Punti Ferita
Competenze
Spellblade
| Livello | Bonus di Competenza | Caratteristiche | Cantrips Known |
|---|---|---|---|
| 1 | + 2 | Arcane Surge Magic Trick | 1 |
| 2 | + 2 | Arcane Surge Magic Trick | 3 |
| 3 | + 2 | Arcane Surge Magic Trick | 3 |
| 4 | + 2 | Arcane Surge Magic Trick | 3 |
| 5 | + 3 | Arcane Surge Magic Trick | 5 |
| 6 | + 3 | Arcane Surge Magic Trick | 5 |
| 7 | + 3 | Arcane Surge Magic Trick | 5 |
| 8 | + 3 | Arcane Surge Magic Trick | 5 |
| 9 | + 4 | Arcane Surge Magic Trick | 6 |
| 10 | + 4 | Arcane Surge Magic Trick | 6 |
| 11 | + 4 | Arcane Surge Magic Trick | 6 |
| 12 | + 4 | Arcane Surge Magic Trick | 6 |
| 13 | + 5 | Arcane Surge Magic Trick | 7 |
| 14 | + 5 | Arcane Surge Magic Trick | 7 |
| 15 | + 5 | Arcane Surge Magic Trick | 7 |
| 16 | + 5 | Arcane Surge Magic Trick | 7 |
| 17 | + 6 | Arcane Surge Magic Trick | 8 |
| 18 | + 6 | Arcane Surge Magic Trick | 8 |
| 19 | + 6 | Arcane Surge Magic Trick | 8 |
| 20 | + 6 | Arcane Surge Magic Trick | 8 |
| Livello | Bonus di Competenza | Caratteristiche | Spells Known |
|---|---|---|---|
| 1 | + 2 | Arcane Surge Magic Trick | 0 |
| 2 | + 2 | Arcane Surge Magic Trick | 3 |
| 3 | + 2 | Arcane Surge Magic Trick | 4 |
| 4 | + 2 | Arcane Surge Magic Trick | 4 |
| 5 | + 3 | Arcane Surge Magic Trick | 5 |
| 6 | + 3 | Arcane Surge Magic Trick | 5 |
| 7 | + 3 | Arcane Surge Magic Trick | 6 |
| 8 | + 3 | Arcane Surge Magic Trick | 6 |
| 9 | + 4 | Arcane Surge Magic Trick | 7 |
| 10 | + 4 | Arcane Surge Magic Trick | 7 |
| 11 | + 4 | Arcane Surge Magic Trick | 8 |
| 12 | + 4 | Arcane Surge Magic Trick | 8 |
| 13 | + 5 | Arcane Surge Magic Trick | 9 |
| 14 | + 5 | Arcane Surge Magic Trick | 9 |
| 15 | + 5 | Arcane Surge Magic Trick | 10 |
| 16 | + 5 | Arcane Surge Magic Trick | 10 |
| 17 | + 6 | Arcane Surge Magic Trick | 11 |
| 18 | + 6 | Arcane Surge Magic Trick | 11 |
| 19 | + 6 | Arcane Surge Magic Trick | 12 |
| 20 | + 6 | Arcane Surge Magic Trick | 12 |
Spell Slots per Spell Level
| Livello | Bonus di Competenza | Caratteristiche | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1 | + 2 | Arcane Surge Magic Trick | 0 | 0 | 0 | 0 | 0 |
| 2 | + 2 | Arcane Surge Magic Trick | 2 | 0 | 0 | 0 | 0 |
| 3 | + 2 | Arcane Surge Magic Trick | 3 | 0 | 0 | 0 | 0 |
| 4 | + 2 | Arcane Surge Magic Trick | 3 | 0 | 0 | 0 | 0 |
| 5 | + 3 | Arcane Surge Magic Trick | 4 | 2 | 0 | 0 | 0 |
| 6 | + 3 | Arcane Surge Magic Trick | 4 | 2 | 0 | 0 | 0 |
| 7 | + 3 | Arcane Surge Magic Trick | 4 | 3 | 0 | 0 | 0 |
| 8 | + 3 | Arcane Surge Magic Trick | 4 | 3 | 0 | 0 | 0 |
| 9 | + 4 | Arcane Surge Magic Trick | 4 | 3 | 2 | 0 | 0 |
| 10 | + 4 | Arcane Surge Magic Trick | 4 | 3 | 2 | 0 | 0 |
| 11 | + 4 | Arcane Surge Magic Trick | 4 | 3 | 3 | 0 | 0 |
| 12 | + 4 | Arcane Surge Magic Trick | 4 | 3 | 3 | 0 | 0 |
| 13 | + 5 | Arcane Surge Magic Trick | 4 | 3 | 3 | 1 | 0 |
| 14 | + 5 | Arcane Surge Magic Trick | 4 | 3 | 3 | 1 | 0 |
| 15 | + 5 | Arcane Surge Magic Trick | 4 | 3 | 3 | 2 | 0 |
| 16 | + 5 | Arcane Surge Magic Trick | 4 | 3 | 3 | 2 | 0 |
| 17 | + 6 | Arcane Surge Magic Trick | 4 | 3 | 3 | 3 | 1 |
| 18 | + 6 | Arcane Surge Magic Trick | 4 | 3 | 3 | 3 | 1 |
| 19 | + 6 | Arcane Surge Magic Trick | 4 | 3 | 3 | 3 | 2 |
| 20 | + 6 | Arcane Surge Magic Trick | 4 | 3 | 3 | 3 | 2 |
Incantesimi di Classe
Caratteristiche di Classe
Livello 1
Livello 10
Livello 11
Livello 12
Livello 14
Livello 15
Livello 16
Livello 18
Livello 19
Livello 2
Livello 20
Livello 3
Livello 4
Livello 5
Livello 6
Livello 7
Livello 8
Progressione Incantesimi Conosciuti
| Livello | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Incantesimi Conosciuti | 0 | 3 | 4 | 4 | 5 | 5 | 6 | 6 | 7 | 7 | 8 | 8 | 9 | 9 | 10 | 10 | 11 | 11 | 12 | 12 |
Progressione Incantatore
Competenze
light
medium
simple
martial
Equipaggiamento Iniziale
Caratteristiche di Classe
Arcane Surge (Level 1)
