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Homebrew: Spellblade (v0.8.1) was created by KibbleTasty and published on kthomebrew

A human runs her hand across their blade tracing esoteric patterns that alight at their touch, flames flickinger alive in their wake casting a sudden blazing light over the gloomy cavern, creatures of the dark shrinking back from the fire's light.

A faerin's eyes begin to glow as a massive greatsword of energy condenses into their waiting hand, forming a blade of pure energy, twice their height but weightless in their hands. The edgy elf vanishes from sight, teleporting behind their foe before muttering something cryptically and cutting them down.

A Spellblade combines magic and martial talent in a perfect blend, able to blend their use of them into a single art. Rather than being a wizard that happens to be good with a sword or a fighter that knows some magic, a Spellblade is defined by their ability to merge the spells and martial talents into a single strike: a spellstrike.

Pursuit of Mastery

Becoming a Spellblade isn't an accident - it's a difficult path to master and requires intense concentration and conditioning to master fluidly casting spells in the storm of battle in perfect sync with your attacks. Spellblades are, consequently, almost always driven by some form of motivation that have made them strive for this unique style of perfection. Some view it as an art or tradition important to them, some view it as the ultimate weapon to overcome a great obstacle, and some pursue it because of the challenge itself, seeking to prove themselves.

Regardless of their reasons, the unifying thread is that a Spellblade will generally have them, and often a strong tie to the tradition they have learned their skills from, be a master, ancient technique, or even novel style they have poured their blood sweat and tears into mastering.

Rare Talent

Spellblades are uncommon, requiring an unusual degree of talent to master their arts compared to those that choose to focus and specialize in only one of their two challenging fields. Adventures are already a rare breed, but Spellblades are rarer still, which often causes them to defy expectations. A bookish and mild Spellblade may be surprisingly nimble or strong, while one that may look a musclebound oaf may be surprisingly erudite. By their very nature they are someone that mastered both their mind and body to an usual degree.

Creating a Spellblade

The most important place to start when making a Spellblade is knowing what drew your character to this difficult and rare path. The path of a Spellblade is one that has few mundane uses - they are not scholars and their skills serve little purpose outside the adventuring arts, so what drove your character to master these? There's an intentionality to a Spellblade similar to that might be found in a Paladin.

Determine if you learned your skills on your own through years of hard work, or if you had a master or school that passed down the art to you - does that affect the sort of weapons you use or the attitudes you take your skills and how to use them?

Quick Build

You can make a Spellblade quickly by following these suggestions.

If you wish to follow the Tradition of a Battlemage or Aethersword, put your highest score in Intelligence, and your second and third highest scores in Dexterity and Constitution respectively. If you wish to follow the Tradition of the Guardian, put your highest score in Strength, followed by Constitution, and then Intelligence. If you wish to follow the path of the Swiftblade or Arcane Archer, put your highest score in Dexterity, followed by Intelligence, and then Constitution.

Choose a background that reflects your years of hard effort and study to master this unique route, preferably one that gives a physical and mental skill to represent your twin paths of mastery.

When you gain cantrips at 2nd level, you can select either combat or utility options - you'll gain additional options when you reach 5th level and can use them with your Spellstrike, so you don't need to plan what you want to use with it at 2nd level.

Class Stats

Hit Points
  • Hit Dice: 1d8
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Warlord level after 1st
  • Armor: Light armor, medium armor
  • Weapons: Simple weapons, martial weapons
  • Tools: none
  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Acrobatics, Athletics, Arcana, History, Investigation, Medicine, Nature, Perception, Religion, Sleight of Hand, Stealth
Starting Equipment
  • (a) a martial weapon
  • (a) a light crossbow and quiver of 20 bolts or (b) any two simple weapons.
  • (a) scale mail, (b) leather armor, or (c) chain mail.
  • (a) a dungeoneer’s pack or (b) an explorer’s pack

※ Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

Class Table

icon Proficiency Bonus Features Cantrips Known Spells Known — Spell Slots per Spell Level —
1st 2nd 3rd 4th 5th
1st +2 Arcane Surge (2 uses) 1
2nd +2 Spellcasting, Spellstrike, Aegis (Optional) 3 3 2
3rd +2 Spellblade Technique 3 4 3
4th +2 Ability Score Improvement 3 4 3
5th +3 Empowered Strike, Arcane Surge (3 uses) 5 5 4 2
6th +3 Arcane Recuperation, Magical Warding 5 5 4 2
7th +3 Specialization Feature 5 6 4 3
8th +3 Ability Score Improvement 5 6 4 3
9th +4 Arcane Surge (4 uses) 6 7 4 3 2
10th +4 Archetypal Magic 6 7 4 3 2
11th +4 Improved Spellstrike, Blast Zone Immunity 6 8 4 3 3
12th +4 Ability Score Improvement 6 8 4 3 3
13th +5 Arcane Surge (5 uses) 7 9 4 3 3
14th +5 Surging Focus, Magical Sensitivity 7 9 4 3 3
15th +5 Specialization Feature 7 10 4 3 3
16th +5 Ability Score Improvement 7 10 4 3 3
17th +6 Arcane Surge (6 uses) 7 11 4 3 3 1
18th +6 Innate Aegis 7 11 4 3 3 1
19th +6 Ability Score Improvement 7 12 4 3 3 1 2
20th +6 Specialization Feature 7 12 4 3 3 1 2

Class Features

Arcane Surge

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:

Cast detect magic without expending a spell slot.

Gain advantage on an attack roll (no action required).

Add your Intelligence modifier to a Strength or Dexterity ability check (no action required).

Teleport up 5 feet to an unoccupied space you can see (no action required). This distance increases by 5 at 5th (10 feet), 9th (15 feet), and 13th (20 feet), and 17th (25 feet) level.

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 still only spend a single use of Arcane Surge a turn.

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 still only spend a single use of Arcane Surge a turn.

Magic Trick

Additionally at 1st level , you learn one cantrip of your choice from the Spellblade class list. Intelligence is your spellcasting modifier for this cantrip.


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.


At 2nd level, you learn aditional two cantrips of your choice from the Spellblade spell 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 spell list. The Spells Known column of the Spellblade table shows when you learn more Spellblade spells of your choice.

Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Spellblade spells you know and replace it with another spell from the Spellblade spell list, which also must be of a level for which you have spell slots.

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.


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:

  • 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.
  • If the spell has a saving throw, it automatically deals damage as if they failed 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.
  • 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 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).

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.


Additionally at 2nd level, you form a magical Aegis that protects and empowers you. You learn the shield spell, incorporating it into your Aegis, allowing you to cast it without components, and allowing you to 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.

When you complete a long rest, you can 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 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 levels this way equal to your Spellblade level divided by four (rounded up).

Spellblade Archetype

When you reach 3rd level, you select a specialization for your powers. You can choose from the Classic, Aether Blade, or Guardian archetypes, 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

When you reach 4th level, and again at 8th, 12th, 16th, and 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.

Empowered Strike

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

Starting at 6th level, you gain the ability to regain some of your magical energy through a quick focused meditation. Once per day 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 third your Spellblade level (rounded down)

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

Additionally at 6th level, you gain proficiency in your choice of Wisdom or Charisma saving throws, and you automatically pass saving throws against your own spells.

Archetypal Magic

At 10th level, you can cast each of the spells granted by your archetype 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.

Improved Spellstrike

Beginning at 11th level, when you use Spellstrike, your empowered strike deals an additional 1d8 force damage.

Blast Zone Immunity

Starting at 11th level, you are immune to the area of effect of your own spells. When you pass the saving throw against them you take no damage or other effects on a passed saving throw.

Surging Focus

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

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.

Innate Aegis

Starting at 18th level, when you finish a long rest you can select one 1st Level Aegis Effect, one 2nd Level Aegis Effect, and one 3rd level Aegis Effect to gain the benefit of without expending spell slots.

These effects end and you can select new effects (or the same effects) at the end of your next long rest.