Spellblade

Class Features

Level Proficiency Bonus Features
1st +2 Fighting Style, Cantrips, Arcanum Charges, Cantrip Strike
2nd +2 Spellcasting, Stance of the Weave
3rd +2 Arcane Order
4th +2 Ability Score Improvement
5th +2 Versatile Fatigue Resistance
6th +3 Arcane Reflexes
7th +3 Arcane Order Feature
8th +3 Ability Score Improvement
9th +3 Charge Capacity Increase
10th +4 Potent Cantrip Strike
11th +4 Weave Strike
12th +4 Ability Score Improvement
13th +4 Stance Mastery
14th +5 Arcane Order Feature
15th +5 Versatile Fatigue Resistance II
16th +5 Ability Score Improvement
17th +5 Weave Strike Mastery
18th +6 Arcane Synthesis
19th +6 Ability Score Improvement
20th +6 Arcane Order Capstone

Hit Points

Class Health Number: 6

Hit Points at 1st Level: 12 + your fighting style health bonus

Hit Points at Higher Levels: 6 + your fighting style health bonus per spellblade level after 1st

Proficiencies

Physical and Mental Modifiers

Some of your abilities will require your Mental or Physical Modifier.

Your Physical Modifier is your Strength or Dexterity Modifier.

Your Mental Modifier is your Intelligence Modifier.

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. Each Fighting style grants you a health bonus at level 1. You must be wielding one of your fighting style's respective items to gain this benefit.

At level 7, your fighting style provides you with a Martial Feat. This feat does not count against your Feats known, and it does not require a slot when you use it. You must be wielding one of your fighting style's respective items to use this feature.

The health bonus is added to your hit point maximum at 1st level and whenever you gain a level in this class.

Cantrips: 1

You know three cantrips of your choice from the spellblade spell list. You learn one additional spellblade cantrip of your choice at 4th, 8th, 12th, and 16th level.

Arcanum Charges: 1

You can store arcane energy in your blade, building toward powerful expressions. This energy is represented by Arcanum Charges.

Gaining Charges. When you cast a spell using a spell slot, you gain Arcanum Charges:

You gain these charges after resolving the spell's effects.

Maximum Charges. You can hold a maximum number of Arcanum Charges equal to your Intelligence modifier (minimum of 1). Any charges gained beyond this maximum are lost.

Losing Charges. Your Arcanum Charges fade when you finish a short or long rest, as the stored energy dissipates.

Cantrip Strike: 1

When you hit a creature with a weapon attack, you can spend 1 Arcanum Charge, or a Primary Slot to channel a cantrip through the strike. The cantrip manifests immediately with the following modifications:

You can use this feature only with cantrips you know. You do not need to take the Magic action to use Cantrip Strike as the cantrip is unleashed as part of the attack.

Spellcasting: 2

You have learned to weave arcane magic through your blade, casting spells as you fight.

Spell Slots. The Spellblade Spellcasting table shows how many spell slots you have to cast your spells. You regain all expended spell slots when you finish a long rest.

Spellcasting Economy. Casting a spell with a Cantrip requires one action. Casting a spell with a Primary or Secondary Spell Slot requires two actions.

Spells Known. You know three spellblade spells of your choice from the spellblade spell list. The Spells Known column of the Spellblade Spellcasting table shows when you learn more spells. Each of these spells must be of a level for which you have spell slots.

Whenever you gain a level in this class, you can replace one spellblade spell you know with another spell of your choice from the spellblade spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability. Intelligence is your spellcasting ability for your spellblade spells. The DC for your spell saving throws equals your Mental DC (8 + your proficiency bonus + your Intelligence modifier).

Spellcasting Focus. You can use a weapon with which you are proficient as a spellcasting focus for your spellblade spells.

Spellcasting Progression
Level Spells Known Primary Slots Primary Level Secondary Slots Secondary Level
2nd 3 3 1st 0 -
3rd 4 3 1st 1 1st
4th 4 3 1st 1 1st
5th 5 3 1st 2 2nd
6th 5 3 1st 2 2nd
7th 6 3 1st 2 2nd
8th 6 4 1st 2 2nd
9th 7 4 2nd 2 3rd
10th 7 4 2nd 2 3rd
11th 8 4 2nd 2 3rd
12th 8 4 2nd 3 3rd
13th 9 5 2nd 3 4th
14th 9 5 2nd 3 4th
15th 10 5 2nd 3 4th
16th 10 5 3rd 3 4th
17th 11 5 3rd 3 5th
18th 11 5 3rd 3 5th
19th 12 5 3rd 3 5th
20th 12 5 3rd 3 5th

Stance of the Weave: 2

At the start of each of your turns, you align your magical resonance toward one of three expressions. The chosen stance lasts until the start of your next turn.

Arcane Order: 3

You choose an Arcane Order that defines your relationship with magic and steel. Your choice grants you features at 3rd level, and then again at 7th, 14th, and 20th level.

Ability Score Improvement

At 4th, 8th, 12th, 16th, and 19th level, you can increase an ability score by 1

Versatile Fatigue Resistance: 5

Choose one of the following options:

Arcane Reflexes: 6

When a creature within 60 feet of you casts a spell, you can use your reaction to gain one Arcanum Charge.

Charge Capacity Increase: 9

Your capacity for Arcanum Charges increases. The maximum number of charges you can hold now equals your Intelligence modifier + your proficiency bonus.

Potent Cantrip Strike: 10

Whenever you hit a creature with a melee weapon, the target takes an extra 1d8 force damage.

Weave Strike: 11

You can unleash your stored energy in a devastating combination of steel and sorcery.

Weave Strike. As a 2-action ability, you can spend 3 Arcanum Charges and expend a Secondary Spell Slot to make one melee weapon attack and cast a spell using that slot simultaneously. The spell manifests through the strike, using its normal casting time, range, and effects.

The spell's target or area of effect originates from the creature you hit with the weapon attack. If the spell would normally require an attack roll, that roll is replaced by the success of your weapon attack, if your weapon attack hits, the spell hits. If the spell requires a saving throw, the targets have disatvantage.

You can use this feature once. You regain the ability to do so when you finish a short or long rest.

Stance Mastery: 13

You can now change your stance as a reaction at the start of any player turn, not just your own.

Versatile Fatigue Resistance II: 15

You gain the fatigue resistance option you did not choose at 5th level.

Weave Strike Mastery: 17

You can use Weave Strike twice between short or long rests. Additionally, when you use Weave Strike, you can spend up to 3 additional Arcanum Charges (for a total of 6) to apply one of the following enhancements:

Arcane Synthesis: 18

Your blade has become a permanent extension of your magical being. You gain the following benefits:

Arcane Order Capstone: 20

You gain the capstone feature for your Arcane Order.