Your affinity for magic gives you a pool of Arcane Surges. Once during your turn, you can expend a use of Arcane Surge to do any of the following:
Detect Magic. Cast detect magic without expending a spell slot.
Advantage. Gain advantage on an attack roll (no action required).
Enhance Ability. Add your Intelligence modifier to a Strength or Dexterity ability check (no action required).
Teleport. Teleport up to 5 feet to an unoccupied space you can see (no action required). This distance increases by 5 feet at 5th (10 feet), 9th (15 feet), 13th (20 feet), and 17th (25 feet) levels.
You can use this feature a number of times equal to your proficiency bonus. You can regain expended uses when you complete a short or long rest. As you level, you may gain additional uses for your Arcane Surges, but can only expend one use per turn.
Magic Trick (Level 1)
Additionally at 1st level, you learn one cantrip of your choice from the Spellblade class list. Intelligence is your spellcasting ability for this cantrip.
Spellcasting (Level 2)
As part of your study of magic, you gain the ability to cast spells at 2nd level. The spells you learn are limited in scope, primarily concerned with enhancing your abilities and devastating your foes.
Cantrips
At 2nd level, you learn two additional cantrips of your choice from the Spellblade class list. You learn additional Spellblade cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Spellblade table. The table includes the bonus cantrips gained from Spellblade class features (such as Empowered Strike).
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 your 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.
Spells Known of 1st Level and Higher
You know three 1st-level spells of your choice from the Spellblade class 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 Ability
Intelligence is your spellcasting ability for your Spellblade spells. Your magic comes from a practitioner's knowledge of the arcane and training. 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
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your Spellblade spells.
Spellstrike (Level 2)
Starting at 2nd level, you can infuse spells into your weapon. As a bonus action, you can cast a 1st level or higher Spellblade spell with a casting time of 1 action in a special way, infusing it into a melee weapon instead of having it immediately take effect. The next time you make a melee attack with that weapon before the end of your turn, the spell is cast against the target of the attack. The spell fizzles and fails to cast if you cast another spell before attacking.
Spellstrike's interaction with the spell mechanics is determined by the spell's effect:
Attack Rolls. If the spell requires an attack roll (melee or ranged) it automatically hits the target if the weapon attack hits and misses the target if the weapon attack misses.
Saving Throws. If the spell has a saving throw, it automatically deals damage as if the target failed its saving throw against the spell on hit, but if it has any effects besides dealing damage, the target makes the save against those effects as normal for being targeted by the spell (regardless if the attack hits or misses). If a spell does half damage to targets that pass their save, they take half damage on a missed attack, treating it as if they had passed their saving throw. If a spell always hits (such as magic missile), the spell hits regardless if you hit or miss your attack.
Area of Effect. If the spell has an area of effect, that area of effect must include the space the target of the Spellstrike is in, be placed such that one edge of it is within the range of your weapon, and otherwise follows the rules of the spell regarding placement and range. Other creatures caught in the area of effect treat the spell as if you had cast it normally. The target is not affected by the spell again (having already resolved as part of the attack).
