Octomac
2017-04-10, 05:51 PM
Hi, everyone.
I've been working on and off on this for about three weeks with a couple other members of my group, and we're going to be play-testing it here in a new campaign at the end of the month. I'd love to get some feedback before I do so, potentially identifying any issues and necessary tweaks before we go live with it in a game.
This is the Spellblade, a new base class for Dungeons and Dragons 5e. It is a 50/50 balance of arcane magic and martial prowess. I envision it as sitting comfortably between the Eldritch Knight (which is about 75% fightin', 25% castin') and the Bladesinger (which is about 75% castin', 25% fightin'). It's the gish-in-a-box build that I really want but feel is missing from the game at the moment. I believe there is space to design here, a need that can be filled, and this is my crack at doing just that.
The Spellblade
Spellblades are powerful warriors who blend arcane magic with deadly combat skills. They are singularly dedicated combatants whose incredible focus and willpower allows them to stand up to nearly any foe. While many spellblades are elves, owing to the fey peoples' incredible lifespan, members of any race can become spellblades, provided they possess the determination necessary to master this demanding tradition.
Class Features
As a Spellblade, you gain the following class features
Hit Points
___
- Hit Dice: 1d8 per spellblade level
- Hit Points at 1st Level: 8 + your Constituion modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per spellblade level after 1st
Proficiencies
___
- Armor: Light and medium armor
- Weapons: Simple weapons, arming swords, longswords, rapiers, scimitars, shortswords
- Tools: Artisan's tools
___
- Saving Throws: Constitution, Intelligence
- Skills: Choose two from Athletics, Acrobatics, Arcana, History, Insight, Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- *(a)* a martial weapon or *(b)* two light martial weapons
- *(a)* five javelins or *(b)* any simple ranged weapon
- Leather armor and a scholar's pack
The Spellblade
| Level | Prof. | Features | Cantrips Known | 1 | 2 | 3 | 4 | 5 |
| 1st | +2 | Spellcasting | 2 | 1 | | | | |
| 2nd | +2 | Fighting Style, Arcane Strike | 2 | 2 | | | | |
| 3rd | +2 | Spellblade Tradition | 2 | 3 | | | | |
| 4th | +2 | Ability Score Improvement | 3 | 3 | | | | |
| 5th | +3 | Extra Attack | 3 | 4 | 2 | | | |
| 6th | +3 | Spellblade Tradition Feature | 3 | 4 | 2 | | | |
| 7th | +3 | Arcane Shield | 3 | 4 | 3 | | | |
| 8th | +3 | Ability Score Improvement | 3 | 4 | 3 | | | |
| 9th | +4 | | 3 | 4 | 3 | 2 | | |
| 10th | +4 | Spellblade Tradition Feature | 4 | 4 | 3 | 2 | | |
| 11th | +4 | Improved Arcane Strike | 4 | 4 | 3 | 3 | | |
| 12th | +4 | Ability Score Improvement | 4 | 4 | 3 | 3 | | |
| 13th | +5 | | 4 | 4 | 3 | 3 | 1 | |
| 14th | +5 | Spellblade Tradition Feature | 4 | 4 | 3 | 3 | 1 | |
| 15th | +5 | Arcane Sight | 4 | 4 | 3 | 3 | 2 | |
| 16th | +5 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | |
| 17th | +6 | | 4 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Spellblade Tradition Feature | 4 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Arcane Restoration | 4 | 4 | 3 | 3 | 3 | 2 |
Spellcasting
As part of your studies, you seek to understand the powers of the arcane. At 1st level, you have created or acquired a spellbook that contains the first steps of your journey to greater knowledge. You use the wizard spell list for your spellcasting. See chapter 10 in the Player's Handbook for general rules of spellcasting and Chapter 11 for the wizard spell list.
Cantrips
At 1st level, you know two cantrips of your choice. You learn additional cantrips from the wizard spell list at higher levels, as shown in the Cantrips Known column of the Spellblade table.
Spellbook
At 1st level, you obtain or complete work on a spellbook containing four 1st-level spells from the wizard spell list of your choice.
