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The Spellblade
 

S
tanding on top the ivory spire of the floating
citadel, a high elf warrior fires arcane arrow Quick Build
after arcane arrow towards the giant red You can make a spellblade quickly by following these
dragon breaking through the clouds above. suggestions. First, make Strength or Dexterity your
Jumping off their slick spelljammer and highest ability score, depending on whether you want to
vanishing in thin air, a githyanki raider
suddenly reappears next to their unsuspecting focus on melee weapons or on archery (or finesse
victim, ready to claim their next kill. weapons).
A grim human, locking their enemy’s muscles with Your next-highest score should be Intelligence to
arcane poison, raises their sword to finish them off. empower your arcane abilities.
Spellblade, Magus, Mage-Knight, Arcane Warrior, Gish Second, choose the soldier background.
— they are known under many different names, but
almost every advanced society has developed a tradition
of warriors that combine martial arts with arcane
prowess.
By Spell and Blade
Spellblades walk a very difficult path that requires Table of Contents
extreme dedication and discipline. Not only do they train Topic Page
to become highly skilled in the use of weapons, but
simultaneously delve deep into the arcane, studying magic Class Features 2
and working of spells, thus merging the disciplines of both   Class Table 2
fighter and wizard.   Multiclassing 4
Though they achieve neither the martial perfection of
the fighter nor the wizard’s mastery over the arcane, Spellblade Tradtions 5
spellblades develop a unique and highly effective   Arcane Archer 5
amalgamation of the two. Able to supplement their   Arcane Shot Options 6
shortcomings in one area with their skill in the other.   Hexblade 7
  Mage-Knight 8
Practice makes Perfect
  Mirror Blade 9
There comes a point in every spellblade’s training, where
the countless hours of sparring and study of the arcane   Necromonger 10
arts spark the need to test their skills in true battle.   Pact-Blade 11
Experienced Spellblades know to look for the signs when   Spellbreaker 12
a student is ready to test their knowledge and skills in the
real world. Spellblade Spell List 13
Most Spellblades are sent by their teachers on their New and Revised Feats 14
first mission, which is both an assignment and a final
exam. With the successful completion of the mission, the
official training ends and the student may join the ranks of  
their brothers and sisters as a junior Spellblade.
The dangers and mysteries of adventuring make perfect
opportunity for a spellblade to test and further develop
their skills. Likewise, offering both martial and magical
expertise, spellblades are most welcomed in any
adventuring company.
Creating a Spellblade
As you build your spellblade, think about two related
elements of your character’s background: Where did you
get your combat training, and how did you develop your
arcane powers? Are you a formal student of a spellblade
academy? Were you the squire of an older Mage-Knight,
travelling around the countryside? Or are you a rare self-
taught savant with magic in your bloodline?
Whatever your background, be aware that you
represent a very special individual that embodies the
pinnacle of mago-martial prowess.
The Spellblade v0.10 | by DracoDruid (@Homebrewery | @Reddit)
1
Class Features Spellcasting
As a spellblade, you gain the following class features. Your arcane research has given you facility with spells.
See chapter 10 for the general rules of spellcasting and
Hit Points chapter 11 for the spellblade spell list.
Hit Dice:1d8 per spellblade level
8 + your Constitution modifier
Hit Points at 1st Level: Cantrips
Hit Points at Higher Levels: 1d8 (or 5) + your At 1st level, you know three cantrips of your choice from
Constitution modifier per spellblade level after 1st the spellblade spell list. You learn additional spellblade
cantrips of your choice at higher levels, as shown in the
Proficiencies Cantrips Known column of the Spellblade table.
Armor: Light armor, medium armor Whenever you gain a level in this class, you can replace
Weapons: Simple weapons, martial weapons one cantrip you learned from this Spellcasting feature
Tools: None with another cantrip from the spellblade spell list.
Saving Throws: Constitution, Intelligence
Spell Slots
Skills: Choose two skills from Arcana, Athletics, History,
Insight, Intimidation, Investigation, Medicine, The Spellblade table shows how many spell slots you
Persuasion, and Religion have to cast your spells of 1st level and higher. To cast
one of these spellblade spells, you must expend a slot of
Equipment the spell’s level or higher. You regain all expended spell
You start with the following equipment, in addition to the slots when you finish a long rest.
equipment granted by your background: For example, if you know the 1st-level spell burning
hands and have a 1st-level and a 2nd-level spell slot
(a) leather armor, (b) chain shirt, or (c) scale mail available, you can cast it using either slot.
(a) a dungeoneer’s pack, (b) an explorer’s pack, or
  (c) a scholar’s pack
(a) one melee weapon or (b) a ranged weapon and 20
pieces of ammunition
one melee weapon, a dagger, and a book containing
your arcane study

