Grod_The_Giant
2018-08-02, 03:16 PM
It was inevitable-- I think just about every 5e homebrewer attempts something like this eventually. In my case, I set myself two goals: find a theme that was more unique than the standard "I mix magic and melee because something something elves," and make it as mechanically distinct from the existing Paladin/Ranger/Eldritch Knight/Bladesinger as possible. I figured that the Paladin uses their slots for augmented melee, the Ranger uses their for utility, and the Eldritch Knight focuses on cantrips and making things go boom. So... buffing, said I... self-buffing, I thought... and I came up with...
The Steelsworn
There are many paths to magic. Some draw their power from divine beings, some from their own ancestry, some from the majesty of nature itself. Steelsworn…Steelsworn draw their power from iron and steel, from brick and mortar, from the grand arc of civilization and industry itself. They see themselves as agents of progress, defenders of cities and knowledge from the forces of chaos. Good-aligned Steelsworn emphasize the upward sweep of progress and the potential of the system to improve the lives of all, and frequently find themselves standing in opposition to schemes to enrich the few at the cost of the many; Neutral individuals take a more pragmatic view that favors growth and progress above all, while truly Evil Steelsworn relish the ability of an industrial realm to grind the lower classes into a compliant state.
Hit Points
Hit Dice: 1d10 per Steelsworn level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Steelsworn level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapon: Simple weapons, martial weapons
Tools: One set of Artisan’s Tools
Saving Throws: Constitution, Intelligence
Skills: Choose two from Athletics, Acrobatics, Arcana, History, Investigation, Perception, Persuasion
Equipment
(a) scalemail or (b) leather, longbow, and 20 arrows
(a) a martial weapon and a shield or (b) two martial weapons
(a) a scholar’s pack or (b) an explorer's pack
A spellbook
Alternatively, you can ignore the equipment from your class and background, and start with 5d4 x 10 gp.
Level
Proficiency
Steelsworn
1st
2nd
3rd
4th
5th
1st
+2
Urban Specialist, Spellbound Item
—
—
—
—
—
2nd
+2
Fighting Style, Spellcasting, Steelbound Spell
2
—
—
—
—
3rd
+2
Mastery Style, Urban Awareness
3
—
—
—
—
4th
+2
Ability Score Improvement
3
—
—
—
—
5th
+3
Extra Attack
4
2
—
—
—
6th
+3
Swiftblade
4
2
—
—
—
7th
+3
Mastery Ability
4
3
—
—
—
8th
+3
Ability Score Improvement
4
3
—
—
—
9th
+4
—
4
3
2
—
—
10th
+4
Civilized Soul
4
3
2
—
—
11th
+4
Greater Spellbond
4
3
3
—
—
12th
+4
Ability Score Improvement
4
3
3
—
—
13th
+5
—
4
3
3
1
—
14th
+5
City Step
4
3
3
1
—
15th
+5
Mastery Ability
4
3
3
2
—
16th
+5
Ability Score Improvement
4
3
3
2
—
17th
+6
—
4
3
3
3
1
18th
+6
Mastery Ability
4
3
3
3
1
19th
+6
Ability Score Improvement
4
3
3
3
2
20th
+6
Endless Steel
4
3
3
3
2
Spellbound Item: Over the course of a short rest, you can designate any item containing at least one pound of iron or steel as your Spellbound Item. Once chosen, you may use your Spellbound Iron as a spellcasting focus. In addition, it gains certain properties, depending on the type of item:
Weapon/Shield: A Spellbound Weapon or Shield may be used to to perform the somatic components of spells. As long as the Item is within sight and you have a free hand, you may use a bonus action to cause it to fly into your hand. If something tries to restrain the weapon, you may make an Intelligence check to try to overcome it. Finally, while touching it, you may cast True Strike.
Armor: Spellbound Armor only weighs half as much as normal. At your command, buckles fasten themselves and plates lift themselves into place, allowing you to don or doff your armor as an action. While wearing it, you may cast Blade Ward.