Preparing and Casting Spells
The Spellblade table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spells level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of spellblade spells that are available for you to cast. To do so, choose a number of spellblade spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if youre a 5th-level spellblade, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesnt remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of spellblade spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spellcasting Focus
You may use a weapon with which you are proficient as an arcane focus. This allows you to use your weapon as a spellcasting focus for your spellblade spells. Rules for arcane foci are found in Chapter 5 of the Player's Handbook.
Learning Spells of 1st Level and Higher
Each time you gain a spellblade level, you can add one spell of your choice from the wizard spell list to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Spellblade table. On your adventures, you might find other spells that you can add to your spellbook (see Your Spellbook in the Wizard class entry in the Player's Handbook for additional rules).
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You cant take a Fighting Style option more than once, even if you later get to choose again.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand that does not have the heavy property, and have no weapon in your other hand, you gain a +2 bonus to damage rolls with that weapon.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Versatile
When you wield a weapon with the versatile property in one hand, you gain a +1 bonus to attack rolls with that weapon. When you wield a weapon with the versatile property in two hands, you gain a +1 bonus to damage rolls with that weapon.
Arcane Strike
Starting at 2nd level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal your choice of fire, cold, lightning, or acid damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each Spell Level higher than 1st, to a maximum of 5d8.
Spellblade Tradition
When you reach 3rd level, you choose a Spellblade Tradition, a path of study that informs how you blend arcane and martial traditions. You choose from the paths of the Duskblade and the Magus, which are detailed at the end of the class description.
Your choice grants you features at 3rd level, and again at 6th, 10th, 14th, and 18th 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 cant increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Arcane Shield
Beginning at 7th level, you have the ability to protect yourself with a burst of arcane energy. When you are hit with an attack, you can expend a spell slot as a reaction to create a shield of arcane power around yourself, absorbing some or all of the damage. The damage is reduced by 2d8, plus 1d8 for each Spell Level higher than 1st, to a maximum of 5d8.
Improved Arcane Strike
At 11th level, your Arcane Strike ability improves. You can now choose from additional damage types: thunder, force, necrotic, and psychic.
Arcane Sight
At 15th level, you have trained yourself to see the subtle threads of magic everywhere around you. You gain the ability to cast detect magic without expending a spell slot.
Arcane Restoration
At 20th level, you gain a limited ability to recover your expended magical energies. You may spend an action to regain spell slots. The slots recovered can have a total level of 5 + your Intelligence modifier, and no slot may be greater than 5th level. For example, a spellblade with an Intelligence of 16 could regain a single 5th level spell slot and a 3rd level slot, or two 2nd level slots and a 3rd level slot, or eight 1st level slots.
Once you have used this ability, you cannot use it again until you complete a long rest.
Spellblade Traditions
Spellblades follow one of several traditions, which focus on different ways to intertwine martial combat and magical prowess. Each tradition is associated with a school of thought, describing a philosophy of combat and magic combined.
Duskblade
The path of the Duskblade was originally pioneered by the elves, though now the tradition has expanded to many other races and cultures. Duskblades are focused on the art of casting spells while attacking, eventually becoming capable of doing both nearly simultaneously.
Battle Tested Mage
At 3rd level, you are capable of effectively maintaining your spells in combat. When you take damage while maintaining concentration on a spell, you gain a bonus to your Constitution saving throw equal to your Intelligence modifier (minimum 1).
War Magic
At 6th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
Spell Shift
At 10th level, when you cast a spell of 1st level or higher, you can use a bonus action to teleport up to 30 feet to an unoccupied location you can see. You can teleport before or after the spell is cast. Once you use this ability, you must complete a short or long rest before using it again.
Improved War Magic
Starting at 14th level, when you use your action to cast a spell of 1st level or higher, you can make one weapon attack as a bonus action.
Prescient Blade
At 18th level, when you become the target of an attack or spell, you can cast any spell of 5th level or lower with a casting time of 1 action or 1 bonus action as a reaction. Once you use this ability, you must complete a long rest before using it again.
Magus
Magi are arcane fighters and scholars who learn to effectively channel their spellcasting power through their weapons. Magi focus on making themselves more deadly and more durable in close combat, using magical might to overpower their opponents quickly and fiercely.
