentacles* | | 17th | *Far Step, Teleportation Circle* | #### Gateway Strike At 3rd level, you've learned to open momentary rifts that allow you to attack from unexpected angles. At the start of your turn, but before you take any actions, you may choose to open a gateway at a point that you can see within 30 feet of you. When you do, attacks you make and spells you cast on this turn can be made from the gateway's position instead of your own. The portal disappears at the end of your turn. You can use this ability a number of times equal to your Intelligence modifier (minimum of 1), and regain all expended uses when you finish a long rest. While you have no uses remaining, you can expend a spell slot to use this feature. \pagebreak #### Cross the Threshold At 7th level, you're able to transport yourself through the gateways you open. After you take the Attack action on a turn where you used Gateway Strike, you may choose to step through the gateway, and appear in its space. The portal then disappears. Once you've used this feature, you cannot do so again until you finish a short or long rest, unless you expend a spell slot of 2nd level or higher to use it again. #### Distant Reach Beginning at 11th level, the range at which you can create a portal with Gateway Strike increases to 60 feet. #### Shrouded Gateway When you reach at 15th level, your gateways have become magically shrouded, making them much harder to notice. When you make your first attack through a portal created by Gateway Strike, the creature you're attacking must make a Wisdom (Perception) check against your mageblade spell save DC. On a failure, you are considered hidden for the first attack you make. ## Multiclassing ### Prerequisites To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. #### Multiclassing Prerequisites | Class | Ability Score Minimum | |:---:|:-----------:| | Mageblade | Strength or Dexterity 13 and Intelligence 13 | ### Proficiencies When you gain a level in a class other than your first, you only gain some of that class's starting proficiencies, as shown in the Multiclassing Proficiencies table. #### Multiclassing Proficiencies | Class | Proficiencies Gained | |:---:|:-----------:| | Mageblade | Light armor, medium armor, shields, simple weapons, martial weapons | \pagebreak # Mageblade Spell List
##### 1st Level - Absorb Elements - Burning Hands - Catapult - Cause Fear - Charm Person - Color Spray - Detect Magic - Disguise Self - Expeditious Retreat - False Life - Feather Fall - Ice Knife - Jump - Longstrider - Mage Armor - Magic Missile - Protection from Evil and Good - Ray of Sickness - Searing Smite - Silent Image - Tasha's Caustic Brew - Tasha's Hideous Laughter - Thunderous Smite - Thunderwave - Wrathful Smite ##### 2nd Level - Aganazzar's Scorcher - Alter Self - Arcane Vigor - Blindness/Deafness - Blur - Branding Smite - Cloud of Daggers - Enhance Ability - Enlarge/Reduce - Flame Blade - Gust of Wind - Hold Person - Invisibility - Kinetic Jaunt - Knock - Levitate - Magic Weapon - Maximillian's Earthen Grasp - Melf's Acid Arrow - Mind Spike - Mirror Image - Misty Step - Nathair's Mischief - Phantasmal Force - Ray of Enfeeblement - Rime's Binding Ice - Rope Trick - Scorching Ray - See Invisibility - Shadow Blade - Shatter - Silence - Snilloc's Snowball Swarm - Spider Climb - Tasha's Mind Whip - Vortex Warp - Warding Wind - Web - Wither and Bloom ##### 3rd Level - Animate Dead - Antagonize - Ashardalon's Stride - Blinding Smite - Blink - Conjure Barrage - Counterspell - Dispel Magic - Elemental Weapon - Erupting Earth - Fear - Fireball - Flame Arrows - Fly - Haste - Hypnotic Pattern - Intellect Fortress - Lightning Arrow - Lightning Bolt - Major Image - Melf's Minute Meteors - Phantom Steed - Protection from Energy - Slow - Thunder Step - Vampiric Touch ##### 4th Level - Arcane Eye - Banishment - Blight - Charm Monster - Conjure Minor Elementals - Dimension Door - Elemental Bane - Fire Shield - Ice Storm - Otiluke's Resilient Sphere - Phantasmal Killer - Raulothim's Psychic Lance - Staggering Smite - Stoneskin - Vitriolic Sphere - Wall of Fire ##### 5th Level - Animate Objects - Banishing Smite - Bigby's Hand - Cloudkill - Cone of Cold - Conjure Elemental - Conjure Volley - Far Step - Hold Monster - Immolation - Jallarzi's Storm of Radiance - Mislead - Negative Energy Flood - Seeming - Steel Wind Strike - Swift Quiver - Synaptic Static - Telekinesis - Teleportation Circle - Wall of Force - Yolande's Regal Presence \columnbreak