New Base Class - Spellblade
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SPELLBLADE

Description:
Spellblades are disciplined warrior-mages who blend martial combat with arcane power. Rather than focusing on raw magical output like a sorcerer or deep theoretical study like a wizard, the Spellblade learns to channel spells through steel, binding magic to a chosen weapon and enhancing their swordplay with elemental or protective energies. While their spellcasting is more limited than that of dedicated arcane casters, their mastery of combat techniques and armor allows them to survive on the front lines while delivering spells through precise strikes.Alignment restrictions: none
Hit die: d8
Proficiencies:
Armor (light, medium), shields, weapons (simple and martial)Skill points: 2 + Intelligence modifier ( (2 + INT modifier) * 4 at 1st level )
Skills:
concentration, discipline, heal, knowledge: history, knowledge: arcana, tumble, spot, listenPrimary saving throw(s): Fortitude and Will
Base attack bonus: +3/4 levels
Spellcasting:
Arcane (spell failure from armor is a factor unless reduced by class features), Intelligence-based (a base INT score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified INT, and the INT modifier affects spell DCs), and prepared half-caster (low–mid level spell access, spells must be prepared before casting).
Spells
Cantrips Acid Splash Flare Ray of Frost Electric Jolt Larloch's Minor Drain Ray of Flame Prestidigitation
1st level spells 2nd level spells 3rd level spells Arrow of Dusk Aganazzar's Scorcher Aura of Shadows Disrupt Undead Balagarn's Iron Horn Circle of Fire Endure Elements Blindness/Deafness Clarity Expeditious Retreat Bull's Strength Dark Bolt Feline Balance Cat's Grace Dispel Magic Horizikaul's Boom Combust Displacement Ice Dagger Darkness Edevar's Eviction Impede Death Armor Fireball Ironguts Endurance Scintillating Sphere Least Spell Breach Flame Armor Vitriolic Sphere Magic Missile Flame Burst Iceball Magic Weapon Flame Weapon Flame Arrow Negative Energy Ray Fox's Cunning Greater Magic Weapon Oberian's Ousting Gedlee's Electric Loop Gust of Wind Orb of Fire (Lesser) Ghostly Visage Haste Protection from Alignment Ghoul Touch Keen Edge Ray of Clumsiness Glitter Dust Lightning Bolt Sap Elemental Essence Lesser Dispel Mestil's Acid Breath Spider Climb Life Bolt Negative Energy Burst Toad Leap Mage Alarm Protection from Elements True Strike Melf's Acid Arrow Shatter Trout Backstroke Protection from Petrification Vampiric Touch Wall of Smoke Resist Elements Worm Wiggle
Lvl BAB Saves Feats HP range 1st +0 Fort +2 / Ref +0 / Will +2 Bonded Weapon 1 1–8 2nd +1 Fort +3 / Ref +0 / Will +3 Arcane Channeling 0 2–16 3rd +2 Fort +3 / Ref +1 / Will +3 Bonded Weapon 2 3–24 4th +3 Fort +4 / Ref +1 / Will +4 Eldritch Defence 4–32 5th +3 Fort +4 / Ref +1 / Will +4 Arcane Armour Training, Arcane Channeling 1 5–40 6th +4 Fort +5 / Ref +2 / Will +5 Bonus Feat 6–48 7th +5 Fort +5 / Ref +2 / Will +5 Arcane Armour Mastery, Arcane Channeling 2 7–56 8th +6 Fort +6 / Ref +2 / Will +6 Eldritch Retribution 8–64 9th +6 Fort +6 / Ref +3 / Will +6 Bonded Weapon 3 9–72 10th +7 Fort +7 / Ref +3 / Will +7 Arcane Ward 10–80
Spellblade Spells per day
Level 0 1st 2nd 3rd 1 2 - - - 2 3 0 - - 3 3 1 - - 4 4 2 0 - 5 4 3 1 - 6 5 3 2 1 7 5 4 3 1 8 6 4 4 2 9 6 5 4 2 10 7 5 4 3
Feats
LEVEL 1 — BONDED WEAPON 1
Active Feat (1/day): Bonded Weapon 1
Bond to one melee weapon equipped in the main hand.Effects:
- +1 Enhancement vs Magical Beasts
- Duration: 24 hours
- Weapon becomes Non-Drop
- Re-attuning a new weapon removes the effect from the old one
LEVEL 2 — ARCANE CHANNELING 0
The Spellblade gains the ability to store cantrips in their bonded weapon.