Expanded Spell List
As you progress as a Magus, you gain access to additional spells. You may choose from an expanded list of spells whenever you learn a new spellblade spell by gaining a level in the spellblade class. The following spells are added to the spellblade spell list for you. You cannot learn a spell from this list that is of a level higher than you can cast.
| Spell Level | Spell |
| 1st | thunderous smite |
| 2nd | branding smite |
| 3rd | blinding smite |
| 4th | staggering smite |
| 5th | banishing smite |
Potent Strike
At 3rd level, you are particularly capable of channelling magical power through your strikes. When you use your Arcane Strike ability, you may add your Intelligence modifier to the extra damage dealt.
Elemental Strike
At 6th level, you learn a special technique to improve your Arcane Strikes. Choose one ability from the list below. Your Arcane Strikes made with the associated damage type gain additional properties.
Burning Strike. You can empower your arcane strikes with burning energy. When you use your Arcane Strike ability and you have chosen to deal fire damage, all other enemies within 5 feet of the target must make a Dexterity save against your Spell Save DC or take 2d8 fire damage, or half that much on a failed save.
Clinging Strike. You can cause a burst of acidic energy to envelop your foes. When you use your Arcane Strike ability and you have chosen to deal acid damage, the target of your attack must succeed on a Constitution saving throw versus your Spell Save DC. On a failure, it takes 2d8 acid damage at the start of your next turn.
Freezing Strike. You can charge your arcane strikes with bitter coldness. When you use your Arcane Strike ability and you have chosen to deal cold damage, the target of your attack must make a Constitution saving throw against your Spell Save DC. On a failure, its speed is reduced to 0 until the end of your next turn.
Shocking Strike. You can imbue your arcane strikes with the power of lightning. When you use your Arcane Strike ability and you have chosen to deal lightning damage, all creatures within a 15 foot line from the target must make a Dexterity saving throw against your Spell Save DC or take 2d8 lightning damage.
Aggressive Resistance
At 10th level, when you successfully perform an Arcane Strike, you gain resistance to the type of damage you chose to deal until the end of your next turn.
Empowered Strike
At 14th level, you learn to channel your magical powers further into your weapon attacks. Choose one ability from the list below. Your Arcane Strikes made with the associated damage type gain additional properties.
Clouding Strike. You can channel magical energies into your arcane strikes to cloud the minds of your opponents. When you use your Arcane Strike ability and you have chosen to deal psychic damage, the target of your attack must succeed on a Wisdom saving throw versus your Spell Save DC. If it fails, you shield yourself from that creature's perception, and you are invisible and silent to that creature until the end of your next turn. If you attack the target before the end of your next turn, this effect is broken.
Repelling Strike. When you use your Arcane Strike ability and you have chosen to deal force damage, all creatures within 5 feet of you must succeed on a Strength saving throw versus your Spell Save DC. On a failure, a creature is pushed 15 feet directly away from you. If this movement would cause it to hit a wall or other barrier, it stops there and takes an additional 1d6 damage per 5 feet it would have moved. You cannot push creatures of Huge size or larger with this ability.
Thundering Strike. You can cause your weapon to create a wave of sonic energy, flattening your foes. When you use your Arcane Strike ability and you have chosen to deal thunder damage, all creatures in a 30 foot line or a 15 foot cone (your choice) must make a Dexterity saving throw versus your Spell Save DC. Any creature that fails is knocked prone.
Vampiric Strike. You can use your arcane strikes to steal the life from your opponents. If you reduce a creature to 0 hit points by using your Arcane Strike ability and you have chosen to deal necrotic damage, you immediately gain 2d8 temporary hit points.
Strike to the Core
At 18th level, you can destroy the defenses of even the hardiest opponents. When you use your Arcane Strike ability, you can cause the target of your attack to gain vulnerability to the type of damage you chose to use for 1 minute. If the target has resistance or immunity to that damage type, it instead loses its resistance or immunity.
Once you use this ability, you must complete a short or long rest before using it again.
I'm looking for any feedback on the class at all. What works well, what doesn't? What's too powerful or too versatile, and what could use a bit of a boost? In addition, I have only two Traditions for the Spellblade, which doesn't come close to what some of the other classes have, now that Unearthed Arcana has really gotten rolling. If you like the class, and you have an idea for another Spellblade Tradition, let's hash it out here!