The Spellblade
Proficiency Cantrips Spells —— Spell Slots per Spell Level —— Techniques
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th Known
1st +2 Spellcasting, Weapon Bond 3 2 2 — — — — — — —
2nd +2 Arcane Resonance, 3 3 3 — — — — — — 2
Fighting Style
3rd +2 Battle Focus, 3 4 3 — — — — — — 2
Spellblade Tradition
4th +2 Ability Score Improvement 3 5 4 2 — — — — — 2
5th +3 Extra Attack 4 6 4 3 — — — — — 3
6th +3 War Magic 4 7 4 3 — — — — — 3
7th +3 Spellblade Tradition feature 4 8 4 3 2 — — — — 3
8th +3 Ability Score Improvement 4 9 4 3 3 — — — — 4
9th +4 Arcane Breach 4 10 4 3 3 — — — — 4
10th +4 — 4 11 4 3 3 1 — — — 4
11th +4 Spellblade Tradition feature 4 12 4 3 3 2 — — — 5
12th +4 Ability Score Improvement 4 13 4 3 3 2 — — — 5
13th +5 Spell Siphon 4 14 4 3 3 3 1 — — 5
14th +5 — 5 15 4 3 3 3 2 — — 6
15th +5 Spellblade Tradition feature 5 16 4 3 3 3 2 — — 6
16th +5 Ability Score Improvement 5 17 4 3 3 3 2 1 — 6
17th +6 Improved War Magic 5 18 4 3 3 3 2 1 — 7
18th +6 Battle Focus Improvement 5 19 4 3 3 3 2 1 — 7
19th +6 Ability Score Improvement 5 20 4 3 3 3 2 1 1 7
20th +6 Harmonic Resonance 5 20 4 3 3 3 2 1 1 8
  The Spellblade v0.10 | by DracoDruid (@Homebrewery | @Reddit)  2
Spells Known of 1st Level and Higher Arcane Resonance  
At 1st level, you know three 1st-level spells of your choice Starting at 2nd level, you have learned to hold on to
from the spellblade spell list. fractions of a spell’s arcane energy — letting them
The Spells Known column of the Spellblade table resonate within your body to be used for additional
shows when you learn more spellblade spells of your effects.
choice. Each of these spells must be of a level for which
you have spell slots. For instance, when you reach 5th Gaining Resonance
level in this class, you can learn one new spell of 1st or You can gain resonance points in the following ways:
2nd level.
Additionally, when you gain a level in this class, you can When you cast a spell, you can choose to gain a
choose one of the spellblade spells you know and replace number of resonance points equal to the spell slot’s
it with another spell from the spellblade spell list, which level.
also must be of a level for which you have spell slots. When an ally affects you with a spell, you can use your
reaction to gain a number of resonance points equal to
Spellcasting Ability the spell’s level.
Intelligence is your spellcasting ability for your spellblade Once on your turn, as an action or a bonus action, you
spells, since you learn your spells through dedicated study can expend one spell slot and gain a number of
and memorization. You use your Intelligence whenever a resonance points equal to the slot’s level.
spell refers to your spellcasting ability. In addition, you
use your Intelligence modifier when setting the saving Holding Resonance
throw DC for a spellblade spell you cast and when making You can never have more resonance points than half your
an attack roll with one. spellblade level (rounded down), and you lose all your
Spell save DC = 8 + your proficiency bonus +
current resonance points when you become incapacitated
your Intelligence modifier or you finish a long rest.
Spell attack modifier = your proficiency bonus + Resonance Techniques
your Intelligence modifier Starting at 2nd level, you learn two resonance techniques
Ritual Casting chosen from the following list. Each resonance technique
You can cast any spellblade spell you know as a ritual if is linked to one of the eight schools of magic.
that spell has the ritual tag. You learn an additional resonance technique when you
reach certain levels in this class, as shown in the
Spellcasting Focus Techniques Known column of the Spellblade table.
You can use an arcane focus (found in chapter 5) or your Whenever you gain a level in this class, you can also
bonded weapon as a spellcasting focus for your spellblade replace one of your chosen resonance techniques with
spells. another one from the list.
Abjuration. When you take damage, you can use your
Weapon Bond reaction and expend any number of resonance points to
reduce the damage to you by an amount equal to five
You have learned a ritual that creates a magical bond times the number of resonance points spend.
between yourself and one weapon. You perform the ritual Alternatively, when you make a saving throw against a
over the course of 1 hour, which can be done during a spell or magical effect, you can use your reaction to
short rest, and you must hold the weapon during the expend any number of resonance points to give yourself a
entire time. +2 bonus to the save for each point spend in this way. You
Once you have bonded a weapon to yourself, you gain must use this feature before the DM says whether the roll
the following benefits: succeeds or fails.
Conjuration. As an bonus action on your turn, you can
You can’t be disarmed of that weapon unless you are expend any number of resonance points to teleport
incapacitated. yourself a number of feet to an empty space you can see
You can use a bonus action to summon your bonded equal to five times the number of resonance points spend.
weapon into your hand or dismiss it into an Divination. As a bonus action on your turn, you can
extradimensional space. expend any number of resonance points to give yourself
Your bonded weapon counts as magical for the advantage on the next number of attack rolls or saving
purpose of overcoming resistance and immunity to throws equal to the number of resonance points spend.
non-magical attacks and damage. This benefit lasts until the beginning of your next turn.
You can use your bonded weapons as a spellcasting Enchantment. As a bonus action of your turn, you can
focus for your spellblade spells. expend 1 resonance point to force a creature you can see
If you attempt to bond with a new weapon, you must within 60 feet to succeed on a Wisdom saving throw or
break the bond with your currently bonded weapon as become charmed or frightened (your choice) by you until
part of the same ritual. the beginning of your next turn.
Evocation. Once per turn when you hit a creature with
your bonded weapon, you can expend any number of
resonance points to deal an extra 1d6 force damage to the
target for each point spend in this way.
 
