An elf finds himself surrounded by foul-smelling ogres licking their lips with excitement for their inexorable meal. As their thick, creamy saliva slams the ground with a thunderous force, the elf smirks. He lifts his hands in the air, showing that he is completely unarmed. Suddenly, he is charged by his formidable foes. The elf's hands flash violently with an overwhelming blue light that nearly blinds his enemies. Without warning, there is a crackling of lightning and the stench of burnt blood floods the air. The elf stands blade in hand as the hulking ogres lay castrate upon the ground.
Spellblades are warriors who draw upon the Æther. They are fast, agile, and deliberate in their attacks. They able to both protect their allies or destroy their foes with their magic.
Æther
The Æther is the raw essence drawn upon to create and cast magic. It is an ever-present force that surrounds Terrowen. Certain creatures are more naturally in tune with the Æther and can easily manipulate the raw magical nature of it.
Spellblades rely on the Æther as their sole source of power. They channel it through their enchanted weapons and use the weapons to focus the Æther into powerful abilities. It is their strongest source of power and also their greatest weakness as much of a spellblade's power is lost if their weapon is taken.
Elven Heritage
The spellblade is elven in origin due to its natural aptitude for agility and magic. High elves combined their natural affinity for arcane magic and their dexterity to create the way of the spellblade.
Often reserved for the higher born even of the high elves, the spellblade knowledge isn't widely spread around the world. It is a secret art that was only taught to the elect few. As time has passed, the tradition has been expanded to noble families and other graceful races.
Creating a Spellblade
Spellblades are people who seek to combine the study of magic and sword, but only a select few are able to do so. Drawing from the pure magical essence of the Æther, these gifted individuals learn how to move their weapons in certain ways to cast spells, moving through the battlefield as powerful battle-mages, stalwart guardians, or deadly swiftblades.
Quick Build
You can make a spellblade quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose the elven highborn or noble background. Third, choose the mage hand and fire bolt cantrips.
Æther Channeling
When you reach the 1st level your training with magic in and out of combat has taught you the ability to channel spells through your weapon, using it as a spellcasting focus. In addition, you may now cast spells without the somatic gestures.
Fighting Style
At 2nd Level, the spellblade selects one of the following fighting style options:
Dueling
When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with the weapon.
Great Weapon Fighting
When you roll a 1 or 2 on damage die for an attack with a weapon you wield with two hands, you can reroll the die and must use the second roll. The weapon must have two-handed or versatile as a property to gain this benefit.
Two Weapon Fighting
When you engage in two weapon fighting, you can add your ability modifier to the damage of the second attack.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Flow of Æther
At 3rd level, choose a path of how you want the Æther to flow through you, either Guardian, Magister, or Swiftblade. This correspond to the Three. Guardians being Strength, Magisters being Mind, and Swiftblades being Grace. Guardians use the Æther to protect and reinforce their bodies, while magisters use it to attack but choose to research this Æther that gives them their spells in the first place. Swiftblades use the Æther to enhance their bodies while focusing on the haste spell. You gain features from your chosen flow at levels 3, 7, 11, 15, and 20. These flows are detailed below.
Ability Score Increase
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.
Magical Defense
Beginning at 6th level, the spellblade learns and may cast the *shield* spell once per day without expending a spell slot. If the spellblade already knows the spell, you may pick another spell to learn of the same level. The spellblade must finish a long rest before doing so again.
Battle-hardened Mind
At 9th level, you can add your Intelligence modifier to Constitution saving throws you make to maintain concentration on a spell.
Æther Versatility
At 15th level, you learn to alter the nature of your Æther Blade. You are able to make it one with the Æther. You may now change your damage type to Necrotic or Radiant. Additionally, you can choose for all of the damage die to be the Æther Blade's type instead of slashing, piercing, or bludgeoning. This does not apply to other magical enchantments such as the Flametongue effect.
You start with the following equipment, in addition to the equipment granted by your background:
(a) a melee martial weapon or (b) 2 shortswords
(a) a light crossbow and 20 bolts or (b) a shield
(a) scale mail or (b) leather armor
(a) a dungeoneer's pack or (b) an explorer's pack
You draw your magics straight from the Æther, limiting your pull until you have had a rest. The raw nature of the energy allows you to cast only Abjuration, Conjuration, Evocation, and Transmutation schools of magic.