Talisman: While wearing a Spellbound Talisman (such as a special gauntlet, a weighty medallion, or a wand), as a bonus action you may cause it to radiate soft light, as a torch, or to stop glowing. While wearing it, you may cast Mage Hand.
Urban Specialist: You have Advantage on Intelligence checks related to towns and cities, and may use your Intelligence instead of Charisma when making checks made to gather information, find individuals, or spread rumors in an urban area. In addition, you may attempt to find or follow an individual’s trail within an urban area with an Intelligence (Persuasion) check. Doing so takes one hour. If they are attempting to avoid being found, they may make an opposed Dexterity (Stealth) or Charisma (Deception) check.
Fighting Style: At 2nd level, choose one of the following options
Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense: While you are wearing armor, you gain a +1 bonus to AC.
Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Einhander (New): When you are wielding a versatile melee weapon, you deal +1 damage when wielding it in two hands, and +1 AC when wielding it in one hand with no shield or other weapon in the other.
Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Spellcasting: At 2nd level, you can cast Steelbound spells.
Your Spellbook
You do not automatically receive a spellbook upon reaching second level. However, you do begin with a number of 1st level Steelbound spells of your choice prepared equal to 2+Intelligence modifier. Once, during a long rest, you may scribe all these spells in a spellbook without paying the usual material cost. Once you do, your spellbook is the repository of the Steelbound spells you know.
Adding New Spells
When you find a Steelbound spell of 1st level or higher, you can add it to your spellbook if it is of a level which you can prepare and if you can spare the time to decipher and copy it. You may copy spells from a wizard's spellbook if they also appear on the Steelbound list.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
Replacing Your Spellbook
You can copy a spell from your own spellbook into another book. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.
If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal.
Preparing and Casting Spells
The Steelbound 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.
You prepare the list of Steelbound spells that are available for you to cast. To do so, choose a number of wizard 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.
You can change your list of prepared spells when you finish a long rest.
Spellcasting Ability
Intelligence is your spellcasting ability for your Steelbound spells. You use your Intelligence whenever a spell refers to your spellcasting ability.
In addition, you use your Intelligence modifier and proficiency bonus for the spell save DC of a Steelbound 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 can use your Spellbound Item as a spellcasting focus for your Steelbound spells.
Learning Spells of 1st Level and Higher
Each time you gain a Steelbound level, you can add one Steelbound spell of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots. as shown on the Steelbound table. On your adventures. you might find other spells that you can add to your spellbook.
Spellcasting Note: If using my houserule granting Paladins and Rangers cantrips, the Steelbound should get some as well-- two Wizard cantrips at 1st level and one more at 4th.
Steelbound Casting: Beginning at 2nd level, when touching your Spellbound Item and casting a spell with a non-instant duration that targets only yourself, you may choose to link your weapon to the spell. The spell’s duration is doubled, and you do not have to concentrate on it. However, if your Spellbound Item ever moves more than 5ft away from you, the spell immediately ends as though you had lost concentration, even if it does not normally require it. You may only have one Steelbound spell at a time.
Urban Awareness: Beginning at 3rd level, you gain an instinctive awareness of threats to civilization. With one minute's concentration, you may detect the presence of any aberrations, fey, or dangerous predatory beasts within one mile, learning their numbers, direction, and general distance from you. If you are within an urban area, you may also detect the presence of a single humanoid whose name you know.
Mastery Style: At 3rd level, you choose a Mastery Style, the ultimate expression of mystic battle prowess you are working towards.
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.
Swiftblade: Beginning at 6th level, when casting a spell with a non-instant duration that targets only yourself, you may make a weapon attack as a bonus action.
Civilized Soul: Beginning at 10th level, you gain incredible resistance to unnatural threats. This ability functions as a permanent Protection from Evil and Good ability, but instead protects against aberrations, beasts, and fey.