The Spellblade v0.10 | by DracoDruid (@Homebrewery | @Reddit)
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  Illusion. Whenever a creature makes an attack roll Spellblade Tradition  
against you or a creature within 30 feet of you, you can
use your reaction and expend 1 resonance point to Also at 3rd level, you choose a spellblade tradition that
impose disadvantage on the attack roll. you strive to emulate in your combat style and arcane
Alternatively, you can expend 1 resonance point to take technique, all detailed at the end of the class description.
the Hide action as a bonus action and gain advantage on Your choice grants you features at 3rd level and again
the corresponding Dexterity (Stealth) check. at 7th, 11th, and 15th level.
Necromancy. When you hit a creature with your bonded
weapon, you can expend 1 resonance point to deal Ability Score Improvement
additional necrotic damage equal to your proficiency When you reach 4th level, and again at 8th, 12th, 16th
bonus, and you gain an equal amount of temporary hit and 19th level, you can increase one ability score of your
points. A creature’s resistance, immunity, or vulnerability choice by 2, or you can increase two ability scores of your
to necrotic damage also affects the number of temporary choice by 1. As normal, you can’t increase an ability score
hit points you gain. above 20 using this feature.
Transmutation. As a bonus action on your turn, you can
either expend 1 resonance point to take the Dash,
Disengage, or Use an Object action, or expend 3 Extra Attack
resonance points to take the Attack (one weapon attack Beginning at 5th level, you can attack twice, instead of
only) or Dodge action. once, whenever you take the Attack action on your turn.
Fighting Style War Magic
You adopt a particular style of fighting as your specialty. At 6th level, you learn how to interweave your spellcasting
Choose one of the following options. You can’t take a and your martial prowess.
Fighting Style option more than once, even if you later get When you use your action to cast a cantrip, you can use
to choose again. your bonus action to make a single weapon attack using
your bonded weapon.
Revised Fighting Styles are optional but recommended.
Beginning at 17th level, you can make that attack when
Archery (revised) you use your action to cast any spell (not just a cantrip).
Your ranged attacks ignore half cover and treat three-
quarters cover as half cover instead. Arcane Breach
Blind Beginning at 9th level, your bonded weapon strikes can
You have blindsight with a range of 10 feet. Within that open a hole in a creature’s resistance to your spells.
range, you can effectively see anything that isn’t behind When you hit a creature with your bonded weapon, that
total cover, even if you’re blinded or in darkness. creature has disadvantage on the next saving throw it
Moreover, you can see an invisible creature within that makes against a spell you cast before the end of your next
range, unless the creature successfully hides from you. turn.
Defensive (revised) Spell Siphon
former Defense
While you aren’t incapacitated, you gain a +1 bonus to AC. At 13th level, you can siphon part of the energy of harmful
spells cast against you.
Dueling (revised) When you successfully save against a harmful spell, you
When you are wielding a melee weapon in one hand and can use your reaction to gain a number of resonance
no other weapons, you gain a +1 bonus to attack and points equal to that spell’s level.
damage rolls with that weapon.
Harmonic Resonance
Great Weapons (revised)
At 20th level, you have become attuned to the natural
former Great Weapon Fighting
Whenever you roll damage for an attack you make with a magic of the world.
two-handed or versatile melee weapon that you are You no longer lose your current resonance points when
wielding with two hands, you can reroll the weapon’s you become incapacitated or when finishing a long rest. In
damage dice, but you must use the new roll. addition, you can meditate for 10 minutes and gain a
number of resonance points equal to your Intelligence
Battle Focus modifier.
 
At 3rd level, you have become an expert at maintaining
spell concentration.
You have advantage on Constitution saving throws that
you make to maintain your concentration on a spell when
you take damage.
Beginning at 18th level, when you fail a Constitution
saving throws that you make to maintain your
concentration on a spell, you can expend 1 resonance
point to succeed instead.
The Spellblade v0.10 | by DracoDruid (@Homebrewery | @Reddit)
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Arcane Shot  
Multiclassing At 3rd level, you learn to unleash special magical effects
with some of your shots. When you gain this feature, you
In order to multiclass with the Spellblade, you need the learn three Arcane Shot options of your choice (see
following ability scores, and gain the following “Arcane Shot Options” below).
proficiencies. In addition, whenever you finish a long rest, you can
choose to replace one of your Arcane Shot options within
Ability Score Minimum another one from the list.
Strength 13 or Dexterity 13, and Intelligence 13 Once per turn when you fire a missile with a bonded
ranged weapon, you can apply one of your Arcane Shot
Proficiencies Gained options to that missile. You decide to use the option when
the missile hits a creature, unless the option doesn’t
Light armor, medium armor, simple weapons, involve an attack roll.
  martial weapons You can use this feature twice, and you regain all
expended uses when you finish a short or long rest.
Spellcasting Alternatively, you can expend 1 resonance point to
apply an Arcane Shot option you have learned to your
You add two thirds of your spellblade levels (round up)
attack. If you do, you don’t expend a use of this feature.
  to determine your available spell slots. You gain additional uses and learn additional Arcane
Shot options of your choice when you reach certain levels
in this class, as shown in the table below.
Spellblade Traditions Arcane Shot
Different spellblades choose different approaches to Spellblade Level Uses Options known
perfecting their arcane fighting prowess. The spellblade
tradition you choose to emulate reflects your approach. 3rd 2 3
7th 3 4
Arcane Archer 11th 4 5
An Arcane Archer studies a unique elven method of 15th 5 6
archery that weaves magic into attacks to produce
supernatural effects. Arcane Archers are some of the
most elite warriors among the elves. They stand watch
over the fringes of elven domains, keeping a keen eye out Careful Eye
Starting at 7th level, you excel at picking out hidden
for trespassers and using magic-infused arrows to defeat enemies and other threats.
monsters and invaders before they can reach elven You can take the Search action as a bonus action on
settlements. Over the centuries, the methods of these elf your turn.
archers have been learned by members of other races In addition, you gain proficiency in the Perception skill.
who can also balance arcane aptitude with archery. If you are already proficient in it, you gain Expertise with
While traditionally, Arcane Archers use a shortbow or it instead, doubling your proficiency bonus for any ability
longbow, any ranged weapon with the ammunition check you make that uses Perception.
property can be used for their abilities.
Arcane Archer Magic Curving Shot
You learn an additional spell when you reach certain Also at 7th level, you learn how to direct an errant arrow
levels in this class, as shown in the Arcane Archer Spells toward a new target.
table. Each spell counts as a spellblade spell for you, but it When you miss with a ranged attack roll using your
doesn’t count against the number of spellblade spells you bonded weapon, you can use a bonus action to reroll the
know. attack roll against a different target within 60 feet of the
original target.
Arcane Archer Spells
Empowered Shots
Spellblade Level Spell
At 11th level, your shots are empowered with eldritch
3rd faerie fire energy.
4th cordon of arrows Each of your Arcane Shot options gains an improved
7th conjure barrage
effect as stated in its description.
10th arcane eye Ever-Ready Shot
conjure volley Starting at 15th level, your magical archery is available
13th
whenever battle starts.
If you roll initiative and have no uses of Arcane Shot
remaining, you regain one use of it.
 
