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Autocon
2015-11-18, 04:34 PM
The design idea of the Spellblade was to give the fighter an elemental aspect, similar to Steiner from Final Fantasy IX. In keeping with the blade enchantments, the Spellblade was also given a short spell list to supplement its physical attacks. All of the spells were kept to ones that involved either Touch or Self range, with as few longer ranged spells as I could fit into the theme. After trying unsuccessfully to make this a new archtype, I've decided to stick with just the Eldritch Knight archtype, with minor tweaks and a restrictive spell list.

To make spell casting easier, and help make up for losing all long-range spells, a Spellblade is given an Emblem to use in place of components, similar to a Cleric. A Spellblade will need to purchase this emblem, using the cost for the Cleric Holy Symbol listed in the Player’s Handbook.


Quick build - choose Fighter class; choose Human (variant) race (See optional feats spoiler for suggested feat); choose one of Soldier, Acolyte, Mercenary Veteran (SCAG), Faction Agent (SCAG), or possibly Knight of the Order (SCAG) background; choose Dueling or Defense fighting style; choose weapon and shield.
You can very easily adapt this build to GWF or dual-weild, I chose a shield to keep with the knight idea.


The archetypal Spellblade combines the martial mastery common to all fighters with a careful study of magic. Spellblades use magical techniques to enhance their weapons and armor, and typically fight with a sword and shield. Master Spellblades learn to ignore or even absorb elemental attacks. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.

Spellcasting
Same as Eldritch Knight.

Cantrips. Again, same as Eldritch Knight.

Spell Slots. Also same as Eldritch Knight.

Spells Known of 1st-Level and Higher. Same as Eldritch Knight, with one modification - you are not limited to Evocation and Abjuration spells. You are now limited to the Spellblade list.

Spellcasting Ability. Intelligence, just like Eldritch Knight.

Spellcasting Focus. You gain a spellcasting focus. This focus follows the same rules as the cleric holy symbol. Your spellcasting focus is a Spellblade Emblem, engraved on your shield. You will need to purchase your Spellblade Emblem (follow the rules for the cleric Holy Symbol: Emblem).

Weapon Bond
3rd level, same as Eldritch Knight

War Caster
7th level, replaces War Magic
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
• You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
• You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
• When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Eldritch Strike
10th level, same as Eldritch Knight

Elemental Adept
15th level, replaces Arcane Charge
When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.
Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.

Improved War Magic
18th level, same as Eldritch Knight (can rename this Improved War Caster if you choose)


Spell List

Booming Blade (SCAG)
Blade Ward
Green Flame Blade (SCAG)
Lightning Lure (SCAG)
Shocking Grasp
Sword Burst (SCAG)

Absorb Elements (EE)
Burning Hands
Detect Magic
Earth Tremor (EE)
Expeditious Retreat
Identify
Shield
Thunderwave

Aganazzar’s Scorcher (EE)
Arcane Lock
Blindness/Deafness
Blur
Darkvision
Gust of Wind
Magic Weapon
Misty Step
See Invisibility

Gaseous Form
Lightning Bolt
Protection From Energy
Remove Curse

Fire Shield
Locate Creature

You may also want to consider picking up these feats at some point:
Magic Initiate (as Human variant feat) - choose only from the Spellblade list (wizard spells)
Mage Slayer
Shield Master


11-18-2015 - Initial post
12-11-2015 - Reworked Spellblade to be tweaked Eldritch Knight, moved original idea to second post

Autocon
2015-11-18, 04:35 PM
Original idea, preserved in case someone wants to try it instead.

The base of the Spellblade is the Fighter’s Eldritch Knight. Spellcasting is identical, and Spellblade Bond is the same as the Weapon Bond feat (with a small change to allow a shield to be bonded). The spellcasting chart was modified to reduce the number of cantrips, because the Spellblade is given two extra cantrips as part of the archetype - Spellblade: Blade at 3rd level and Spellblade: Shield at 7th level.

To make spell casting easier, a Spellblade is given an Emblem to use in place of components, similar to a Cleric. A Spellblade will need to purchase this emblem, using the cost for the Cleric Holy Symbol listed in the Player’s Handbook.


