Hey all!

Because I have always liked the magic swordsman or gish archetype in any type of game/universe, I wanted to create one for 5e. This because I feel all the attempts at this archetype (Eldritch Knight, Bladesinger, Valor Bard, etc.) have not really represented what I would like in a class like this. They're all either a martial class with a few spells or a spellcaster that plays a bit with a weapon. What I really want is that both weapons and magic are used roughly equally, a halfcaster.

I unfortunately can't post a link yet, so the class will also be detailed below. But you can find a PDF, with flavour texts and completely styled and fancy, to my Spellblade here: bit.ly/1TGxAGx.

Please let me know what you think!

Spoiler: Spellblade
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Spoiler: Class Table
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The Spellblade
Level Proficiency Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Runic Inscription, Runic Style, Weapon Bond - - - - - -
2nd +2 Spellcasting, Spell Weaving, Arcane Knowledge 2 2 - - - -
3rd +2 Magical Focus 3 3 - - - -
4th +2 ASI 3 3 - - - -
5th +3 Extra Attack 4 4 2 - - -
6th +3 Fluid Intelligence 5 4 2 - - -
7th +3 Magical Focus feature 6 4 3 - - -
8th +3 ASI 6 4 3 - - -
9th +4 Spell Weaving (2) 7 4 3 2 - -
10th +4 Arcane Displacement 8 4 3 2 - -
11th +4 Magical Focus feature 9 4 3 3 - -
12th +4 ASI 9 4 3 3 - -
13th +5 Spell Weaving (3) 10 4 3 3 1 -
14th +5 Enhanced Resilience 11 4 3 3 1 -
15th +5 Magical Focus feature 12 4 3 3 2 -
16th +5 ASI 12 4 3 3 2 -
17th +6 Spell Weaving (4) 13 4 3 3 3 1
18th +6 Magical Focus feature 14 4 3 3 3 1
19th +6 ASI 15 4 3 3 3 2
20th +6 Signature Spell 15 4 3 3 3 2

Class Features
As a spellblade, you gain the following class features.

Hit Points
Hit Dice: 1d10 per spellblade level
Hit Points at 1st level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per spellblade level after 1st

Proficiencies
Armor: Light armor
Weapons: Simple weapons and martial weapons
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Acrobatics, Arcana, History, Investigation, Sleight of Hand, Stealth

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a longsword or (b) a rapier
(a) a chakram or (b) two daggers
(a) a scholar's pack or (b) an explorer's pack
Leather armor

Alternatively, you can start with a number of gold pieces equal to 5d4 × 10 and spend them on items of your choice.

Runic Inscription
Not yet completely familiar with the magic of the runic inscription on your off-hand, the arcane energies through your body manifest in a multiple of ways. Whenever your off-hand is free, you can use your action to briefly control arcane energy nearby, causing one of the following effects of your choice:
  • Create a harmless instantaneous sensory effect such as a shower of sparks, small electric balls or a puff of wind.
  • Instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • Move or manipulate an object within 10 feet no larger than 1 cubic foot and not heavier than 2 pounds by thought.

Runic Style
You use the magic flowing through your runic inscription to enhance or complement your martial skills. Choose one of the following options.
Runic Blast
While your off-hand is free, whenever you hit a creature with a melee weapon attack, you can deal 1d4 force damage to the target in addition to the weapon’s damage.
Arcane Deflection
While your off-hand is free, you gain a +2 bonus to AC.
Enhanced Throwing
Whenever you make a ranged weapon attack with a weapon that has the thrown property, you gain a +1 bonus to the attack roll. Additionally, you may return the weapon as part of the attack, causing it to teleport instantly to your hand.

Weapon Bond
You learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. You can only forge a bond with a weapon you are proficient with and doesn't have the two-handed or heavy property.

Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. While the weapon is still in your hand, you can return it to its original place during the same turn you summoned it. Additionally, you can use Dexterity instead of Strength for the attack and damage rolls of your bonded weapon.

You can have up to two bonded weapons, but can only summon one at a time with your bonus action. If you attempt to bond with a third weapon you must break the bond with one of the other two.