Cantrips
At 1st level, you know two cantrips of your choice from the spellblade spell list. You learn additional spellblade cantrips of your choice at higher levels as shown in the Cantrips Known column on the Spellblade table below.
Spell Slots
The Spellblade table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of the spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a long rest.
Learning Spells of 1st level and Higher
Each time you gain a spellblade level you can learn additional spells of your choice from the spellblade spell list, as shown on the Spells Known column of the Spellblade table. Each of these spells must be of a level for which you have spell slots, as shown on the spellblade level. Also, at every level, you can choose one spell you know and exchange it for a different spell that you can learn.
Spellcasting Ability
Intelligence is your spellcasting ability for your spellblade spells. 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.
Flow Chosen
The Æther is a living force that can flow through each spellblade differently and it has three outlets of expression: strength, mind, and grace. The spellblade studies the Æther without texts, but instead through directly experimenting with manipulating it.
Guardian
Guardians seek to preserve life with the use of Æther. They focus on protection and the warding nature of the Æther. They are stone-like in personality and in battle, always willing to charge in and protect an ally. They possess mighty defensive skills to keep themselves and allies from harm.
Æther's Aegis
Beginning at the 3rd level, you gain the ability to disrupt a single target's attacks against your allies through arcane illusion. As an action, you can target a single creature within 30 feet of you that you can see. That creature makes a Wisdom saving throw. On a failure, you mark the creature until your concentration is broken (as if you are concentrating on a spell). A creature marked by you has disadvantage on any attack roll that doesn't target you.
You can use this feature a number of times equal to your Intelligence modifier before a long rest.
Æther Protection
At the 7th level, you learn how to convert Æther into life energy, temporarily invigorating you in battle.
As an action, you can use a spell slot to give your self 1d8 + your Intelligence modifier hit points of temporary hit points for the duration of the battle. The amount of hit points generated scales with the level of spell slot used in the conversion.
Magic Ward
Beginning at the 11th level, you learn to use the Æther to create a protective ward around your body to mitigate the damage of magical harm.
As long as you are wielding your Æther blade, you can reduce the damage from magical effects or spells by an amount equal to your Intelligence modifier.
Magical Bulwark
Beginning at the 15th level, you have mastered the ability to manipulate the Æther into an aura around you, protecting your allies from magical harm.
As long as you are wielding your Æther Blade, any friendly creatures within 30 feet of you have resistance to damage from spells or magical effects.
Æther Sacrifice
When you reach 20th level, you are able to imbue your lifeforce with the Æther to provide a bulwark of protection over the entire party.
As a reaction, you can prevent any damage from happening to your party for one round until it comes back to your turn.
This ability can be used twice before needing a long rest. The first use grants one level of exhaustion. On the second use, it gives you five total levels of exhaustion and you fall unconscious.
Magister
A magister focuses more on their spells than other spellblades and are able to cast more and greater spells than other spellblades. They use the Æther for overwhelming their foes with both physical and magical force.
Magisters let the Æther flow through them freely and act as a conduit for it. They are able to cast their magics without relying on their Æther Blade. They hone in on the power of the Æther, allowing them to be a deadly force no matter the circumstance.
Æther Adept
The magister is able to draw more power from the Æther before exhausting themselves for the day.
Beginning at 3rd level, the magister has one extra 1st level spell slot and learns one more cantrip.
Æther Rejuvenation
As you allow the Æther to freely flow through you, it replenishes your strength in battle.
Once you reach the 7th level, you use a bonus action in combat to regain spell slots. The spell slots can have a combined level that is equal to or less than one quarter your spellblade level (rounded down).
This ability can be used once per short rest
Enrichment from the Æther
When you reach the 11th level, the Æther imbues you with a deeper knowledge of your chosen crafts.
You are able to double your proficiency for two of your chosen skill proficiencies. Additionally, you are able to double your proficiency bonus for your Dexterity and Intelligence saving throws.
Mastery of Æther
At the 15th level, you are able to draw upon the Æther and cast higher tiered levels of magic.
Choose a 5th level and 6th level spell from the spellblade spell list. You may cast each of these once a day without expending a spell slot. You are able to cast them again after a long rest.
Additionally, you may learn 2 more spells from the spellblade spell list. These spells must be of a level the magister can cast.
Freely Flowing Æther
When you reach 20th level, you gain mastery over the Æther Blade and can infuse it with magic. Magic freely flows through your blade allowing powerful spells to be released on a successful hit.