Multiple Attack Rolls. Spells that have multiple attack rolls (such as scorching ray or crackleK) tie the outcome of only the first attack roll to the melee weapon attack. You resolve all subsequent attack rolls of the spell as if you had cast the spell, but can ignore the disadvantage on ranged attack rolls from being within 5 feet of hostile creatures when doing so.
You can only cast spells that are on the Spellblade class list using Spellstrike, and can only cast them at a level you can cast them as a Spellblade, though you can use any spell slot you have available to cast the spell.
Additional Clarifications
Critical Strikes. If the attack critically strikes, a spell that has a spell attack roll used with spell strike also critical strikes, but a spell that has a saving throw just treats it the same as a hit (inflict wounds would critical strike, but fireball would not, as it cannot critically strike).
Condition Sequence. Any effects that require the target to fail a saving throw take place after the attack. For example, if you spellstrike hold person, the saving throw against being paralyzed (and the condition if they fail) take place after the attack roll is complete.
Area of Effect. One edge of the spell must be in range of the weapon, but the center point of the spell does not need to be. For example, with spellstriking fireball, you don't need to hit yourself with it. One edge of the spell must be within range, and the target must be inside the area of effect, but the center point of the spell can be further away.
Arcane Deflection (Level 2)
At 2nd level, you learn the shield spell, incorporating it into your Aegis. It doesn't count against your number of spells known, and you can cast it without expending a spell slot once, after which you must expend a spell slot as normal until you complete a short or long rest.
Aegis (Level 2)
Additionally at 2nd level, you start to form a magical Aegis that enhances your physical powers with magical powers, blending them together. You can select one 1st level slot Aegis effect (listed at the end of the class) and gain the effects.
When you complete a long rest, you can change your selected 1st level slot Aegis effect or further boost your Aegis by sacrificing spell slots, granting magical empowerments that last until you complete your next long rest. When you do so, select an additional Aegis Effect (listed at the end of the class document) and expend the listed level of spell slot.
You can expend a maximum number of spell slot levels this way equal to your Spellblade level divided by four (rounded up, for example, at 5th level you can expend two levels of spell slots this way, while at 9th level you can expend three levels of spell slot, etc.).
Spellblade Technique (Level 3)
When you reach 3rd level, you select a specialization for your powers. You can choose from the Battlemage, Aether Blade, Guardian, Mage Hunter, Swiftblade, Spellshot, Rimeblade, Flying Sword, or Spellfist techniques, each of which grants you additional features.
Your choice grants you features at 3rd level, and again at 7th, 15th, and 20th level.
Ability Score Improvement (Level 4)
When you reach 4th level, 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.
If your DM allows the use of feats, you may instead take a feat.
Empowered Strike (Level 5)
Beginning at 5th level, you can use cantrips on the Spellblade class list with your Spellstrike feature.
You learn 2 additional cantrips of your choice, selecting the options from the Spellblade cantrip list, and an additional cantrip at 9th, 13th, and 17th level (these additional cantrips are included on the Spellblade table).
Arcane Recuperation (Level 6)
Starting at 6th level, you gain the ability to regain some of your magical energy through a quick focused meditation. When you finish a short rest, you regain some of your expended spell slots. The spell slots can have a combined level that is equal to or less than one third of your Spellblade level (rounded down). You can't use this feature again until you finish a long rest.
Additionally, at any time, as a bonus action you can expend a spell slot to regain Arcane Surges equal to the level of spell slots spent.
Magical Warding (Level 6)
Additionally at 6th level, you gain proficiency in your choice of Wisdom or Charisma saving throws, and you automatically succeed on saving throws against your own spells.
Spellblade Technique feature (Level 7)
At 7th level, you gain a feature granted to you by your Spellblade Technique.
Ability Score Improvement (Level 8)
When you reach 8th level, 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.
If your DM allows the use of feats, you may instead take a feat.
Archetypal Magic (Level 10)
At 10th level, you can cast each of the spells granted by your Spellblade technique without expending a spell slot once. After you cast a spell that way, you cannot cast it that way again until you complete a long rest.
Expanded Aegis (Level 10)
Starting at 10th level, when you finish a long rest you can select an additional 1st Level Aegis Effect to gain the benefit of without expending a spell slot. This effect lasts until you complete a long rest, at which time you can select a new effect.
At 14th level, you can additionally select one 2nd level Aegis Effect this way, and at 18th level, you can additionally select one 3rd level Aegis effect this way.
Splash Damage (Level 11)
Beginning at 11th level, when you hit a creature with Spellstrike, the target and creatures of your choice within 5 feet of the target that would be hit by the same attack roll take 1d8 additional force damage. On a miss, the target takes half as much damage, and nearby creatures take no damage (even if the attack roll would have hit them).