Spellcasting
By the time you reach 2nd level, you have learned to harness the arcane energies originating from your runic inscription. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the spellblade spell list.
Spell Slots
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 spell’s level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the spellblade spell list.
The Spells Known column of the Spellblade table shows when you learn more spellblade spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the spellblade spells you know and replace it with another spell from the spellblade spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your spellblade spells, since you learn your spells through 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 spellblade 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
The runic inscription on your off-hand must be used as a spellcasting focus for your spellblade spells and you must use your off-hand for any somatic component a spellblade spell may require.

Spell Weaving
By 2nd level, you have become used to channeling your powers through your off-hand and combining it with weapon strikes. When you take the Attack action, you can cast one spell using a 1st-level spell slot that has a casting time of 1 action as a bonus action. You can only use this feature as long as your off-hand is free.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). When you finish a long rest, you regain all expended uses.The level of the spell slot you can use to cast a spell in this way increases by 1 at 9th level (2), 13th level (3), and 17th level (4).

Arcane Knowledge
At 2nd level, your knowledge of the arcane has significantly grown using your connection to the Weave through your runic inscription. You can cast identify without expending a spell slot and the spell does not require any verbal or material components. Additionally, you gain proficiency in the Arcana skill. If you are already proficient in it, your proficiency bonus is doubled for any Intelligence (Arcana) check instead.

Magical Focus
At 3rd level, you choose a magical focus, an aspect you strive to improve with your magical abilities. Choose Body, Steel or Mind, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, 15th, 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 can’t 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.

Fluid Intelligence
Starting at 6th level, your ability to quickly identify patterns and extrapolate them using logic allows you to perform better at skills you’re not normally good at. When you make an ability check using a skill you are not proficient in, you can use this feature to add your proficiency bonus. You can do so after seeing the initial roll but before any of the roll’s effects occur. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once) per long rest.

Arcane Displacement
At 10th level, you learned to focus the magic flowing through your veins to displace yourself. You are now able to teleport to unoccupied spaces you can see using your speed; each foot you teleport costs 2 feet of speed. This movement doesn’t provoke opportunity attacks and you can ignore difficult terrain while teleporting.

Enhanced Resilience
By 14th level, you have significantly enhanced your resilience using your magic. You gain proficiency in Constitution saving throws.

Signature Spell
When you reach 20th level, you have used a certain spell so much that casting it has become second nature. Choose a 1st-level spellblade spell that you know that has a casting time of 1 action. You can cast this spell at 1st-level without expending a spell slot. If you want to cast this spell at a higher level, you must expend a spell slot as normal. Additionally, when you cast this spell without expending a spell slot, you can cast it as a bonus action without expending a use of your Spell Weaving.

Magical Foci
While all spellblades use their magic to improve multiple aspects of themselves, each spellblade uses their control over arcane energies to especially focus on one particular aspect. This magical focus not only provides specific benefits during combat, but also lets you peek into the mind of the spellblade as it shows what each spellblade values most.

Body
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Spellblades with a focus on Body value their physical form. They use their magic to enhance and maintain their body, often increasing their speed, mobility and reflexes. While still casting spells, they do prefer getting up close and unleash many swift weapon strikes. Spellblades that originally were martial warriors often choose this focus when learning to use their magic.

Magical Mobility
When you choose this focus at 3rd level, you enhance your physical form with magic. Your speed increases by 10 feet while you aren’t wearing medium or heavy armor. Additionally, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Army of One
Starting at 3rd level, you are able to use your magical abilities to generate a surge of energy in your body. When you take the Attack action you can make an additional two attacks. In addition, you gain advantage on a number of attacks you make this turn equal to your Intelligence modifier (minimum of one). You can not use this feature in combination with other effects to make more than six attacks on a turn.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 18th level, you can use it twice before a rest, but only once on the same turn.

Enhanced Agility
At 7th level, your magically enhanced agility lets you avoid incoming damage. You gain one of the following features of your choice.
Evasion. You can dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Extra Attack
At 11th level, the number of attacks you can make using the Attack action increases to three.

Arcane Transformation
By 15th level, you have found that you can not only enhance your body, but you can change it entirely. You can cast the alter self spell at will, without expending a spell slot.

Accelerated Regeneration
Starting at 18th level, you know how to temporarily accelerate the natural healing of your body. Whenever your take damage and you have less than three-quarters of your hit points left, you can use your reaction to spend a Hit Die, accelerating your healing.