Thanks again, and I'm looking forward to the community's feedback!
I've been working on and off on this for about three weeks with a couple other members of my group, and we're going to be play-testing it here in a new campaign at the end of the month. I'd love to get some feedback before I do so, potentially identifying any issues and necessary tweaks before we go live with it in a game.
This is the Spellblade, a new base class for Dungeons and Dragons 5e. It is a 50/50 balance of arcane magic and martial prowess. I envision it as sitting comfortably between the Eldritch Knight (which is about 75% fightin', 25% castin') and the Bladesinger (which is about 75% castin', 25% fightin'). It's the gish-in-a-box build that I really want but feel is missing from the game at the moment. I believe there is space to design here, a need that can be filled, and this is my crack at doing just that.
The Spellblade
Spellblades are powerful warriors who blend arcane magic with deadly combat skills. They are singularly dedicated combatants whose incredible focus and willpower allows them to stand up to nearly any foe. While many spellblades are elves, owing to the fey peoples' incredible lifespan, members of any race can become spellblades, provided they possess the determination necessary to master this demanding tradition.
Class Features
As a Spellblade, you gain the following class features
Hit Points
___
- Hit Dice: 1d8 per spellblade level
- Hit Points at 1st Level: 8 + your Constituion modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per spellblade level after 1st
Proficiencies
___
- Armor: Light and medium armor
- Weapons: Simple weapons, arming swords, longswords, rapiers, scimitars, shortswords
- Tools: Artisan's tools
___
- Saving Throws: Constitution, Intelligence
- Skills: Choose two from Athletics, Acrobatics, Arcana, History, Insight, Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- *(a)* a martial weapon or *(b)* two light martial weapons
- *(a)* five javelins or *(b)* any simple ranged weapon
- Leather armor and a scholar's pack
The Spellblade
| Level | Prof. | Features | Cantrips Known | 1 | 2 | 3 | 4 | 5 |
| 1st | +2 | Spellcasting | 2 | 1 | | | | |
| 2nd | +2 | Fighting Style, Arcane Strike | 2 | 2 | | | | |
| 3rd | +2 | Spellblade Tradition | 2 | 3 | | | | |
| 4th | +2 | Ability Score Improvement | 3 | 3 | | | | |
| 5th | +3 | Extra Attack | 3 | 4 | 2 | | | |
| 6th | +3 | Spellblade Tradition Feature | 3 | 4 | 2 | | | |
| 7th | +3 | Arcane Shield | 3 | 4 | 3 | | | |
| 8th | +3 | Ability Score Improvement | 3 | 4 | 3 | | | |
| 9th | +4 | | 3 | 4 | 3 | 2 | | |
| 10th | +4 | Spellblade Tradition Feature | 4 | 4 | 3 | 2 | | |
| 11th | +4 | Improved Arcane Strike | 4 | 4 | 3 | 3 | | |
| 12th | +4 | Ability Score Improvement | 4 | 4 | 3 | 3 | | |
| 13th | +5 | | 4 | 4 | 3 | 3 | 1 | |
| 14th | +5 | Spellblade Tradition Feature | 4 | 4 | 3 | 3 | 1 | |
| 15th | +5 | Arcane Sight | 4 | 4 | 3 | 3 | 2 | |
| 16th | +5 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | |
| 17th | +6 | | 4 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Spellblade Tradition Feature | 4 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Arcane Restoration | 4 | 4 | 3 | 3 | 3 | 2 |
Spellcasting
As part of your studies, you seek to understand the powers of the arcane. At 1st level, you have created or acquired a spellbook that contains the first steps of your journey to greater knowledge. You use the wizard spell list for your spellcasting. See chapter 10 in the Player's Handbook for general rules of spellcasting and Chapter 11 for the wizard spell list.
Cantrips
At 1st level, you know two cantrips of your choice. You learn additional cantrips from the wizard spell list at higher levels, as shown in the Cantrips Known column of the Spellblade table.
Spellbook
At 1st level, you obtain or complete work on a spellbook containing four 1st-level spells from the wizard spell list of your choice.