The Spellblade v0.10 | by DracoDruid (@Homebrewery | @Reddit)
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Arcane Shot Options Seeking Shot. Using divination magic, you grant your  
The Arcane Shot feature lets you choose options for it at missile the ability to seek out a target. When you use this
certain levels. The options are presented here in option, you don’t make an attack roll for the attack.
alphabetical order. They are all magical effects, and each Instead, choose one creature you have seen in the past
one is associated with one of the schools of magic. minute. The missile flies toward that creature, moving
  Banishing Shot. You use abjuration magic to try to around corners if necessary and ignoring three-quarters
temporarily banish your target to a harmless location in cover and half cover. If the target is within the weapon’s
the Feywild. The creature hit by the missile must also range and there is a path large enough for the missile to
succeed on a Charisma saving throw or be banished. travel to the target, the target must make a Dexterity
While banished in this way, the target’s speed is 0, and it saving throw against your spell save DC. Otherwise, the
is incapacitated. At the end of its next turn, the target missile disappears after traveling as far as it can. On a
reappears in the Space it vacated or in the nearest failed save, the target takes damage as if it were hit by the
unoccupied space if that space is occupied. missile, plus an extra 1d6 force damage, and you learn the
After you reach 11th level in this class, a target also target’s current location. On a successful save, the target
takes 2d6 force damage when the missile hits it. takes half as much damage, and you don’t learn its
Beguiling Shot. Your enchantment magic causes this location.
missile to temporarily beguile its target. The creature hit The force damage increases to 2d6 when you reach
by the missile takes an extra 2d6 psychic damage, and 11th level in this class.
choose one of your allies within 30 feet of the target. The Shadow Shot. You weave illusion magic into your
target must succeed on a Wisdom saving throw, or it is missile, causing it to occlude your fees vision with
charmed by the chosen ally until the start of your next shadows. The creature hit by the missile takes an extra
turn. This effect ends early if the chosen ally attacks the 2d6 psychic damage, and it must succeed on a Wisdom
charmed target, deals damage to it, or forces it to make a saving throw or be unable to see anything farther than 5
saving throw. feet away until the start of your next turn.
The psychic damage increases to 4d6 when you reach The psychic damage increases to 4d6 when you reach
11th level in this class. 11th level in this class.
Bursting Shot. You imbue your missile with force  
energy drawn from the school of evocation. The energy
detonates after your attack. Immediately after the missile
hits the creature, the target and all other creatures within
10 feet of it take 2d6 force damage each.
The force damage increases to 4d6 when you reach
11th level in this class.
Enfeebling Shot. You weave necromantic magic into
your missile. The creature hit by the missile takes an
extra 2d6 necrotic damage. The target must also succeed
on a Constitution saving throw, or the damage dealt by its
weapon attacks is halved until the start of your next turn.
The necrotic damage increases to 4d6 when you reach
11th level in this class.
Grasping Shot. When this missile strikes its target,
conjuration magic creates grasping, poisonous brambles,
which wrap around the target. The creature hit by the
missile takes an extra 2d6 poison damage, its speed is
reduced by 10 feet, and it takes 2d6 slashing damage the
first time on each turn it moves 1 foot or more without
teleporting. The target or any creature that can reach it
can use its action to remove the brambles with a
successful Strength (Athletics) check against your spell
save DC. Otherwise, the brambles last for 1 minute or
until you use this option again.
The poison damage and slashing damage both increase
to 4d6 when you reach 11th level in this class.
Piercing Shot. You use transmutation magic to give
your missile an ethereal quality. When you use this
option, you don’t make an attack roll for the attack.
Instead, the missile shoots forward in a line, which is 1
foot wide and 30 feet long, before disappearing. The
missile passes harmlessly through objects, ignoring cover.
Each creature in that line must make a Dexterity saving ‘dasdaf’
throw against your spell save DC. On a failed save, a by LI qian
creature takes damage as if it were hit by the missile, plus
an extra 1d6 piercing damage. On a successful save, a
target takes half as much damage.
The piercing damage increases to 2d6 when you reach
11th level in this class.
The Spellblade v0.10 | by DracoDruid (@Homebrewery | @Reddit)
6
Hexblade Beguiling Defenses  
Hexblades use insidious enchantments to confuse and At 15th level, you have learned how to turn the mind-
control their enemies and vicious curses to debilitate affecting magic of your enemies against them.
them. You are immune to being charmed, and when another
Hexblades are terrible foes that know how to turn ally creature attempts to charm you, you can use your reaction
against ally. to attempt to turn the charm back on that creature. The
creature must succeed on a Charisma saving throw
Hexblade Magic against your spell save DC or be charmed by you for 1
You learn an additional spell when you reach certain minute or until the creature takes any damage.
levels in this class, as shown in the Hexblade Spells table.
Each spell counts as a spellblade spell for you, but it
doesn’t count against the number of spellblade spells you
know. Use the Soulmonger Patron instead of the Hexblade Patron
when playing with this subclass.
Hexblade Spells  
Spellblade Level Spell
3rd charm person
4th phantasmal force
7th bestow curse
10th charm monster
13th dominate person

Battle-Charm
Starting at 3rd level, you can charm creatures in the
middle of combat.
When you try to charm a creature using a spell or
ability, the target doesn’t gain advantage on the saving
throw if you or your companions are fighting it.
Curse Specialist
Also beginning at 3rd level, you can weave insidious
magic into your spells.
When a creature that is affected by one of your spells
makes and attack roll, ability check, or saving throw, you
can use your reaction to impose disadvantage on that roll.
You can use this feature a number of times equal to
your proficiency bonus, and you regain all expended uses
of it when you finish a long rest.
Fortified Mind
At 7th level, you have fortified your mind and soul against
harmful intrusion.
You have resistance to psychic damage and advantage
on all Intelligence, Wisdom, and Charisma saving throws.
Psychic Disruption
At 11th level, your combined spells and attacks create a
psychic disruption within their victims.
Once on each of your turns, when you hit a creature
that is affected by one of your spells with your bonded
weapon, the attack deals an additional 1d8 psychic
damage and the target must make a Charisma saving
throw against your spell save DC. On a failure, it has
disadvantage on its next attack roll, ability check, or
saving throw made before the end of its next turn.