You regain a number of hit points equal to the roll + your Constitution modifier. In addition, you regain the same number of hit points at the start of each of your turns. This effect lasts for 5 rounds or until you drop to 0 hit points. You can’t trigger this feature while still under the effect of the healing from a previous use. Additionally, if you roll for initiative while you have less than half of your hit points left, you can trigger this effect by spending a Hit Die (no action required). When you trigger the effect in this way, you forgo the initial healing.
Steel
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Spellblade that focus on Steel believe that equipment is just as important as one's own skills. The first spellblades adopting this focus started to enhance their blades with magic, working with and learning from weaponsmiths. Not long after, they extended their knowledge in the school of transmutation to also improve their armor. Soon enough they even started to use it in their day to day life.

Magical Artisan
When you choose this focus at 3rd level, you gain proficiency with smith’s tools and leatherworker’s tools.
Additionally, you can magically enchant items your carry, reducing their weight by half as long as they remain on you.

Elemental Blade
Starting at 3rd level, you gain the knowledge of how to enhance your weapons with elemental magic. You can use a bonus action to imbue a weapon with an element you possess. While a weapon is imbued you can activate its effect using special dice called elemental dice. The imbuement lasts until you use this feature again to imbue a weapon, or until you end the effect manually (no action required).
Elements. You learn to use two elements of your choice, which are detailed under “Elements” below.
You learn an additional element at 11th and at 15th level. Each time you learn a new element, you can also replace one element you posses with a different one.
Elemental Dice. You have four elemental dice, which are d6s, to activate your imbuement. An elemental die is expended when you use it. You regain all your expended elemental dice when you finish a short or long rest. You gain another elemental die at 7th level (five), 11th level (six) and 15th level (seven).
Saving Throws. Your activated elements require your target to make a saving throw to resist some of its effects. The saving throw DC is equal to your spellblade spell save DC.

Resistant Armor
By 7th level, you have learned to not only infuse your weapon, but also your armor. As an action you can enhance your armor with one of the elements you possess, granting you resistance to the corresponding damage type. This lasts until you use this feature again or doff the armor.

Imbued Strike
By 11th level, you perfected your imbuements to the point where they always manifest. Whenever you hit a creature with an imbued weapon, the creature takes an extra 1d8 damage of the type corresponding to the imbuement.

Master of Convenience
At 15th level, you focused some of your magic to make your life a little easier. You can spend one minute enhancing a carpet, piece of cloth or any other movable object with a surface no larger than 15 feet square. As an action you can activate it and make it hover and fly. You must maintain concentration to keep it aloft, as if you were casting a spell.

The object has a magical flying speed of 60 feet and can carry up to 50 pounds in addition to your own weight. It moves according to your directions, provided that your are within 30 feet of it. If you move more than 100 feet from the object, it returns to its original state, falling if it is still in the air and nothing else is holding it aloft.

Additionally, you can use your magic to animate small items and let them perform simple tasks. For example, you could let a broom clean the floor, a towel dry your dishes or let cooking utensils prepare some food.

Dual Imbuement
By 18th level, you fully mastered the art of imbuing. Your weapon can now be imbued with two elements at the same time. When you use your bonus action to imbue your weapon you can choose two elements to imbue at the same time. You can activate both elements at the same time by spending only one elemental die, using the one roll for both effects. Additionally, when using your Imbued Strike with a weapon that is imbued with two elements, you can choose to deal 1d8 of either damage type or deal 1d4 of both damage types.