Preparing and Casting Spells
The Spellblade table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spells level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of spellblade spells that are available for you to cast. To do so, choose a number of spellblade spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if youre a 5th-level spellblade, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesnt remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of spellblade spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spellcasting Focus
You may use a weapon with which you are proficient as an arcane focus. This allows you to use your weapon as a spellcasting focus for your spellblade spells. Rules for arcane foci are found in Chapter 5 of the Player's Handbook.
Learning Spells of 1st Level and Higher
Each time you gain a spellblade level, you can add one spell of your choice from the wizard spell list to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Spellblade table. On your adventures, you might find other spells that you can add to your spellbook (see Your Spellbook in the Wizard class entry in the Player's Handbook for additional rules).
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You cant take a Fighting Style option more than once, even if you later get to choose again.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand that does not have the heavy property, and have no weapon in your other hand, you gain a +2 bonus to damage rolls with that weapon.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Versatile
When you wield a weapon with the versatile property in one hand, you gain a +1 bonus to attack rolls with that weapon. When you wield a weapon with the versatile property in two hands, you gain a +1 bonus to damage rolls with that weapon.
Arcane Strike
Starting at 2nd level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal your choice of fire, cold, lightning, or acid damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each Spell Level higher than 1st, to a maximum of 5d8.
Spellblade Tradition
When you reach 3rd level, you choose a Spellblade Tradition, a path of study that informs how you blend arcane and martial traditions. You choose from the paths of the Duskblade and the Magus, which are detailed at the end of the class description.
Your choice grants you features at 3rd level, and again at 6th, 10th, 14th, and 18th 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 cant increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Arcane Shield
Beginning at 7th level, you have the ability to protect yourself with a burst of arcane energy. When you are hit with an attack, you can expend a spell slot as a reaction to create a shield of arcane power around yourself, absorbing some or all of the damage. The damage is reduced by 2d8, plus 1d8 for each Spell Level higher than 1st, to a maximum of 5d8.
Improved Arcane Strike
At 11th level, your Arcane Strike ability improves. You can now choose from additional damage types: thunder, force, necrotic, and psychic.
Arcane Sight
At 15th level, you have trained yourself to see the subtle threads of magic everywhere around you. You gain the ability to cast detect magic without expending a spell slot.
Arcane Restoration
At 20th level, you gain a limited ability to recover your expended magical energies. You may spend an action to regain spell slots. The slots recovered can have a total level of 5 + your Intelligence modifier, and no slot may be greater than 5th level. For example, a spellblade with an Intelligence of 16 could regain a single 5th level spell slot and a 3rd level slot, or two 2nd level slots and a 3rd level slot, or eight 1st level slots.
Once you have used this ability, you cannot use it again until you complete a long rest.
Spellblade Traditions
Spellblades follow one of several traditions, which focus on different ways to intertwine martial combat and magical prowess. Each tradition is associated with a school of thought, describing a philosophy of combat and magic combined.
Duskblade
The path of the Duskblade was originally pioneered by the elves, though now the tradition has expanded to many other races and cultures. Duskblades are focused on the art of casting spells while attacking, eventually becoming capable of doing both nearly simultaneously.
Battle Tested Mage
At 3rd level, you are capable of effectively maintaining your spells in combat. When you take damage while maintaining concentration on a spell, you gain a bonus to your Constitution saving throw equal to your Intelligence modifier (minimum 1).
War Magic
At 6th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
Spell Shift
At 10th level, when you cast a spell of 1st level or higher, you can use a bonus action to teleport up to 30 feet to an unoccupied location you can see. You can teleport before or after the spell is cast. Once you use this ability, you must complete a short or long rest before using it again.
Improved War Magic
Starting at 14th level, when you use your action to cast a spell of 1st level or higher, you can make one weapon attack as a bonus action.
Prescient Blade
At 18th level, when you become the target of an attack or spell, you can cast any spell of 5th level or lower with a casting time of 1 action or 1 bonus action as a reaction. Once you use this ability, you must complete a long rest before using it again.
Magus
Magi are arcane fighters and scholars who learn to effectively channel their spellcasting power through their weapons. Magi focus on making themselves more deadly and more durable in close combat, using magical might to overpower their opponents quickly and fiercely.