‘Fantasy bookcover’
by Phu Thieu
The Spellblade v0.10 | by DracoDruid (@Homebrewery | @Reddit)
7
Mage-Knight Arcane Spike  
Member of an order of arcane knights. Loyal to a kingdom At 11th level, you learned how to punish attackers with
or an independent order, Mage-Knights are exemplars of raw magical energy.
honor and mago-martial prowess. They are expected to Once per turn, when a creature hits you with a melee
step into the thick of battle and remain steadfast against attack while you are wearing your bonded armor, it takes
any enemy they encounter. 1d6 force damage.
Mage-Knights of high standing are expected to hold Eldritch Protection
themselves to a higher standard and to conduct At 15th level, you weave lifesaving abjuration magic into
themselves with grace and dignity. your armor.
Whenever you fail a death saving throw while wearing
Mage-Knight Magic
You learn an additional spell when you reach certain your bonded armor, you can choose to succeed instead.
levels in this class, as shown in the Mage-Knight Spells In addition, the first time you would drop to 0 hit points
table. Each spell counts as a spellblade spell for you, but it as a result of taking damage while wearing your bonded
doesn’t count against the number of spellblade spells you armor, you instead drop to 1 hit point. Once used, you
know. can’t do so again until you finish a short or long rest.
Mage-Knight Spells Arcane Armor Properties
You can choose one property at 3rd, 7th, 11th, and 15th
Spellblade Level Spell
level. While you are wearing your bonded armor, you gain
3rd shield the chosen benefits.
4th warding wind Breathless. You can hold your breath indefinitely while
you’re not incapacitated.
Empowered. You have advantage on Strength checks
7th protection from energy
10th death ward and saving throws, and the armor loses its Strength
13th wall of force requirements (if it has any).
Glamour. You can use a bonus action to have the armor
assume the appearance of any other kind of armor or
Arcane Armor clothing. You decide what it looks like, including color,
Starting at 3rd level, you can bond to any one set of armor style, and accessories, but the armor retains its normal
in addition to your bonded weapon. bulk and weight. The illusory appearance lasts until you
Your bonded armor bestows the following benefits use this property again or remove the armor.
while you wear it: Quickened. Your walking speed increases by 5 feet.
You are proficient with your bonded armor. Silenced. You gain advantage on your Dexterity
You can don or doff the armor as a bonus action. (Stealth) checks. If the armor normally imposes
When you don the armor, it magically appears on your disadvantage on Dexterity (Stealth) checks, both effects
body. When you doff the armor, you can choose to cancel each other out.
shunt it into an extradimensional space or dropping it  
to the ground.
In addition, you can choose one Arcane Armor Property
from the list below. You can choose an additional property
when you reach 7th, 11th, and 15th level in this class.
Whenever you finish a long rest, you can exchange one
of your chosen Arcane Armor Properties for another one
on the list.
Diplomatic Training
As a Mage-Knight you are not only trained as a warrior
but also as an envoy and diplomat.
At 3rd level, you gain proficiency in one of the following
skills of your choice: History, Insight, Intimidation,
Persuasion, or Religion.
Warding Aura
At 7th level, you have learned to weave abjuration magic
into an incoming attack to lessen future impacts.
When you take damage from a spell or attack while
wearing your bonded armor, you can use your reaction to
gain resistance to all of the spell’s or attack’s damage
types for 1 minute or until you no longer wear your
bonded armor or use this feature again. You gain the
resistances after the triggering damage.
You can use this feature a number of times equal to
your proficiency bonus, and you regain all expended uses ‘personal works Genesis’
of it when you finish a long rest. by Yin Lee
The Spellblade v0.10 | by DracoDruid (@Homebrewery | @Reddit)
8
Mirror Blade your spell save DC, or if it doesn’t rely on sight or can see  
through illusions.
Mirror blades constantly confuse their enemies with a Alternatively, as a reaction to a creature attacking you,
combination of conjuration and illusion magic by creating you can teleport, magically swapping places with your
duplicates of themselves while simultaneously using battle mirage. If you do, the attack automatically misses
invisibility and teleportation magic to hide their true and your battle mirage dissipates.
location.
Quickened Illusions
Mirror Blade Magic Also at 7th level, you have learned how to quickly weave
You learn an additional spell when you reach certain illusions in the heat of battle.
levels in this class, as shown in the Mirror Blade Spells When you cast an illusion spell that has a casting time
table. Each spell counts as a spellblade spell for you, but it of 1 action, you can expend a number of resonance points
doesn’t count against the number of spellblade spells you equal to the spell’s level to change the casting time to 1
know. bonus action for this casting.
Mirror Blade Spells Mirror Assault
Spellblade Level Spell At 11th level, you weave psychic energy into your mirage
to make it semi-physical and use it to harrow your
3rd color spray
enemies.
4th invisibility When both you and your battle mirage are within 5 feet
7th blink of a creature, you can use a bonus action to gain
advantage on your attack rolls against that creature and
10th greater invisibility
your attacks deal an additional 1d8 psychic damage.
13th farstep This effect lasts until the beginning of your next turn.
Mirror Mirror
Battle Mirage At 15th level, you can create multiple mirages at the same
Beginning at 3rd level, you can conjure an illusory time.
duplicate of yourself. You can create a Battle Mirage as a bonus action, and
As an action, you create a near perfect illusion of whenever you create a new mirage, your existing mirages
yourself in an unoccupied space that you can see within no longer dissipate.
30 feet of you. On your turn, you can move or dismiss your mirages
The mirage lasts for 1 minute, but it ends early if you independently (no action required).
dismiss it (no action required), you’re unconscious, it is  
more than 60 feet away from you at any time, or you use
this feature again.
On your turn, you can move the mirage up to 30 feet to
a place you can see (no action required).
Additionally, as an action, you can shift your senses into
your mirage until you use a bonus action to end the effect.
During this time, you are deaf and blind with regard to
your own senses, but you can use your own senses as if
you were standing in your mirage’s space.
While your mirage is being used in this way, it can be
up to 1,000 feet away from you without ending early.
Mirror Blur
Also at 3rd level, you can use your battle mirage to
confuse your enemies and protect yourself.
While your battle mirage is within 5 feet of you, you can
use a bonus action on your turn to give creatures
disadvantage on their attack rolls against you until the
beginning of your next turn.
An attacker is immune to this effect if it doesn’t rely on
sight, as with blindsight, or can see through illusions, as
with truesight.
You can use this feature a number of times equal to
your proficiency bonus, and you regain all expended uses
of it when you finish a long rest.
Mirror Step
Beginning at 7th level, you can switch places with your ‘Splinter Twin’
battle mirage in an instant. by Goran Josig
As a bonus action, you can teleport, magically swapping
places with your battle mirage.
A creature won’t notice the switch unless their passive
Wisdom (Perception) score is equal to or greater than
The Spellblade v0.10 | by DracoDruid (@Homebrewery | @Reddit)
9
Necromonger Standing at Death’s Door  
Also known as Death Knights — Necromongers employ At 15th level, you have learned how to use your magic to
necromancy to instill fear and terror in their enemies and keep you standing at death’s door.
siphon their life energy to empower themselves in battle. Whenever you take damage that would reduce you to 0
hit points, you can use your reaction and expend one spell
Necromonger Magic slot to gain a number of temporary hit points equal to five
You learn an additional spell when you reach certain times the slot level expended. You gain these temporary
levels in this class, as shown in the Necromonger Spells hit points immediately before suffering the triggering
table. Each spell counts as a spellblade spell for you, but it damage.
doesn’t count against the number of spellblade spells you  
know.
Necromonger Spells
Spellblade Level Spell
3rd cause fear
4th ray of enfeeblement
7th vampiric touch
10th shadow of moil
13th negative energy flood

