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    New Base Class - Spellblade

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    • ZoolZ
      Zool
      last edited by Zool

      SPELLBLADE

      3a2cddc9-3cb6-4d1d-bdac-5b88172db9fb-image.png
      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, listen

      Primary 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).

      Cantrips are infinite, like wizards.

      This class can learn new spells from arcane scrolls on their spell list, like wizards


      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 Arcane Armour Training: Light, 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 Arcane Armour Training: Medium, 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 Mastery, 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 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, ARCANE ARMOUR TRAINING: LIGHT

      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

      Arcane Armour Training: Light
      Type of Feat: General
      Prerequisite: Light Armor Proficiency and ability to cast first-level spells
      Required for: Arcane Armor Training: Medium
      Specifics: You have learned how to cast spells while wearing light armor. Reduce Arcane Spell Failure due to armor and or shield penalties by 15% for any spells you cast.
      Use: Automatic.


      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, ARCANE ARMOUR TRAINING: MEDIUM

      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

      Arcane Armor Training: Medium
      Type of Feat: General
      Prerequisite: Medium Armor Proficiency, Arcane Armor Training and ability to cast first-level spells.
      Specifics: You have learned how to cast spells while wearing medium armor. Reduce Arcane Spell Failure due to armor and or shield penalties by 25% for any spells you cast. This bonus replaces, and does not stack with, the bonus granted by Arcane Armor Training: Light.
      Use: Automatic.


      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 MASTERY + ARCANE CHANNELING 1

      Arcane Armour Mastery
      Type of Feat: General
      Prerequisite: Medium Armor Proficiency, Arcane Armor Training: Medium and ability to cast first-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 40% for any spells you cast. This bonus replaces, and does not stack with, the bonus granted by Arcane Armor Training.
      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 CHANNELING 2

      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: None

      Specifics:
      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

      > !!!MOLES for the MOLE GOD!!!

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