Mechanics:
- Store via casting spell on bonded weapon
- Triggered via Active Feat: "Arcane Channeling -0-"
- Next successful hit triggers the stored spell.
- Channel lasts 3 rounds before dissipating unused
- Only 1 stored cantrip at a time
- Activating Arcane Channeling while already active wastes the currently stored spell
LEVEL 3 — BONDED WEAPON 2
Active Feat (1/day): Bonded Weapon 2
Bond to one melee weapon equipped in the main hand.Effects:
- +2 Enhancement vs Magical Beasts
- +1 Enhancement vs Outsiders
- Duration: 24 hours
- Weapon becomes Non-Drop
- Re-attuning a new weapon removes the effect from the old one
LEVEL 4 — ELDRITCH DEFENCE
Whenever the Spellblade casts a non-touch spell, they gain +2 (capped) Dodge AC for 2 rounds.
LEVEL 5 — ARCANE ARMOR TRAINING + ARCANE CHANNELING 1
Feat Gained: Arcane Armor Training
Feat Type: General
Prerequisites: Light Armor Proficiency, ability to cast 1st-level spells
Specifics:
You have learned how to cast spells while wearing light and medium armor.
Reduce Arcane Spell Failure due to armor and/or shield penalties by 30% for spells you cast.
Use: Automatic
ARCANE CHANNELING 1:
The Spellblade gains the ability to store 1st-level spells in their bonded weapon.Mechanics:
- Store via casting spell on bonded weapon
- Triggered via Active Feat: "Arcane Channeling -1-"
- Next successful hit triggers the stored spell.
- Channel lasts 3 rounds before dissipating unused
- Only 1 stored 1st-level spell at a time
- Activating Arcane Channeling while already active wastes the currently stored spell
LEVEL 6 — BONUS FEAT
Bonus feat
LEVEL 7 — ARCANE ARMOR MASTERY + ARCANE CHANNELING 2
Feat Gained: Arcane Armor Mastery
Feat Type: General
Prerequisites: Medium Armor Proficiency, Arcane Armor Training, ability to cast 1st-level spells
Specifics:
You have learned how to cast spells while wearing heavy armor.
Reduce Arcane Spell Failure due to armor and/or shield penalties by 45% for spells you cast.
This bonus replaces, and does not stack with, Arcane Armor Training.
Use: Automatic
ARCANE CHANNELING 2:
The Spellblade gains the ability to store 2nd-level spells in their bonded weapon.Mechanics:
- Store via casting spell on bonded weapon
- Triggered via Active Feat: "Arcane Channeling -2-"
- Next successful hit triggers stored spell.
- Channel lasts 3 rounds before dissipating unused
- Only 1 stored 2nd-level spell at a time
- Activating Arcane Channeling while already active wastes the currently stored spell
LEVEL 8 — ELDRITCH RETRIBUTION
Feat Type: Special
Prerequisites: NoneSpecifics:
Whenever you are hit by an abjuration effect which strips magical effects from you, instantly gain Bonus Magical damage equal to:INT modifier + (Spellblade level / 2)
for the next 3 rounds.
Use: Automatic
LEVEL 9 — BONDED WEAPON 3
Active Feat (1/day): Bonded Weapon 3
Bond to one melee weapon equipped in the main hand.Effects:
- +1 AB
- +2 Enhancement vs Magical Beasts
- +2 Enhancement vs Outsiders
- Duration: 24 hours
- Weapon becomes Non-Drop
- Re-attuning a new weapon removes effect from the old one
LEVEL 10 — ARCANE WARD
Gain an Active Feat (1/day) which casts Globe of Invulnerability at Caster Level 10.
Use: Activated, 1/day