The archetypal Spellblade combines the martial mastery common to all fighters with a careful study of magic. Spellblades use magical techniques to enhance their weapons and armor, and typically fight with a sword and shield. Master Spellblades learn to ignore or even absorb elemental attacks. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.

Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and the end of the spellblade section for a spell list.

Cantrips. You learn one cantrip of your choice from the spellblade spell list, plus the Spellblade: Blade cantrip. At 7th level you learn the Spellblade: Shield cantrip. You learn an additional spellblade cantrip of your choice at 10th level.

Spell Slots. The Spellblade Spellcasting 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.




—Spell Slots per Spell Level—


Level
Cantrip*
Known
1st
2nd
3rd
4th


3rd
1
3
2





4th
1
4
3





5th
1
4
3





6th
1
4
3





7th
1
5
4
2




8th
1
6
4
2




9th
1
6
4
2




10th
2
7
4
3




11th
2
8
4
3




12th
2
8
4
3




13th
2
9
4
3
2



14th
2
10
4
3
2



15th
2
10
4
3
2



16th
2
11
4
3
2



17th
2
11
4
3
2



18th
2
11
4
3
2



19th
2
12
4
3
3
1


20th
2
12
4
3
3
1


* The Cantrips column are cantrips in addition to the Spellblade: Blade and Spellblade: Shield cantrips.

Spells Known of 1st-Level and Higher. You know three 1st-level spellblade spells of your choice, but two of those spells must be of your Chosen Element (see Chosen Element feat).
The Spells Known column of the Spellblade Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the spellblade spell list. The new spell must be of a level for which you have spell slots. The only exception to this is you may never replace the two 1st level spells of your Chosen Element.

Spellcasting Ability. Intelligence is your spellcasting ability for your 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 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 gain a spellcasting focus. This focus follows the same rules as the cleric holy symbol. Your spellcasting focus is a Spellblade Emblem, engraved on your shield. This focus allows you to cast any spells that require a somatic (S) component while still holding your shield as if you had free use of the shield hand to perform these gestures. You will need to purchase your Spellblade Emblem (follow the rules for the cleric Holy Symbol: Emblem).

Spellblade Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon or shield. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon or shield must be within your reach throughout the ritual, at the conclusion of which you touch the weapon or shield and forge the bond.
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon or shield unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon or shield as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to a total of two bonded weapons or shields, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon or shield, you must break the bond with one of the other two.

Chosen Element
At 3rd level, you devote yourself to one element: acid, cold, fire, lightning, or thunder. This will affect future feats the Spellblade learns.
As part of your Spellblade training, you learn the Spellblade: Blade cantrip that allows you to enchant a melee weapon that you hold in your hand with your Chosen Element. The enchantment only lasts as long as you are holding the weapon, up to 1 turn. A nonmagical weapon you touch becomes a magic weapon. For the duration, the weapon deals an extra 1d4 damage of the chosen type when it hits.
At 10th level, the extra damage increases to 2d4. At 18th level, the extra damage increases to 3d4.

Element Mastery
At 7th level you learn Element Mastery, which allows you to use your Spellblade: Blade to enchant your melee weapon with any of the five elements: acid, cold, fire, lightning, or thunder.
Any spells you know with your Chosen Element gain +2 per dice to all rolls, or a +2 to the spell’s effect.
In addition, you learn the Spellblade: Shield cantrip that allows you to enchant a shield that you hold in your hand with your Chosen Element as an elemental defense. The enchantment only lasts as long as you are holding the shield, up to 1 hour. For the duration, the shield causes you to have resistance to that element.

Shifting Element
**Optional, replaces Indomitable**
Beginning at 9th level, you can change your Chosen Element to any one of the other elements: acid, cold, fire, lightning, or thunder. The change is temporary, uses one action, removes any active Spellblade: Blade or Spellblade: Shield effects, and only lasts for one hour, and you can't use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
You may not use this feat to change elements and then replace your 2 1st level Chosen Element spells.