Greater Spellbond: Beginning at 11th level, your bond with your Spellbound Item intensifies, granting you greater powers.
Spellbound Weapon: Your weapon counts as magic and allows you to deal an additional 1d8 force damage on one attack a round.
Spellbound Shield: As a reaction, you may double your shield's AC bonus against one attack. You may do so after seeing the die roll, but before the GM announces the result.
Spellbound Armor: You take 2 less damage from bludgeoning, slashing, and piercing attacks. In addition, you may ignore the stealth penalty from medium or heavy armor
Spellbound Totem: When taking the Attack action, you may replace one or both of your weapon attacks with a ranged spell attack with a 120ft range that deals 1d10+Int force damage on a hit.
City Step: Beginning at 14th level, as an action you may merge your body with any piece of worked stone, brick, or metal large enough to fully contain your body. You cannot cast spells while merged, but this ability otherwise functions as the Meld Into Stone spell.
Once per short rest, you may choose to emerge from any other valid target for this within one mile.
Endless Steel: Beginning at 20th level, you may have two simultaneous Steelbound Spells. If you do, you may not concentrate on a third spell normally.
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Mastery Styles
Shieldbearer
Shieldbearers believe in protecting others
Spellshield: At 3rd level, as long as you have a hand free, you may use an action to conjure a shield of pure arcane force. Your ward is weightless, nda provides a +3 bonus to AC instead of the usual +2 from using a shield. You may use your ward as your Spellbound Item, and for a number of special stunts
Shield Bash: As a bonus action, you may use your ward to attempt to batter the foe's guard aside. Make an Athletics check, opposed by the target's Acrobatics or Athletics. On a success, the next attack made against them has Advantage.
Shared Shield: As a bonus action, designate an adjacent ally. As long as they remain within your reach, they also benefit from your shield's AC bonus. In addition, they count as "you" for the purpose of reaction abilities which depend on you being targeted, such as Reciprocal Gyre or Greater Spellbond.
Sheltering Shield: If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Martial Arcanist: At 3rd level, gain proficiency in Insight, and you learn Resistance and Shield. At 5th level, you learn Warding Bond, at 9th you learn Counterspell, at 13th you learn Death Ward, and at 17th you learn Wall of Force. These spells always count as being prepared, and do not count towards your usual number of spells prepared.
Reciprocal Gyre: Beginning at 7th level, when your Spellshield is active and you are struck by a weapon attack, you may use your reaction to reduce the incoming damage by 1d6+Int. You may choose to expend a spell slot as part of this process to reduce the damage by a further 2d6 points per level of the slot. If this reduces the damage to zero or below, you may redirect its energy into a burst of force that strikes on adjacent creature, pushing them 5ft and dealing damage equal to the original attack.
Deflect Spell: Beginning at 15th level, when your Spellshield is active and you are the target of a spell attack, you may use a reaction to add your Proficiency bonus to your AC against the attack. You may do so after seeing the roll but before the DM announces the result. If the attack misses you, you may reflect it at a new target within its normal range—including the caster—using the original attack roll.
Infinite Ward: Beginning at 18th level, after casting the Shield spell, while under its effects all attacks which miss you by 5 or less trigger your Reciprocal Gyre and Deflect Spell abilities.
Industrialist
Industrialists believe in the importance of the metal
FurnaceStance: Beginning at 3rd level, when you use your Steelbound Spell ability, you may choose to radiate the roaring heat of a furnace. For the duration of the spell, you have Resistance to fire damage, and anyone striking you with a melee attack takes fire damage equal to twice the level of the spell. When taking the attack action, you may replace one or both of your attacks with melee or ranged spell attacks dealing 1d8+Int fire damage, with a 60ft range for the ranged option. You may suppress or resume this aura as an action, as long as the spell is still in effect.