Cunning Tyrant
At 3rd level, you have learned how to instill fear not only
by spell but with words as well.
You gain proficiency in the Intimidation skill. If you are
already proficient in it, you gain Expertise with it instead,
doubling your proficiency bonus for any ability check you
make that uses Intimidation.
In addition, you can add your Intelligence modifier to
your Charisma (Intimidation) checks.
Fear is the Mind-Killer
Also at 3rd level, you have conquered your own fears and
know how to instill true terror in others.
You can no longer be frightened.
In addition, creatures frightened by your spells or
abilities have disadvantage on all Intelligence, Wisdom,
and Charisma saving throws, while the source of their
fear is within line of sight.
Defy Death
Beginning at 7th level, you have spent so much time
dealing with the forces of death that you have become
inured to some of their worst effects.
You have resistance to necrotic damage, and your hit
point maximum can’t be reduced.
In addition, you can add your proficiency bonus to your
death saving throws.
Drain Life
Starting at 11th level, you empower your weapon strikes
with life draining necromancy.
Once per turn, when you hit a creature with your
bonded weapon, you can deal an additional 1d8 necrotic
damage and heal an equal amount of lost hit points. ‘Bella 1’
A creature’s resistance, immunity, or vulnerability to by Marat Ars
necrotic damage also affects the number of hit points you
regain.
The Spellblade v0.10 | by DracoDruid (@Homebrewery | @Reddit)
10
Pact-Blade Pact-Blade Magic  
The beings that serve as patrons for some spellblades are You learn an additional spell when you reach certain
mighty inhabitants of other planes of existence — not levels in this class.
gods, but almost godlike in their power. Various patrons At 3rd level, you can choose one of the 1st level spells
give these so-called pact-blades access to different powers listed in the Expanded Spell List of your chosen patron.
and invocations, and expect significant favors in return. You can choose additional spells from the list when you
Some patrons collect pact-blades, doling out mystic gain higher levels in this class. Choose one 2nd level spell
knowledge relatively freely or boasting of their ability to at 4th level, one 3rd level spell at 7th level, one 4th level
bind mortals to their will. Other patrons bestow their spell at 10th level, and one 5th level spell at 13th level.
power only grudgingly, and might make a pact with only Each spell counts as a spellblade spell for you, but it
one pact-blade. Pact-Blades who serve the same patron doesn’t count against the number of spellblade spells you
might view each other as allies, siblings, or rivals. know.
Angering your patron can be dangerous. They cannot Pact Boons
take away what they have taught you (i.e. your spellcasting You gain the patron’s listed features normally granted at
capabilities or spells known), however they can withhold 1st level — excluding the Expanded Spell List (see Pact-
the powers they are lending you or let them behave in Blade Magic above) — using your spellblade level in place
unexpected ways (i.e. your Pact Boons). of the warlock level as well as your proficiency bonus in
place of your Charisma modifier for your Patron’s
Otherworldly Patron
When you choose this tradition at 3rd level, choose one features. You gain additional patron features at 7th, 11th,
Patron from the list of Warlock Patrons. You gain and 15th level.
additional spells and features as described by the Pact-
Blade Magic and Pact Boons features. Use the Soulmonger Patron instead of the Hexblade Patron
when playing with this subclass.
 