Elemental Strike
At 10th level, your Spellblade: Blade weapon strikes gain additional properties, as detailed in post #2. The target creature must make a saving throw against the condition. The saving throw DC to resist an elemental strike condition is (8 + Intelligence bonus + Proficiency bonus). If a target creature is already suffering from the same status effect or condition, the condition is not reapplied.

Improved Element Mastery
At 15th level you are now able to cast Spellblade: Shield with all five elements: acid, cold, fire, lightning, and thunder. Casting Spellblade: Shield with your Chosen Element causes you to fully resist that element; casting it with any of the other four elements grants you normal elemental resistance with that element.
Any spells you know with your Chosen Element now gain +4 per dice to all rolls, or a +4 to the spell’s effect.

Improved Elemental Defense
Starting at 18th level, when you use your Spellblade: Shield cantrip with your Chosen Element, it now blocks all damage of that element and causes you to regain hit points equal to 1/4 of the damage the attack would have done.


Spell List

Acid Splash (Acid) *
Blade Ward (Cold)
Produce Flame (Fire) *
Resistance (Thunder) *
Shocking Grasp (Lightning) *

Armor of Agathys (Cold) *
Bane (Acid) *
Burning Hands (Fire) *
Cure Wounds (Fire) *
Detect Magic (Lightning)
Detect Poison and Disease (Acid)
Expeditious Retreat (Thunder)
Identify (Lightning)
Spare the Dying (Cold)
Thunderwave (Thunder) *

Aid (Cold) *
Blindness/Deafness (Acid)
Blur (Lightning)
Lesser Restoration (Fire)
Misty Step (Thunder)

Fear (Thunder)
Gaseous Form (Acid)
Lightning Bolt (Lightning) *
Remove Curse (Fire)
Protection From Energy (ALL)
Water Walk (Cold)

Death Ward
* can benefit from Element Mastery’s +2 to all rolls / Improved Element Mastery’s +4 to all rolls

New Spells
Special cantrip
Casting Time: 1 bonus action
Range: Self
Components: M (melee weapon)
Duration: 1 turn
You enchant a melee weapon that you hold in your hand with your Chosen Element. The enchantment only lasts as long as you are holding the weapon, up to 1 hour. A nonmagical weapon you touch becomes a magic weapon. For the duration, the weapon deals an extra 1d4 damage of the chosen type when it hits.
At 10th level, the extra damage increases to 2d4. At 18th level, the extra damage increases to 3d4.
At 7th Level: You may now enchant your melee weapon with any one of the following damage types: acid, cold, fire, lightning, or thunder.
At 10th Level: Your Spellblade: Blade weapon strikes gain additional properties, as detailed in the Elemental Strike table.

Special cantrip
Casting Time: 1 action
Range: Self
Components: M (shield)
Duration: 1 hour
You enchant a shield that you hold in your hand with your Chosen Element. The enchantment only lasts as long as you are holding the shield, up to 1 hour. A nonmagical shield you touch becomes a magic shield. For the duration, the shield causes you to have resistance to that element.
At 15th level: You enchant the shield with any of the five elements. Enchanting with your Chosen Element grants you full resistance to that element, while the other four elements still grant normal resistance.
At 18th Level: Enchanting your shield with your Chosen Element now causes you to regain hit points equal to 1/4 of the damage attacks of that element would have done.

Conditions


Element
Condition
Duration
Saving Throw
Save Rule


Acid
target creature is poisoned
1 minute
Constitution
initial hit + end of each turn


Cold
target creature is slowed
1 round
Dexterity
initial hit


Fire
target creature is burned
1 minute
Constitution
initial hit + end of each turn


Lightning
target creature is stunned
1 round
Dexterity
initial hit


Thunder
target creature is deafened
1 minute
Constitution
initial hit + beginning of each turn


Conditions list
Burned: The target takes an additional 1d4 damage from fire-based attacks. The target has disadvantage on all Dexterity rolls.
Corrosive Poison: The target takes 1d4 damage per round. The target has disadvantage on attack rolls and ability checks
Deafened: The target can’t hear and automatically fails any ability check that requires hearing. Its equilibrium is also affected, causing the target to have disadvantage on all Acrobatics rolls.
Slowed: The target is slowed by ice and movement speed is reduced by 1/2, and it loses the ability to make any bonus actions and reactions. The target automatically fails Dexterity saving throws.
Stunned: The target is incapacitated and can speak only falteringly. It can’t take actions or reactions. It automatically fails Strength and Dexterity saving throws. Attack rolls against the target have advantage.