Gift of the Forge: At 3rd level, you gain proficiency in Smith's Tools, and learn Green Flame Blade and Burning Hands. At 5th level, you learn Scorching Ray, at 9th you learn Fireball, at 13th you learn Flame Strike, and at 17th you learn Immolation. These spells always count as being prepared, and do not count towards your usual number of spells prepared.
Arcane Wrath: Beginning at 7th level, after casting one of the spells you learned via Gift of the Forge, you may make a weapon attack as a bonus action.
Industrial Servants: Beginning at 15th level, you may cast Animate Objects once per day as a 5th level spell. When you do, you may choose to make it your Steelbound Spell, even though it does not normally meet the requirements. The animated objects glow with heat, gaining resistance to fire and dealing additional fire damage with their attacks, based on their size: tiny creatures deal 1 damage, small do 1d4, medium deal 1d6, large deal 2d6, and huge deal 3d6.
Endless Renewal: Just as metal can be reforged, so too may men. As an action you may cast Reincarnation to revive an ally who has died within the last minute with no material component. You may choose the target's new race. If you die, you may immediately benefit from a Reincarnation spell, and may cause all creatures within a 20ft radius take 20d6 points of fire damage. Creatures who succeed on a Dexterity save take half damage.
Once you have used this ability, you may not do so again for one week.
Ghost Rider
Ghost riders defend the boundary of life and death.
Phantom Mount: Beginning at 3rd level,once per long rest you may conjure a ghostly mount. This functions like the Find Steed spell, except that, once initially summoned, you may temporarily dismiss it as an action, returning it to a pocket dimension. As another action, you can cause it to reappear in any unoccupied space within 30 feet of you. While you are riding your mount, you are considered to be adjacent to your Spellbound Item.
Beginning at 7th level, your mount permanently floats one foot above the ground, allowing it to “walk” on water and ignore difficult terrain. At 15th level, it can tread on air as if it were walking on solid ground, effectively granting it a fly speed equal to its base land speed. At 18th level, it—and its rider—may move through solid objects, as long as they end their turn in an open space.
Walk with Death: At 3rd level, you gain proficiency in Intimidate, and learn Toll the Dead and Command. At 5th level, you learn Speak with Dead, at 9th you learn Fear, at 13th you learn Shadow of Moil, and at 17th you learn Phantasmal Killer. These spells always count as being prepared, and do not count towards your usual number of spells prepared.
In addition, your Urban Awareness and Civilized Soul abilities work against undead as well as their usual targets.
Wreathed in Fear: Beginning at 7th level, as a bonus action you may surround yourself with a cloud of dark mist for 1 minute, as the Fog Cloud spell, which both you and your mount may see through without penalty. Any enemy beginning their turn in the mist must make a Wisdom save, with a DC of 8+Prof+Int, or be frightened for 1 round. On a successful save, they are immune to this ability for the remainder of its duration.
After you have used this ability, you may not do so again until you have completed a short or long rest.
Ghost Blade: Beginning at 15th level, as a bonus action you may transform your weapon into an ethereal state. While in this state, you do not make attack rolls. Instead, when you make a weapon attack against a creature, they must make a Dexterity save or be hit by the attack, taking psychic damage instead of the normal type. Ranged weapons impart this property on their ammunition. You may return your weapon to normal as a bonus action.
Nightmare Rider: Beginning at 18th level, while mounted you may use an action to cast Phantasmal Killer as though from a 5th level slot. As part of the action, you may make a weapon attack against the target. If you hit, you do not have to concentrate on the spell.
Once you use this ability you cannot use it again until you have completed a short of long rest.