Blast Zone Immunity (Level 11)
Starting at 11th level, you are immune to the area of effect of your own spells. You take no damage from them, and ignore all other effects unless you choose to be affected.
Ability Score Improvement (Level 12)
When you reach 12th level, 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.
If your DM allows the use of feats, you may instead take a feat.
Surging Focus (Level 14)
Starting at 14th level, if you fail a Constitution saving throw to maintain concentration on a spell, you can spend an Arcane Surge to succeed instead.
Magical Sensitivity (Level 14)
Additionally at 14th level, you learn the detect magic spell, and it does not count against your spells known, and the detect magic spell no longer requires concentration for you.
For the duration of detect magic, you gain proficiency in the Arcana skill. If you are already proficient in the Arcana skill, for the duration you gain expertise, allowing you to add double your proficiency bonus to ability checks made using the Arcana skill.
Spellblade Technique feature (Level 15)
At 15th level, you gain a feature granted to you by your Spellblade Technique.
Ability Score Improvement (Level 16)
When you reach 16th level, 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.
If your DM allows the use of feats, you may instead take a feat.
Blast Zone Control (Level 18)
At 18th level, when you use Spellstrike to cast a spell that affects an area of effect, you can expend a use of your Arcane Surge to expand the effect of your Blast Zone Immunity to a number of allies equal to your Intelligence modifier. When used this way, it only protects your allies until the start of your next turn, at which point they go back to being affected by any ongoing effects of a spell.
Ability Score Improvement (Level 19)
When you reach 19th level, 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.
If your DM allows the use of feats, you may instead take a feat.
Spellblade Technique feature (Level 20)
At 20th level, you gain a feature granted to you by your Spellblade Technique.
Multiclasse
Requisiti Multiclasse
- DEX: 13 o STR: 13
Competenze Ottenute
Sottoclassi
Caratteristiche Sottoclasse
Aether Blade Technique
Aether Blade Technique (Level 3)
Aether Blade Spellblades make use of their magical techniques to create a weapon of pure arcane power, with most of their abilities revolving around mastering the use of this weapon.
Aether Blade Spells
You learn the following spells at the following levels. The following are Spellblade spells for you, but do not count against your spells known.
| Spellblade Level | Spells Learned |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Aether Blade
Starting at 3rd level when you select this archetype, when you roll initiative or as a bonus action at any time, you can manifest an oversized melee weapon of pure force energy. This can take the shape of any bladed melee weapon, but it is a one-handed weapon that deals 1d10 damage with a range of 5 feet regardless of its form.
When you attack with this weapon, you can use your Intelligence modifier (in place of your Strength) for attack and damage rolls. This weapon lasts until you let go of it, become incapacitated, or dismiss it as a bonus action.
While this weapon is temporary and magical, it counts as having a value of 1 sp for purposes of being treated as a material component in spells.
Aether Enhancement
As a ritual taking 1 hour, you can absorb the power from a magical weapon with a bonus to attack and damage rolls. This cannot target artifacts, sentient weapons, or cursed items. At your DM's discretion, this might not work with other weapons depending on their origin and type. This drains the power from the weapon, leaving it as a mundane weapon, but your Aether Blade gains the bonus to attack and damage rolls previously possessed by the magical weapon.
Empowering Surge
Starting at 3rd level, you gain a new option for your Arcane Surge feature:
You empower your Aether Blade (no action required) causing it to deal an additional die of damage until the end of your next turn. During the effect, you can reroll any weapon damage dice from your Aether Blade once (you must use the new roll after doing so).
Aether Great Weapon (Level 7)
Starting at 7th level, the aether weapon manifested by Aether Blade grows larger and more powerful. Its damage increases to 1d12, and it gains the reach property.
Channeled Power (Level 15)
Starting at 15th level, you gain the effects of Empowering Surge when you use any of your Arcane Surge effects.
Massive Blade (Level 20)
Starting at 20th level, you can overcharge your Aether Blade for 1 minute (no action required). For the duration, when you attack with your Aether Blade, you ignore all non-magical armor and defenses to treat the target's AC as 10 + their Dexterity modifier for that attack (magical defenses like the mage armor or shield are not bypassed). While attacking in this way with your Aether Blade, your attacks can target up to 2 creatures as long as they are within 10 feet of each other, though if an attack triggers a spell through Spellstrike, it does not affect the second target unless the spell can target multiple creatures.
Once you use this feature, you cannot use it again until you complete a long rest.
Battlemage Technique
Battlemage Technique (Level 3)
In the versatile world of the Spellblades, the Battle Mage is the paragon of balance, mastering both martial prowess and arcane artistry. Standing at the crossroads of might and magic, you represent the perfect synthesis of these two ancient disciplines.