Before you declare an attack, you can infuse your Æther Blade with a spell that you can cast. This expends the spell slot you choose to cast the spell with and causes you to concentrate on the spell. On a successful hit, the spell is cast on the target without any save. The spell can be maintained on the Æther Blade until its first successful hit or when your concentration is broken.
You can use this ability a number of times equal to your Intelligence modifier before a long rest.
Swiftblade
A warrior that chooses to enhance his body with magic to hone his reflexes and move at incredible speeds. Swiftblades focus on the use of the haste spell in combat.
Devotion to Time
In addition to the rigorous physical training, swiftblades study the Æther and its effects on time. They experiment with time magic and master its use in battle.
Upon becoming a swiftblade on the 3rd level, you learn the haste spell and you gain the ability to cast haste at different level spell slots. Using it as a 1st level spell allows it to be used for only 2 rounds, gives you an extra attack, and proves +10 feet movement speed. Using a 2nd level spell slot allows the spell to be used in its fullness, but for only 2 rounds.
Swift Surge
At the 7th level, the swiftblade's use of time magic has enabled them to move quickly between attacks; always ready to spring to the next foe.
After you make an attack on a target and have an extra attack remaining, you can move to another target that you can see as long as it is within your movement speed. You then attack the new target with your extra attack. Doing this does not incite an opportunity attack on you.
Mastery of Haste
Reaching the 11th level makes your body and your reflexes faster through the continuous use of the haste spell and its use becomes second nature to you.
You gain +10 feet movement speed, haste can be cast as a bonus action, and you no longer suffer from the side effect of the haste spell.
Quick to Action
At the 15th level, repeated use of the haste spell has made you quick to respond to any threat or obstacle you might encounter.
You gain the alert feat and when you are first in the initiative order, you start the battle with the effects of the haste spell.
Innervated Speed
Upon attaining the 20th level your mastering of the haste spell and the principles of time have reached its peak.
You may substitute a casting of the haste spell to make yourself faster than light. For one round, you can act as if under the influence of a time stop spell.
You can use this ability twice before a long rest.
Level | Proficiency Bonus | Æther Blade | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | 1d4 | Æther Blade, Æther Channeling, Spellcasting | 2 | 2 | - | - | - | - | - | ||
2nd | +2 | 1d4 | Fighting Style | 2 | 3 | 2 | - | - | - | - | ||
3rd | +2 | 1d4 | Flow Trait | 2 | 3 | 3 | - | - | - | - | ||
4th | +2 | 1d4 | Ability Score Improvement | 3 | 4 | 3 | - | - | - | - | ||
5th | +3 | 1d6 | Extra Attack | 3 | 4 | 4 | 2 | - | - | - | ||
6th | +3 | 1d6 | Magical Defense | 3 | 5 | 4 | 2 | - | - | - | ||
7th | +3 | 1d6 | Flow Trait | 3 | 6 | 4 | 3 | - | - | - | ||
8th | +3 | 1d6 | Ability Score Improvement | 3 | 6 | 4 | 3 | - | - | - | ||
9th | +4 | 1d8 | Hardened Mind | 3 | 7 | 4 | 3 | 2 | - | - | ||
10th | +4 | 1d8 | - | 4 | 8 | 4 | 3 | 2 | - | - | ||
11th | +4 | 1d8 | Flow Trait | 4 | 8 | 4 | 3 | 3 | - | - | ||
12th | +4 | 1d8 | Ability Score Improvement | 4 | 9 | 4 | 3 | 3 | - | - | ||
13th | +5 | 1d10 | - | 4 | 9 | 4 | 3 | 3 | 1 | - | ||
14th | +5 | 1d10 | Æther Versatility | 4 | 10 | 4 | 3 | 3 | 1 | - | ||
15th | +5 | 1d10 | Flow Trait | 4 | 10 | 4 | 3 | 3 | 2 | - | ||
16th | +5 | 1d10 | Ability Score Improvement | 5 | 11 | 4 | 3 | 3 | 2 | - | ||
17th | +6 | 1d12 | - | 5 | 11 | 4 | 3 | 3 | 3 | 1 | ||
18th | +6 | 1d12 | - | 5 | 12 | 4 | 3 | 3 | 3 | 1 | ||
19th | +6 | 1d12 | Ability Score Improvement | 5 | 12 | 4 | 3 | 3 | 3 | 2 | ||
20th | +6 | 2d8 | Flow Trait | 5 | 13 | 4 | 3 | 3 | 3 | 2 |