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Spellblade Spell List
1st Lv Spells
Absorb Elements
Comprehend Languages
Detect Magic
Expeditious Retreat
False Life
Feather Fall
Heroism
Ice Knife
Identify
Jump
Longstrider
Mage Armor
Magic Missile
Protection from Evil and Good
Shield of Faith
Thunderous Smite
Zephyr Strike
2nd Lv Spells
Alter Self
Blur
Darkvision
Dust Devil
Earthbind
Enhance Ability
Enlarge/Reduce
Flaming Sphere
Invisibility
Levitate
Magic Weapon
Melf’s Acid Arrow
Mirror Image
Misty Step
Shadow Blade
Spider Climb
Warding Wind
3rd Lv Spells
Blink
Counterspell
Dispel Magic
Elemental Weapon
Flame Arrows
Fly
Haste
Nondetection
Melf’s Minute Meteors
Phantom Steed
Protection from Energy
Thunder Step
Tongues
Vamperic Touch
4th Lv Spells
Dimension Door
Freedom of Movement
Fire Shield
Greater Invisibility
Mordenkainen’s Faithful Hound
Polymorph
Staggering Smie
Stoneskin
Wall of Fire
5th Lv Spells
Bigby’s Hand
Conjure Volley
Far Step
Rary’s Telepathic Bond
Skill Empowerment
Steel Wind Strike
The Steelsworn
There are many paths to magic. Some draw their power from divine beings, some from their own ancestry, some from the majesty of nature itself. Steelsworn…Steelsworn draw their power from iron and steel, from brick and mortar, from the grand arc of civilization and industry itself. They see themselves as agents of progress, defenders of cities and knowledge from the forces of chaos. Good-aligned Steelsworn emphasize the upward sweep of progress and the potential of the system to improve the lives of all, and frequently find themselves standing in opposition to schemes to enrich the few at the cost of the many; Neutral individuals take a more pragmatic view that favors growth and progress above all, while truly Evil Steelsworn relish the ability of an industrial realm to grind the lower classes into a compliant state.
Hit Points
Hit Dice: 1d10 per Steelsworn level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Steelsworn level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapon: Simple weapons, martial weapons
Tools: One set of Artisan’s Tools
Saving Throws: Constitution, Intelligence
Skills: Choose two from Athletics, Acrobatics, Arcana, History, Investigation, Perception, Persuasion
Equipment
(a) scalemail or (b) leather, longbow, and 20 arrows
(a) a martial weapon and a shield or (b) two martial weapons
(a) a scholar’s pack or (b) an explorer's pack
A spellbook
Alternatively, you can ignore the equipment from your class and background, and start with 5d4 x 10 gp.
Level
Proficiency
Steelsworn
1st
2nd
3rd
4th
5th
1st
+2
Urban Specialist, Spellbound Item
—
—
—
—
—
2nd
+2
Fighting Style, Spellcasting, Steelbound Spell
2
—
—
—
—
3rd
+2
Mastery Style, Urban Awareness
3
—
—
—
—
4th
+2
Ability Score Improvement
3
—
—
—
—
5th
+3
Extra Attack
4
2
—
—
—
6th
+3
Swiftblade
4
2
—
—
—
7th
+3
Mastery Ability
4
3
—
—
—
8th
+3
Ability Score Improvement
4
3
—
—
—
9th
+4
—
4
3
2
—
—
10th
+4
Civilized Soul
4
3
2
—
—
11th
+4
Greater Spellbond
4
3
3
—
—
12th
+4
Ability Score Improvement
4
3
3
—
—
13th
+5
—
4
3
3
1
—
14th
+5
City Step
4
3
3
1
—
15th
+5
Mastery Ability
4
3
3
2
—
16th
+5
Ability Score Improvement
4
3
3
2
—
17th
+6
—
4
3
3
3
1
18th
+6
Mastery Ability
4
3
3
3
1
19th
+6
Ability Score Improvement
4
3
3
3
2
20th
+6
Endless Steel
4
3
3
3
2
Spellbound Item: Over the course of a short rest, you can designate any item containing at least one pound of iron or steel as your Spellbound Item. Once chosen, you may use your Spellbound Iron as a spellcasting focus. In addition, it gains certain properties, depending on the type of item:
Weapon/Shield: A Spellbound Weapon or Shield may be used to to perform the somatic components of spells. As long as the Item is within sight and you have a free hand, you may use a bonus action to cause it to fly into your hand. If something tries to restrain the weapon, you may make an Intelligence check to try to overcome it. Finally, while touching it, you may cast True Strike.