A Battle Mage is a force of constant adaptability, prepared for every eventuality. With your arcane might and martial skill in perfect balance, you stand on the battlefield as an embodiment of strategic might, showing that the pen and the sword can indeed be one.
Battlemage Spells
You learn the following spells at the following levels. The following are Spellblade spells for you, but do not count against your spells known.
| Spellblade Level | Spells Learned |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Arcane Warrior
Starting at 3rd level when you select this archetype, whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest.
Quickening Surge
Starting at 3rd level, you gain a new option for your Arcane Surge feature:
You can cast a Spellblade spell with a casting time of one action as a bonus action.
Twin Surge (Level 7)
At 7th level, when you use Arcane Surge, you can select two of the available options.
Surge Mastery (Level 15)
Starting at 15th level, when you use Arcane Surge, you gain enhanced results:
Arcane Sight. When you cast detect magic with your Arcane Surge, you also gain the effects of darkvision and see invisibility.
Arcane Accuracy. When you gain advantage on attack through Arcane Surge, you can reroll one of the attack's dice once.
Arcane Prowess. When you add your Intelligence to a Strength or Dexterity ability check, you gain advantage on the check.
Extended Teleportation. When you teleport, the range you can teleport is increased by 10 feet.
Unlimited Surges (Level 20)
Starting at 20th level, you can enter a state of perfect arcane resonance for 1 minute (no action required). During this state, using Arcane Surge does not consume a use of Arcane Surge (you can still only use Arcane Surge once per turn).
Once you use this feature, you cannot use it again until you complete a long rest.
Flying Sword Technique
Flying Sword Technique (Level 3)
As a Flying Sword Spellblade, you master the art of the floating blade, separating your willpower from your physical body. Your sword is not just a weapon, but an extension of your mind and a manifestation of your arcane prowess.
Born out of a deep understanding of telekinesis and arcane manipulation, your technique combines mental acuity with martial mastery. Whether a reclusive hermit who honed this art in the solitude of your own thoughts, or a prodigy who has broken the conventional boundaries of weapon use, your chosen path is an unorthodox mix of intellect and combat prowess.
Flying Sword Spells
You learn the following spells at the following levels. The following are Spellblade spells for you, but do not count against your spells known.
| Spellblade Level | Spells Learned |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Flying Sword
Starting at 3rd level, during a long rest you can touch a melee weapon, infusing it magical power. This Flying Sword can be carried or stowed like a normal weapon, or you can ready it, causing it to float beside you. While an Flying Sword is readied, you can make attacks with it as part the Attack action, sending it out to strike a target.
Attacks made with your Flying Sword are considered melee weapon attacks with the weapon, but you can use your Intelligence modifier in place of your Strength or Dexterity modifier for attack and damage rolls, and you can make this attack against a target out to a range of 30 feet away from you. If the weapon has the heavy or special property, this range is halved to 15 feet; and if the weapon has the light property, this range is doubled to 60 feet.
Spells infused into the flying weapon affect the target of the attack, but only have a range equal to the range of the spell. If you attack a target beyond the range of the spell, the spell fails and is lost.
Phantom Sword Surge
Starting at 3rd level, you gain a new option for your Arcane Surge feature:
Phantom Swords. When you make an attack with your flying sword, you can spend an Arcane Surge to make two phantom copies of it that strike other targets within range. The phantom swords use their own attack rolls. On hit, the target takes damage equal to your Flying Sword's weapon damage (including modifier) as force damage.
Sword Flight (Level 7)
Starting at 7th level, your mastery of telekinetic manipulation of your blade is so complete you can command it remotely and even use it as a mode of transport. You can stand on your sword to treat it as a Broom of Flying, though only you can ride it, and anything being carried by it is dropped if you attack with it.
Additionally, the range of your Flying Sword attacks are doubled.
Phantom Sword Barrage (Level 15)
Starting at 15th level, when you use your Phantom Sword Surge ability, you can create 2 additional copies of your sword (up to 4 total), each of which can strike a different targets within range.
Additionally, if you use any other use of your Arcane Surge, you can create a single phantom sword copy on your next attack before the end of your turn.
Ultimate Move (Level 20)
Starting at 20th level, master the ultimate move of your style unleashing massive power in an unstoppable strike. As an attack as part of the Attack action, you charge your sword with mystical power before sending it forward in a burst of power. All creatures in 120-foot long, 15-foot wide line must make a Dexterity saving throw. On failure, they take 6d6 slashing damage and 6d6 force damage. On success, they take half as much damage. You can exclude a number of creatures from the area of effect equal to your Intelligence modifier.
If the sword was infused with spell that has an area of effect through Spellstrike when you made this attack (for example fireball), the spell's area of effect becomes the area of effect of this ability (otherwise the spell is discharged against the first target, treating a failed save as a Spellstrike hit).
