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, 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