Armor: Spellbound Armor only weighs half as much as normal. At your command, buckles fasten themselves and plates lift themselves into place, allowing you to don or doff your armor as an action. While wearing it, you may cast Blade Ward.
Talisman: While wearing a Spellbound Talisman (such as a special gauntlet, a weighty medallion, or a wand), as a bonus action you may cause it to radiate soft light, as a torch, or to stop glowing. While wearing it, you may cast Mage Hand.
Urban Specialist: You have Advantage on Intelligence checks related to towns and cities, and may use your Intelligence instead of Charisma when making checks made to gather information, find individuals, or spread rumors in an urban area. In addition, you may attempt to find or follow an individual’s trail within an urban area with an Intelligence (Persuasion) check. Doing so takes one hour. If they are attempting to avoid being found, they may make an opposed Dexterity (Stealth) or Charisma (Deception) check.
Fighting Style: At 2nd level, choose one of the following options
Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense: While you are wearing armor, you gain a +1 bonus to AC.
Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Einhander (New): When you are wielding a versatile melee weapon, you deal +1 damage when wielding it in two hands, and +1 AC when wielding it in one hand with no shield or other weapon in the other.
Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Spellcasting: At 2nd level, you can cast Steelbound spells.
Your Spellbook
You do not automatically receive a spellbook upon reaching second level. However, you do begin with a number of 1st level Steelbound spells of your choice prepared equal to 2+Intelligence modifier. Once, during a long rest, you may scribe all these spells in a spellbook without paying the usual material cost. Once you do, your spellbook is the repository of the Steelbound spells you know.
Adding New Spells
When you find a Steelbound spell of 1st level or higher, you can add it to your spellbook if it is of a level which you can prepare and if you can spare the time to decipher and copy it. You may copy spells from a wizard's spellbook if they also appear on the Steelbound list.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
Replacing Your Spellbook
You can copy a spell from your own spellbook into another book. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.
If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal.
Preparing and Casting Spells
The Steelbound 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.
You prepare the list of Steelbound spells that are available for you to cast. To do so, choose a number of wizard 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.
You can change your list of prepared spells when you finish a long rest.
Spellcasting Ability
Intelligence is your spellcasting ability for your Steelbound spells. You use your Intelligence whenever a spell refers to your spellcasting ability.
In addition, you use your Intelligence modifier and proficiency bonus for the spell save DC of a Steelbound 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 can use your Spellbound Item as a spellcasting focus for your Steelbound spells.
Learning Spells of 1st Level and Higher
Each time you gain a Steelbound level, you can add one Steelbound spell of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots. as shown on the Steelbound table. On your adventures. you might find other spells that you can add to your spellbook.
Spellcasting Note: If using my houserule granting Paladins and Rangers cantrips, the Steelbound should get some as well-- two Wizard cantrips at 1st level and one more at 4th.
Steelbound Casting: Beginning at 2nd level, when touching your Spellbound Item and casting a spell with a non-instant duration that targets only yourself, you may choose to link your weapon to the spell. The spell’s duration is doubled, and you do not have to concentrate on it. However, if your Spellbound Item ever moves more than 5ft away from you, the spell immediately ends as though you had lost concentration, even if it does not normally require it. You may only have one Steelbound spell at a time.
Urban Awareness: Beginning at 3rd level, you gain an instinctive awareness of threats to civilization. With one minute's concentration, you may detect the presence of any aberrations, fey, or dangerous predatory beasts within one mile, learning their numbers, direction, and general distance from you. If you are within an urban area, you may also detect the presence of a single humanoid whose name you know.
Mastery Style: At 3rd level, you choose a Mastery Style, the ultimate expression of mystic battle prowess you are working towards.
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.