Spell Breakdown
To help with min/max, here’s a handy chart of the spells. Spells are listed as Spell Name (Spell Level) and spells with a * benefit from Element Mastery


Element
Damage
Defense
Healing
Utility
Debuff


Acid
Acid Splash (0) *


Detect Poison and Disease (1)
Gaseous Form (3)
Bane (1) *
Blindness/Deafness (2)


Cold
Armor of Agathys (1)
Armor of Agathys (1) *
Blade Ward (0)
Aid (2) *
Spare the Dying (1)
Water Walk (3)



Fire
Burning Hands (1) *
Produce Flame (0) *

Cure Wounds (1) *
Lesser Restoration (2)
Remove Curse (3)




Lightning
Shocking Grasp (0) *
Lightning Bolt (3)


Blur (2)
Detect Magic (1)
Identify (1)



Thunder
Thunderwave (1) *
Resistance (0) *

Expeditious Retreat (1)
Misty Step (2)
Fear (3)


None
Spellblade: Blade (0)
Death Ward (4)
Protection From Energy (3)
Spellblade: Shield (0)





One spell, Armor of Agathys, is listed in two columns because it has a temporary health component (defense) and a damage-on-hit component (damage). Both components gain benefit of Element Mastery, if the Spellblade chooses Cold as the Chosen Element.


Thanks and credits:

DracoKnight, Mr.Moron - Spellblade: Blade balance suggestion



11-18-2015 - Initial post, Spellblade Blade corrections, add Conditions list, Shifting Elements added
11-19-2015 - Added spell breakdown section, Shifting Elements correction
12-11-2015 - Reworked Spellblade to be tweaked Eldritch Knight, moved original idea to second post

DracoKnight
2015-11-18, 04:53 PM
(reserved for tables, spells, etc)
Spellcasting Table




—Spell Slots per Spell Level—


Level
Cantrip
Known
1st
2nd
3rd
4th


3rd
1
3
2





4th
1
4
3





5th
1
4
3





6th
1
4
3





7th
1
5
4
2




8th
1
6
4
2




9th
1
6
4
2




10th
2
7
4
3




11th
2
8
4
3




12th
2
8
4
3




13th
2
9
4
3
2



14th
2
10
4
3
2



15th
2
10
4
3
2



16th
2
11
4
3
2



17th
2
11
4
3
2



18th
2
11
4
3
2



19th
2
12
4
3
3
1


20th
2
12
4
3
3
1



Spells
Special cantrip
Casting Time: 1 bonus action
Range: Self
Components: M (melee weapon)
Duration: 1 hour
You enchant a melee weapon that you hold in your hand with an elemental attack. The enchantment only lasts as long as you are holding the weapon, up to 1 hour. A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon deals an extra 1d4 damage of the chosen type when it hits.
At 10th level, the extra damage increases to 2d4. At 18th level, the extra damage increases to 3d4.
At 7th Level: Enchanting with your Chosen Element increases the extra damage to 1d6, 2d6, or 3d6 instead of 1d4, 2d4, or 3d4.
At 10th Level: Your Spellblade: Blade weapon strikes gain additional properties, as detailed in the Elemental Strike table.

Special cantrip
Casting Time: 1 bonus action
Range: Self
Components: M (shield)
Duration: 1 hour
You enchant a shield that you hold in your hand with your Chosen Element. The enchantment only lasts as long as you are holding the shield, up to 1 hour. A nonmagical shield you touch becomes a magic shield. For the duration, the shield causes you to have resistance to that element.
At 15th level: You enchant the shield with any of the five elements. Enchanting with your Chosen Element grants you full resistance to that element, while the other four elements still grant normal resistance.
At 18th Level: Enchanting your shield with your Chosen Element now causes you to regain hit points equal to 1/4 of the damage attacks of that element would have done.