‘Steel Flameblade’
by Johndowson
The Spellblade v0.10 | by DracoDruid (@Homebrewery | @Reddit)
11
Spellbreaker Mana Burn  
Spellbreakers are the first and last line of defense against Beginning at 11th level, your strikes can burn the magic
rogue wizards, wicked witches and other dangerous from your eldritch foes.
spellcasters. Spellbreakers are specificially trained to take Whenever you hit a creature with your bonded weapon,
on such dangerous foes and how to resist their arcane and that creature possesses the ability to cast spells, you
powers. In war times, spellbreakers are also deployed as deal additional psychic damage equal to your proficiency
special forces, tasked to confront and take out enemy bonus.
spellcasters. Once per turn, when you hit a creature with your
bonded weapon, you can force that creature to make a
Spellbreaker Magic Constitution saving throw against half the damage taken.
You learn an additional spell when you reach certain On a failure, the creature loses its highest spell slot of a
levels in this class, as shown in the Spellbreaker Spells level up to the damage taken divided by 5.
table. Each spell counts as a spellblade spell for you, but it Example: When suffering 17 points of damage, the
doesn’t count against the number of spellblade spells you target would lose its highest spell slot of up to 3rd level.
know. Disruptive Resonance
Also at 11th level, you have learned to use resonance to
Spellbreaker Spells disrupt enemy spells.
Spellblade Level Spell When you cast the counterspell or dispel magic spell,
3rd detect magic you can spend 1 resonance point to gain advantage on the
4th see invisibility
corresponding spellcasting ability check.
7th dispel magic Arcane Backlash
otiluke’s resilient sphere Beginning at 15th level, you can trigger harmful feedback
10th
resonance into an enemy caster.
13th circle of power Whenever you successfully save against a spell, you can
deal psychic damage to the spell’s caster equal to five
No Rest for the Wicked times the spell’s level.
At 3rd level, you have an innate sense to detect magic not  
only in items but also in creatures.
While concentrating on the detect magic spell, you can
use an action and focus your senses onto one creature. If
you do, you learn if that creature can cast any spells, as
well as its spellcaster level or highest spell slot level.
Mage Slayer
Also at 3rd level, you have learned how to exploit a
spellcaster’s weaknesses.
When a creature casts a spell, you can use your
reaction to make a melee weapon attack against that
creature.
In addition, when you damage a creature that is
concentrating on a spell, that creature has disadvantage
on the saving throw it makes to maintain its
concentration.
Spell Resistance
At 7th level, you have become almost impervious to
magical harm.
You have advantage on saving throws against spells
and you gain resistance against the damage dealt by
spells.
Magnetic Resonance
Also starting at 7th level, you can use arcane resonance to
redirect spells to yourself.
When you are within 20 feet of a creature that is being
targeted by a spell, you can use your reaction and expend
1 resonance point to become one of the spell’s targets
instead of that creature.
You can’t use this feature if you are already a target of
the same spell, and you would suffer no additional effect if ‘Inquisitor’ by
targeted twice.
Example: You could draw additional magic missiles or theDURRRRIAN
scorching rays upon you, but not be targetted by the bane
spell twice.
The Spellblade v0.10 | by DracoDruid (@Homebrewery | @Reddit)
12
Spellblade Spells
Cantrips (0 Level) Grease Spider Climb Cloudkill
Acid Splash Hellish Rebuke Tasha’s Mind Whip Conjure Volley
Blade Ward Heroism Web Cone of Cold
Booming Blade Hex Contact other Planes
Chill Touch Hunter’s Mark 3rd Level Dominate Person
Control Flames Ice Knife Ashardalon’s Stride Enervation
Create Bonfire Identify Blinding Smite Far Step
Dancing Lights Inflict Wounds Blink Hold Monster
Fire Bolt Jump Clairvoyance Legend Lore
Friends Mage Armor Conjure Barrage Mislead
Frostbite Magic Missile Counterspell Rary’s Telepathic Bond
Gust Ray of Sickness Dispel Magic Scrying
Green-Flame Blade Searing Smite Elemental Weapon Steel Wind Strike
Infestation Shield Enemies Abound Swift Quiver
Light Sleep Fear Synaptic Static
Lightning Lure Tasha’s Caustic Brew Feign Death Telekinesis
Mage Hand Tasha’s Hideous Laughter Fireball Teleportation Circle
Mending Thunderous Smite Flame Arrows
Message Thunderwave Fly 6th Level
Mind Sliver Witch Bolt Haste Blade Barrier
Minor Illusion Wrathful Smite Intellect Fortress Bones of the Earth
Mold Earth Zephyr Strike Life Transference Chain Lightning
Poison Spray Lightning Arrow Circle of Death
Prestidigitation 2nd Level Lightning Bolt Contingency
Ray of Frost Aganazzar’s Scorcher Nondetection Disintegrate
Shape Water Alter Self Phantom Steed Eyebite
Shocking Grasp Blindness/Deafness Protection from Energy Fizban’s Platinum Shield
Swordburst Blur Slow Flesh to Stone
Thunderclap Branding Smite Spirit Shroud Globe of Invulnerability
Toll the Dead Calm Emotions Stinking Cloud Harm
True Strike Cloud of Daggers Thunder Step Investure of Flame
Vicious Mockery Crown of Madness Tongues Investure of Ice
Darkness Vampiric Touch Investure of Stone
1st Level Darkvision Water Breathing Investure of Wind
Absorb Elements Detect Thoughts Mental Prison
Alarm Dragon’s Breath 4th Level Otiluke’s Freezing Sphere
Armor of Agathys Earthbind Arcane Eye Scatter
Bane Enhance Ability Banishment Tasha’s Otherworldly Guise
Burning Hands Enlarge/Reduce Blight Tenser’s Transformation
Catapult Find Traps Compulsion True Seeing
Cause Fear Gust of Wind Confusion
Chaos Bolt Heat Metal Death Ward 7th Level
Chromatic Orb Hold Person Dimension Door Crown of Stars
Color Spray Invisibility Dominate Beast Delayed Blast Fireball
Command Levitate Elemental Bane Draconic Transformation
Compelled Duel Magic Weapon Fire Shield Etherealness
Comprehend Languages Melf’s Acid Arrow Freedom of Movement Finger of Death
Detect Evil and Good Mind Spike Greater Invisibility Fire Storm
Detect Magic Mirror Image Otiluke’s Resilient Sphere Forcecage
Detect Poison and Disease Misty Step Phantasmal Killer Mordenkainen’s Sword
Disguise Self Phantasmal Force Raulothim’s Psychic Lance Power Word Pain
Dissonant Whisper Ray of Enfeeblement Shadow of Moil Prismatic Spray
Earth Tremor Rime’s Binding Ice Staggering Smite Project Image
Expeditious Retreat Scorching Ray Stoneskin Regenerate
Faerie Fire See Invisibility Reverse Gravity
False Life Shadow Blade 5th Level Teleport
Feather Fall Shatter Banishing Smite Whirlwind
Silence