Once you use this ability, you cannot use it again until you complete a long rest.
Guardian Technique
Guardian Technique (Level 3)
Specializing in defending their allies, spell blades following this technique make broad use of abjuration and self-enhancing magics, often specializing more toward their physical skills. They place themselves at the front of combat, but are a highly mobile line of defense.
Guardian Spells
You learn the following spells at the following levels. The following are Spellblade spells for you, but do not count against your spells known.
| Spellblade Level | Spells Learned |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Guardian Proficiency
Starting at 3rd level when you select this archetype, you gain proficiency in heavy armor and shields.
Additionally, you can use a melee weapon as your arcane focus, and when you do so you can perform somatic components with the hand holding your arcane focus (even for spells without a material component).
Projected Barrier
Starting at 3rd level, you gain a new option for your Arcane Surge feature:
As a reaction to an allied creature within 30 feet being hit by an attack or targeted by the magic missile spell, you expend a use of Arcane Surge to cast shield without expending a spell slot, granting that creature the AC bonus instead of yourself.
Fortifying Surge (Level 7)
At 7th level, when you expend a use of Arcane Surge, you gain temporary hit points equal to 1d8 + your Intelligence modifier.
Swapping Surge (Level 15)
Starting at 15th level, when you use your Arcane Surge to teleport, you can instead swap positions with a willing creature within range, teleporting to their space and teleporting them to your space. When you do so, both you and them gain the temporary hit points from Fortifying Surge.
Resilient Aegis (Level 20)
At 20th level, you can fortify yourself with magic for 1 minute (no action required). For the duration, you have resistance to all damage. Once you use this feature, you cannot use it again until you complete a long rest.
Mage Hunter Technique
Mage Hunter Technique (Level 3)
Some Spellblades hone their magical powers for the sake of countering others. They become the anathema of all spellcasters, they fight fire with fire, honing their own magical skills for the purposes of binding and denying the magical powers of others.
Mage Hunter Spells
You learn the following spells at the following levels. The following are Spellblade spells for you, but do not count against your spells known.
| Spellblade Level | Spells Learned |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Disrupting Blows
Starting at 3rd level, once per turn when you hit a target with a melee weapon, you deal bonus force damage equal to your proficiency bonus. This bonus is doubled until end of your turn when you cast an Abjuration or Mage Hunter spell.
Additionally, your weapon attack rolls bypass the effects of 1st level spells (such as mage armor, shield, or sanctuary).
Purging Surge
Starting at 3rd level, you gain a new option for your Arcane Surge feature:
On your turn, you can expend a use of Arcane Surge to end a magical effect or supernatural condition (such as being charmed or frightened) on yourself (no action required). If the spell is of a level greater than half your Spellblade level (rounded up) you must make an Intelligence saving throw with a DC of 10 + the spell's level to end it. You cannot use this ability if you are incapacitated.
Nullifying Surge (Level 7)
Starting at 7th level, you can use Purging Surge even when incapacitated. Additionally, you can project the purging power outwards, expending two uses of Arcane Surge to cast counterspell or dispel magic without expending a spell slot.
Expert Abjuration (Level 15)
Starting at 15th level, when you have to make a check with your spellcasting ability to dispel or counter a magical effect with Purging Surge or Nullifying Surge, you can add your proficiency bonus to the roll.
Mana Void (Level 20)
At 20th level, you can turn yourself into a magical void, devouring and nullifying magic around you. For one minute, you project the effect of antimagic field 5-feet around yourself (no action required). You can still cast spells while within this field, but are limited to Abjuration spells and Cantrips. The field does not affect or remove your Aegis effects.
Once per turn for the duration, when you counter or end the effect of a spell, you regain 1 use of Arcane Surge.
This effect ends early if you become unconscious, or you can end it at any time (no action required). Once you use this ability, you cannot use it again until you complete a long rest.
Rimeblade Technique
Rimeblade Technique (Level 3)
As a Rimeblade, you blur the boundary between the arcane and the arctic, wielding your sword with the cold precision of an icicle's edge. Your enemies find no warmth nor respite, only the biting frost of your magic and blade.
Whether born amidst the relentless snows of the far north or touched by the raw, freezing power of the elemental plane of ice, you have carved a path of icy resolve. Your frost-infused strikes echo the merciless advance of winter, freezing foes in their tracks and turning the battlefield into a glacial field of victory.
Rimeblade Spells
You learn the following spells at the following levels. The following are Spellblade spells for you, but do not count against your spells known.
| Spellblade Level | Spells Learned |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Ice Blade
Starting at 3rd level when you select this archetype, whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. That weapon is imbued with frost energy. You can change its damage to cold damage, and when you attack with that weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.