Spellblade: Blade is basically Elemental Weapon as a cantrip. Elemental Weapon is a 3rd level spell...

Mr.Moron
2015-11-18, 04:56 PM
Spellblade: Blade is basically Elemental Weapon as a cantrip. Elemental Weapon is a 3rd level spell...

I agree bonus damage for an hour is probably a bit much. Though the core concept is probably fine. Since this class doesn't have any fighting styles or features that would really be fighting over the bous action perhaps it could be Duration: One Turn, Casting Time: Bonus Action.

Autocon
2015-11-18, 05:05 PM
Spellblade: Blade is basically Elemental Weapon as a cantrip. Elemental Weapon is a 3rd level spell...
I am open to suggestions on how to balance this. I don't want it to be OP, because that would not be fun at all.
Yes, it is basically Elemental Weapon as a cantrip.
Elements are a key part of my vision for this build, but I'm having a hard time trying to balance it while keeping the overall theme intact.

Autocon
2015-11-18, 05:28 PM
I agree bonus damage for an hour is probably a bit much. Though the core concept is probably fine. Since this class doesn't have any fighting styles or features that would really be fighting over the bous action perhaps it could be Duration: One Turn, Casting Time: Bonus Action.
I've tweaked it to be 1 turn, bonus action. In addition, it is now limited to only the Chosen Element, until level 7, when it opens up to all 5 standard elements. This should help balance it.

Autocon
2015-11-18, 05:35 PM
(snip)
Spellblade: Shield
Special cantrip
Casting Time: 1 action
Range: Self
Components: M (shield)
Duration: 1 hour
You enchant a shield that you hold in your hand with your Chosen Element. The enchantment only lasts as long as you are holding the shield, up to 1 hour. A nonmagical shield you touch becomes a magic shield. For the duration, the shield causes you to have resistance to that element.
At 15th level: You enchant the shield with any of the five elements. Enchanting with your Chosen Element grants you full resistance to that element, while the other four elements still grant normal resistance.
At 18th Level: Enchanting your shield with your Chosen Element now causes you to regain hit points equal to 1/4 of the damage attacks of that element would have done.
Similar to Spellblade: Blade being a copy of Elemental Weapon, this is a copy of Protection from Energy.
Should this keep the Concentration keyword? Does removing the Concentration component provide too much benefit, as the Spellblade can continue to cast other spells while being protected? Or should it be like the revised Spellblade: Blade, a bonus action that only lasts 1 turn (or 1 round) (no Concentration)? Making it a bonus action would provide some natural limitations, making a Spellblade choose between attack or defense each turn.

Autocon
2015-11-19, 03:07 PM
Added a spell breakdown to list what spells have what elemental property (for use with Element Mastery) and added a new (optional) Feat - Shifting Element. This feat is optional because it replaces the existing Fighter feat Indomitable, and allows the Spellblade to (temporarily) change Chosen Element to a new element. I feel it fits the idea of the archtype very well, but some may not want to give up Indomitable for it.

Autocon
2015-12-11, 02:33 PM
After reading through the Sword Coast Adventures Guide, and the supplemental Elemental Evil PDF, I've decided the easiest way to realize my vision is a minor tweak to Eldritch Knight. It is entirely possible to play my vision of the spellblade by only choosing from the spell list I've added here, following the Evocation/Abjuration rules of the EK, but it is very limited.
To fully realize my vision, you have to remove that restriction, but still choose only from the spells listed here. This allows a little more freedom without becoming over powered. I also replaced two EK feats with feats from the PHB feat list that follow the basic idea I was originally going for.

Overall, I feel this version of the spellblade is balanced and fairly close to my original vision, whether you choose to use the full EK rules and feat list, or the modified rules and swapped feats.

Edit - I've moved the original idea to the 2nd post. I may continue that version of the spellblade concept later. For now, consider the first post to be the finished product, and the 2nd post more of an idea that still needs work.