13  The Spellblade v0.10 | by DracoDruid (@Homebrewery | @Reddit)  


New and Revised Feats Martial Adept (revised)  
Prerequisite: Strength or Dexterity 13 or higher
These Feats are optional but recommended.
You have martial training that allows you to perform
special combat maneuvers. You gain the following
Combat Training (new) benefits:
If you already have superiority dice, you gain two more;
replacing Fighting Initiate, Heavily/Lightly/Moderately otherwise, you have two superiority dice, which are
Armored and Weapon Master d4s. See the fighter’s Martial Superiority feature on
Prerequisite: Strength or Dexterity 13 or higher
  how to use and regain your superiority dice.
You can select this feat multiple times. You also learn two combat maneuvers of your choice
You have practiced extensively with a variety of weapons. from among those available to the fighter class. If a
You gain proficiency with all simple weapons and can maneuver you use requires your target to make a
choose two of the following benefits: saving throw to resist the maneuver’s effects, the
Increase your Strength, Dexterity, or Constitution saving throw DC equals 8 + your proficiency bonus +
score by 1, to a maximum of 20. your Strength or Dexterity modifier (your choice).
You gain proficiency with all martial weapons.
You gain proficiency with all armor and shields. Polearm Master (revised)
You learn one Fighting Style option of your choice
from the fighter class. If you already have a style, the Prerequisite: Strength or Dexterity 13 or higher
one you choose must be different. You can keep your enemies at bay with reach weapons.
You gain the following benefits:
Dual-Wielding Master When you are wielding a javelin, quarterstaff, spear, or
(revised) trident with one hand, the weapon gains the reach
property.
former Dual Wielder While you are wielding a weapon with the reach
Prerequisite: Strength or Dexterity 13 or higher property, other creatures provoke an opportunity
You master fighting with two weapons, gaining the attack from you when they enter your reach.
following benefits: When you are wielding a glaive, halberd, quarterstaff,
You learn the Dual-Wielding Fighting Style or you can spear, or trident with two hands, you can treat the
increase your Strength or Dexterity score by 1, to a opposite end of the weapon as a club and use it to
maximum of 20. engage in two-weapon fighting against targets within 5
You gain a +1 bonus to AC while you are wielding a feet of you.
separate melee weapon in each hand.
You can use two-weapon fighting even when the one- Sharpshooter (revised)
handed melee weapons you are wielding aren’t light.
When you engage in two-weapon fighting, you do not Prerequisite: Dexterity 13 or higher
expend your bonus action to make the second attack. You have mastered ranged weapons and can make shots
You can still gain the benefits of two-weapon fighting that others find impossible. Whenever you make an attack
only once during your turn. with a ranged weapon that you are proficient with, you
gain the following benefits:
Great Weapon Master (revised) Attacking at long range doesn’t impose disadvantage
on your ranged weapon attack rolls.
Prerequisite: Strength 13 or higher Before you make a ranged attack, you can choose to
You’ve learned to put the weight of a weapon to your take a penalty to the attack roll equal to your
advantage, letting its momentum empower your strikes. proficiency bonus. If the attack hits, your weapon deals
On your turn, when you score a critical hit with a additional damage equal to twice your proficiency
melee weapon or reduce a creature to 0 hit points with bonus.
one, you can make one melee weapon attack as a  
bonus action.
Before you make a melee attack with a weapon that
you are wielding with two hands, you can choose to
take a penalty to the attack roll equal to your
proficiency bonus. If the attack hits, your weapon deals
additional damage equal to twice your proficiency
bonus. You must be proficient with the weapon and it
must have the two-handed or versatile property for you
to gain this benefit.
The Focused Ranger v10.0 | by DracoDruid (@Homebrewery | @Reddit)
14
Additional Brews  

From a Fan The Focused Ranger


Always loved to play Rangers but were utterly
disappointed by the way 5e treated them?
The Indomitable Fighter
For Fans Always wanted to have use Superiority Dice and
Combat Maneuvers with any subclass?
The Promised Warlock
I hope you will enjoy playing The Spellblade. Always thought the pact choice should have a
bigger impact on your warlock and that the pact
blade should work without the Hexblade
Patron?
Created by DracoDruid The Sorcerer Revisited
[@Homebrewery | @Reddit]
Always thought that the pact magic and
invocation mechanics would work perfectly for a
sorcerer?
Cover Art ‘Bella 1’ by Marat Ars created for The Zealous Paladin
Legend of the Cryptids by Applibot Inc
Always thought that Smite shouldn’t use spell
slots, but rather have you choose between
healing the brave or smiting the wicked?
Format: DIN A4 The Blood Hunter Revisited
Always thought the blood hunter could be a little
better?

The Soulmonger
Always thought the Hexblade was just an
obvious patch for the pact blade and rather
wished for a less on the nose Patron from the
Shadowfell?
Circle of Primal Might
Always dreamed of turning into giant dinosaurs
and devour your enemies?
Path of the Stormbringer
Always wished you could become Thor - God of
Thunder and Lightning?
Way of the Radiant Soul
Always wanted to live out your Super Saiyan
fantasy?

Untamed Orcs
Always loved Orcs and wished they were
portrayed as a more complex race?
Dragonborn Reborn
Always loved the Dragonborn but felt a little
disappointed?
Humans
Always felt that Humans got the short end of the
creative stick in 5e?
Warforged Reforged
Always loved the Warforged but felt a little
disappointed?
 

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