Arctic Armory
Additionally, you learn the ice weapon cantrip can cast it once per turn without requiring a bonus action. Any weapon created by that spell is considered under the effect of your Ice Blade feature (even if it has the two-handed property).
Frostbite
Starting at 3rd level, you gain a new option for your Arcane Surge feature:
Frostbite. When you hit a creature with a melee weapon attack, you can expend an Arcane Surge to remove any immunity or resistance to cold damage they have and give them disadvantage on saving throws against spells that deal cold damage (including the triggering spell if used with Spellstrike on a spell that triggers a saving throw for additional effects). These effects last until the end of your next turn.
Frozen Heart (Level 7)
Starting at 7th level, you gain resistance to cold damage, and gain advantage on saving throws against being charmed or frightened.
Winter's Grip (Level 15)
Starting at 15th level, the effect of Frostbite is prolonged each time a creature takes cold damage by an additional round (ending at the end of your next turn). Additionally, when a creature under the effect of Frostbite fails a saving throw against one of your spells that deal cold damage, they become restrained until start of their next turn.
Ice Age (Level 20)
Starting at 20th level, you can release a blast of freezing energy that plunges a 30-foot radius centered on you into a state of everfrost for 1 minute (no action required). It has the following effects:
Difficult Terrain. The area becomes difficult terrain for creatures other than you.
Cold Resistance. Allied creatures in the area gain resistance to cold damage, while hostile creatures lose any resistance than may have to cold damage.
Slowed. Creatures in the area when you use the ability become under the effect of the slow spell as they start to freeze. Creatures slowed in this way must make a Constitution saving throw at the end of each of their turns. On success the effect ends. On failure, they become restrained while under the effect. Creatures automatically pass the save if they are outside of the area of effect. You can exclude a number of creatures from becoming slowed equal to your Intelligence modifier.
You can end the effect letting the area thaw earlier at any time on your turn. Once you use this ability, you cannot use it again until you complete a long rest.
Spellfist Technique
Spellfist Technique (Level 3)
As a Spellfist, you are the embodiment of raw power and arcane energy, a brawler who channels magic into every punch. Where other Spellblades may wield elegant weapons or conjure dazzling spells from a distance, you understand that sometimes, magic is most effective when it's delivered up close and personal. Your hands are not just weapons, but conduits for your magical force, and your style of combat reflects this, as brutal and direct as it is unpredictably magical.
Whether you're a former street fighter who discovered an innate talent for magic or a spellcaster who decided the best way to channel your power was through physical force, you've chosen a path that combines the cerebral challenge of magic with the visceral thrill of melee combat. As a Spellfist, you're a force to be reckoned with, breaking through enemy defenses with a flurry of magically enhanced punches and turning the tide of any battle with your explosive arcane power.
Spellfist Spells
You learn the following spells at the following levels. The following are Spellblade spells for you, but do not count against your spells known.
| Spellblade Level | Spells Learned |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Kinetic Magic
Starting at 3rd level when you select this archetype, you master the harmony of kinetic delivery of magic with your fists. Your unarmed strike damage with your fist increases to 1d8 bludgeoning damage, and it becomes a valid target for imbuing with magic with Spellstrike. Any time you make an unarmed strike with a Spellstrike imbued, your unarmed strike is considered magical for the purpose of uncovering resistance to non-magical attacks, and you can convert the bludgeoning damage it deals to the spell's damage type when dealing damage.
When you imbue a Spellblade spell that deals damage to an area into your fist, you can use your Strength modifier to calculate the Spell Save DC for that spell (instead of your Intelligence modifier).
Impactful Magic
Starting at 3rd level, you gain two new options for your Arcane Surge:
Arcane Impact. When you knock a target away from you, you can expend a use of Arcane Surge to knock the target 10 feet further away.
Arcane Grab. When you hit a melee weapon attack, you can spend a use of Arcane Surge to attempt to grapple or shove the target (no action required). You have advantage on the ability check.
Point Blank (Level 7)
Starting at 7th level, when you use Spellstrike while grappling a target, you can instead infuse the target with the spell, treating the spell as if you'd automatically hit an infused attack. The target can still save against effects beyond damage, but any saving throw is made with disadvantage.
Brawler's Resilience (Level 15)
Starting at 15th level, when you spend an Arcane Surge, you gain resistance to all damage until the start of your next turn.
Unlimited Power (Level 20)
Starting at 20th level, you can channel magic directly into your muscles, causing your strength to surpass all common reason and granting you the following benefits for 1 minute:
Supernatural Strength. Your Strength score and maximum strength score increase by 2.
Splash Zone. The damage from your Splash Damage feature becomes a 30 foot cone.