Expanded Spell List
As you progress as a Magus, you gain access to additional spells. You may choose from an expanded list of spells whenever you learn a new spellblade spell by gaining a level in the spellblade class. The following spells are added to the spellblade spell list for you. You cannot learn a spell from this list that is of a level higher than you can cast.
| Spell Level | Spell |
| 1st | thunderous smite |
| 2nd | branding smite |
| 3rd | blinding smite |
| 4th | staggering smite |
| 5th | banishing smite |
Potent Strike
At 3rd level, you are particularly capable of channelling magical power through your strikes. When you use your Arcane Strike ability, you may add your Intelligence modifier to the extra damage dealt.
Elemental Strike
At 6th level, you learn a special technique to improve your Arcane Strikes. Choose one ability from the list below. Your Arcane Strikes made with the associated damage type gain additional properties.
Burning Strike. You can empower your arcane strikes with burning energy. When you use your Arcane Strike ability and you have chosen to deal fire damage, all other enemies within 5 feet of the target must make a Dexterity save against your Spell Save DC or take 2d8 fire damage, or half that much on a failed save.
Clinging Strike. You can cause a burst of acidic energy to envelop your foes. When you use your Arcane Strike ability and you have chosen to deal acid damage, the target of your attack must succeed on a Constitution saving throw versus your Spell Save DC. On a failure, it takes 2d8 acid damage at the start of your next turn.
Freezing Strike. You can charge your arcane strikes with bitter coldness. When you use your Arcane Strike ability and you have chosen to deal cold damage, the target of your attack must make a Constitution saving throw against your Spell Save DC. On a failure, its speed is reduced to 0 until the end of your next turn.
Shocking Strike. You can imbue your arcane strikes with the power of lightning. When you use your Arcane Strike ability and you have chosen to deal lightning damage, all creatures within a 15 foot line from the target must make a Dexterity saving throw against your Spell Save DC or take 2d8 lightning damage.
Aggressive Resistance
At 10th level, when you successfully perform an Arcane Strike, you gain resistance to the type of damage you chose to deal until the end of your next turn.
Empowered Strike
At 14th level, you learn to channel your magical powers further into your weapon attacks. Choose one ability from the list below. Your Arcane Strikes made with the associated damage type gain additional properties.
Clouding Strike. You can channel magical energies into your arcane strikes to cloud the minds of your opponents. When you use your Arcane Strike ability and you have chosen to deal psychic damage, the target of your attack must succeed on a Wisdom saving throw versus your Spell Save DC. If it fails, you shield yourself from that creature's perception, and you are invisible and silent to that creature until the end of your next turn. If you attack the target before the end of your next turn, this effect is broken.
Repelling Strike. When you use your Arcane Strike ability and you have chosen to deal force damage, all creatures within 5 feet of you must succeed on a Strength saving throw versus your Spell Save DC. On a failure, a creature is pushed 15 feet directly away from you. If this movement would cause it to hit a wall or other barrier, it stops there and takes an additional 1d6 damage per 5 feet it would have moved. You cannot push creatures of Huge size or larger with this ability.
Thundering Strike. You can cause your weapon to create a wave of sonic energy, flattening your foes. When you use your Arcane Strike ability and you have chosen to deal thunder damage, all creatures in a 30 foot line or a 15 foot cone (your choice) must make a Dexterity saving throw versus your Spell Save DC. Any creature that fails is knocked prone.
Vampiric Strike. You can use your arcane strikes to steal the life from your opponents. If you reduce a creature to 0 hit points by using your Arcane Strike ability and you have chosen to deal necrotic damage, you immediately gain 2d8 temporary hit points.
Strike to the Core
At 18th level, you can destroy the defenses of even the hardiest opponents. When you use your Arcane Strike ability, you can cause the target of your attack to gain vulnerability to the type of damage you chose to use for 1 minute. If the target has resistance or immunity to that damage type, it instead loses its resistance or immunity.
Once you use this ability, you must complete a short or long rest before using it again.
I'm looking for any feedback on the class at all. What works well, what doesn't? What's too powerful or too versatile, and what could use a bit of a boost? In addition, I have only two Traditions for the Spellblade, which doesn't come close to what some of the other classes have, now that Unearthed Arcana has really gotten rolling. If you like the class, and you have an idea for another Spellblade Tradition, let's hash it out here!
Thanks again, and I'm looking forward to the community's feedback!