Elements
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The elements are presented in alphabetical order.
Acid. When you hit a creature with a weapon attack, you can expend one elemental die to unleash acid from the weapon, aiming at their hands. You deal additional acid damage equal to the elemental die roll, and the target must make a Constitution saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Cold. When you hit a creature with a weapon attack, you can expend one elemental die to unleash a frigid blast. You deal additional cold damage equal to the elemental die roll, and the target must make a Constitution saving throw. On a failed save, its speed is halved until the start of your next turn.
Fire. When you hit a creature with a weapon attack, you can expend one elemental die to unleash a burst of flames. You deal additional fire damage equal to the elemental die roll, and each creature other than you and the target within 5 feet of the target must make a Dexterity saving throw. On a failed save, a creature takes fire damage equal to the elemental die roll.
Force. When you hit a creature with a weapon attack, you can expend one elemental die to unleash a blast of arcane energy. You deal additional force damage equal to the elemental die roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Lightning. When you hit a creature with a weapon attack, you can expend one elemental die to unleash a bolt of lightning. You deal additional lightning damage equal to the elemental die roll, and the target must make a Constitution saving throw. On a failed save, the target can’t take reactions until the start of its next turn.
Thunder. When you hit a creature with a weapon attack, you can expend one elemental die to unleash a wave of thunderous sound, which can be heard 50 feet away. You deal additional thunder damage equal to the elemental die roll, and the target must make a Constitution saving throw. On a failed save, the target is deafened until the start of your next turn.
Mind
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Mind focused spellblades value intelligence and mental strength above all. While they still wield their blades in the middle of the battle fields, they do so with an improved awareness and mastery over their spells. Across their journeys they broaden their mind and seek out many places of knowledge similar to conventional wizards. Magic wielders that pick up a blade and choose to pursue the way of the spellblade often adopt this focus.

Broadened Perception
When you choose this focus at 3rd level, you start using your magic to broaden your perception. When you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. Additionally, you gain advantage on any Wisdom (Perception) check.

Mental Regeneration
Starting at 3rd level, you can magically relax your mind to regain some of your arcane energy. When you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than 2. In addition, you now also regain the uses of your Spell Weaving feature after finishing a short rest. The combined level of spell slots you recover increases by 1 at 11th level (3) and again at 18th level (4).

Magical Intuition
By 7th level, you have gained the ability to sense magic being used against you. You have advantage on saving throws against spells.

Weapon Storm
At 11th level, you learn to unleash a storm of spectral weapons. You can use your action to send arcane versions of your weapon all around you and make a melee weapon attack against any number of creatures within 10 feet of you, making a separate attack roll for each target. On a hit, a creature suffers the attack’s normal effects but any damage is dealt as force damage. You use your Intelligence modifier for the attack and damage rolls.

Shared Mind
Starting at 15th level, you are able to form a connection between your mind and those of your allies, granting you the following benefits:
You and friendly creature within 30 feet of you can’t be surprised if at least one friendly creature within 30 feet of you isn’t surprised either.
When you attack a target you can’t see, you no longer have disadvantage if at least one friendly creature within 30 feet of you is able to see the target or knows its location through other means.
Friendly creatures within 30 feet of you gain advantage on saving throws against spells while you are conscious.

Crystallized Intelligence
By 18th level, you have fortified your mind to never let it fail you. If your total for an Intelligence check is less than your Intelligence score, you can use that score in place of the total.

Multiclassing
If you wish to multiclass as a spellblade, both your Dexterity and Intelligence scores must be 13 or higher. When you mutliclass into a spellblade you gain the following proficiencies.
Light Armor, simple weapons, martial weapons

Spelllist
Spoiler: 1st Level
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Absorb Elements
Alarm
Burning Hands
Catapult
Chromatic Orb
Comprehend Languages
Detect Magic
Expeditious Retreat
Feather Fall
Jump
Longstrider
Mage Armor
Magic Missile
Shield
Thunderwave
Witch Bolt

Spoiler: 2nd Level
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Aganazzar’s Scorcher
Arcane Lock
Blur
Continual Flame
Darkvision
Detect Thoughts
Enhance Ability
Enlarge/Reduce
Invisibility
Knock
Levitate
Magic Weapon
Misty Step
Nystul’s Magic Aura
Pass Without Trace
Scorching Ray
See Invisibility
Shatter

Spoiler: 3rd Level
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Blink
Counterspell
Dispel Magic
Fireball
Flame Arrows
Fly
Glyph of Warding
Haste
Lightning Bolt
Magic Circle
Nondetection
Protection from Energy
Sending
Slow
Tongues

Spoiler: 4th Level
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Dimension Door
Elemental Bane
Fire Shield
Freedom of Movement
Greater Invisibility
Stoneskin

Spoiler: 5th Level
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Immolation
Passwall
Rary's Telepathic Bond
Telekinesis
Teleportation Circle
Wall of Force