Bounding Leaps. The distance you can jump becomes equal to your movement speed.
Strength Advantage. You have advantage on all Strength ability checks and saving throws.
Once you use this ability, you cannot use it again until you complete a long rest.
Spellshot Technique
Spellshot Technique (Level 3)
Spellshots are those that prefer to keep their spellstriking to a safe range, raining death from afar. From arcane archers to magical gunslingers, they are united in their desire to sling spells at a ranged, infusing them into ammunition.
They offer a lot of freedom of mobility, always staying out of reach of their foes or finding the perfect line up to unleash a devastating line of elemental energy.
Spellshot Spells
You learn the following spells at the following levels. The following are Spellblade spells for you, but do not count against your spells known.
| Spellblade Level | Spells Learned |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Ranged Spellstrike
Starting at 3rd level when you select this archetype, you gain the ability to apply your Spellstrike to pieces of ammunition as well as melee weapons, and can trigger the spell strike on a ranged weapon attack made with the infused piece of ammunition.
Spells infused into a ranged weapon affect the target of the ranged weapon when fired, but only have a range equal to the range of the spell or the normal range of the weapon (whichever is shorter range). If you attack a target beyond that range, the spell fails and is lost. For spells that create a cone or line area, the effect originates from you as normal.
Distant Surge
Starting at 3rd level, you gain a new option for your Arcane Surge feature:
Distant Strike. When you infuse a spell that targets a creature or line into a piece of ammunition with Spellstrike, you can expend an Arcane Surge to increase that spell's range to the range of weapon used to fire that piece of ammunition, and remove disadvantage from firing at max range with a ranged weapon.
Transmuted Ammunition (Level 7)
Additionally at 7th level, when you infuse a spell that targets a line, you can transmute your ammunition into the spell effect, releasing the spell in a line from you as if you had cast it, but using your Strength or Dexterity modifier (your choice) in place of your Intelligence modifier for the spell save DC. When you do this, you add your weapon damage (including modifier) to the spell's damage roll.
Seeking Surges (Level 15)
Starting at 15th level, when you expend an Arcane Surge, you can add your Intelligence modifier to your next attack roll.
Arcane Bolts (Level 15)
Additionally at 15th level, you can always generate ammunition out of arcane force energy when you fire a ranged weapon. When you do so, you consume no ammunition when firing a ranged weapon with the ammunition property, and your weapon damage becomes force damage.
Complete Control (Level 20)
Starting at 20th level, you can enter a state of perfect focus granting you the ability to bend and guide your shots. For 1 minute, your ranged weapon attacks ignore cover (including total cover) as long as there is a path to the target the projectile can travel.
While you are in this state, you can use Distant Surge without expending a use of Arcane Surge and once per attack if you miss a creature with a ranged weapon attack, you can redirect that attack at another creature within range (making a new attack roll against the new target).
When you redirect the attack with a Spellstrike effect that requires a save, you can choose if you want to discharge the spell against the target (if it has any effect on miss), or redirect it to the new target.
Once you use this feature, you cannot use it again until you complete a long rest.
Swiftblade Technique
Swiftblade Technique (Level 3)
The quickest and most deadly of the Spellblades, Swiftblades specialize in mobility, striking from the shadows and withdrawing as quickly as they appeared, favoring lighter weapons and flurries of blows that leave their target dead before it can retaliate.
Swiftblade Spells
You learn the following spells at the following levels. The following are Spellblade spells for you, but do not count against your spells known.
| Spellblade Level | Spells Learned |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Fighting Style
Starting at 3rd level when you gain this archetype, you gain the Two Weapon Fighting Style.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Swift Casting
Starting at 3rd level you can use Spellstrike as part of the Attack action before making a melee weapon attack. You cannot Spellstrike more than once per turn.
Additionally, you can use a melee weapon as your arcane focus, and when you do so you can perform somatic components with the hand holding your arcane focus (even for spells without a material component).
Rapid Surge
Starting at 3rd level, you gain a new option for your Arcane Surge feature:
You can expend a use of Arcane Surge to make a single weapon attack (no action required).
Relentless Spellstrike (Level 7)
At 7th level, if you miss an attack empowered by a Spellstrike, you can choose to not trigger the effect. When you do so, your next attack before the end of your turn will trigger it instead.
Vanishing Surge (Level 15)
Starting at 15th level, when you expend an Arcane Surge, you become invisible until the start of your next turn.
Infinite Strikes (Level 20)
At 20th level, you draw on your magic to hasten yourself to blinding speeds (no action required). For one minute, any time you make a weapon attack with an action or bonus action, you can immediately make another attack with the same weapon.
Once you use this feature, you cannot use it again until you complete a long rest.