Swiftblade: Beginning at 6th level, when casting a spell with a non-instant duration that targets only yourself, you may make a weapon attack as a bonus action.
Civilized Soul: Beginning at 10th level, you gain incredible resistance to unnatural threats. This ability functions as a permanent Protection from Evil and Good ability, but instead protects against aberrations, beasts, and fey.
Greater Spellbond: Beginning at 11th level, your bond with your Spellbound Item intensifies, granting you greater powers.
Spellbound Weapon: Your weapon counts as magic and allows you to deal an additional 1d8 force damage on one attack a round.
Spellbound Shield: As a reaction, you may double your shield's AC bonus against one attack. You may do so after seeing the die roll, but before the GM announces the result.
Spellbound Armor: You take 2 less damage from bludgeoning, slashing, and piercing attacks. In addition, you may ignore the stealth penalty from medium or heavy armor
Spellbound Totem: When taking the Attack action, you may replace one or both of your weapon attacks with a ranged spell attack with a 120ft range that deals 1d10+Int force damage on a hit.
City Step: Beginning at 14th level, as an action you may merge your body with any piece of worked stone, brick, or metal large enough to fully contain your body. You cannot cast spells while merged, but this ability otherwise functions as the Meld Into Stone spell.
Once per short rest, you may choose to emerge from any other valid target for this within one mile.
Endless Steel: Beginning at 20th level, you may have two simultaneous Steelbound Spells. If you do, you may not concentrate on a third spell normally.
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Mastery Styles
Shieldbearer
Shieldbearers believe in protecting others
Spellshield: At 3rd level, as long as you have a hand free, you may use an action to conjure a shield of pure arcane force. Your ward is weightless, nda provides a +3 bonus to AC instead of the usual +2 from using a shield. You may use your ward as your Spellbound Item, and for a number of special stunts
Shield Bash: As a bonus action, you may use your ward to attempt to batter the foe's guard aside. Make an Athletics check, opposed by the target's Acrobatics or Athletics. On a success, the next attack made against them has Advantage.
Shared Shield: As a bonus action, designate an adjacent ally. As long as they remain within your reach, they also benefit from your shield's AC bonus. In addition, they count as "you" for the purpose of reaction abilities which depend on you being targeted, such as Reciprocal Gyre or Greater Spellbond.
Sheltering Shield: If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Martial Arcanist: At 3rd level, gain proficiency in Insight, and you learn Resistance and Shield. At 5th level, you learn Warding Bond, at 9th you learn Counterspell, at 13th you learn Death Ward, and at 17th you learn Wall of Force. These spells always count as being prepared, and do not count towards your usual number of spells prepared.
Reciprocal Gyre: Beginning at 7th level, when your Spellshield is active and you are struck by a weapon attack, you may use your reaction to reduce the incoming damage by 1d6+Int. You may choose to expend a spell slot as part of this process to reduce the damage by a further 2d6 points per level of the slot. If this reduces the damage to zero or below, you may redirect its energy into a burst of force that strikes on adjacent creature, pushing them 5ft and dealing damage equal to the original attack.
Deflect Spell: Beginning at 15th level, when your Spellshield is active and you are the target of a spell attack, you may use a reaction to add your Proficiency bonus to your AC against the attack. You may do so after seeing the roll but before the DM announces the result. If the attack misses you, you may reflect it at a new target within its normal range—including the caster—using the original attack roll.
Infinite Ward: Beginning at 18th level, after casting the Shield spell, while under its effects all attacks which miss you by 5 or less trigger your Reciprocal Gyre and Deflect Spell abilities.
Industrialist
Industrialists believe in the importance of the metal
FurnaceStance: Beginning at 3rd level, when you use your Steelbound Spell ability, you may choose to radiate the roaring heat of a furnace. For the duration of the spell, you have Resistance to fire damage, and anyone striking you with a melee attack takes fire damage equal to twice the level of the spell. When taking the attack action, you may replace one or both of your attacks with melee or ranged spell attacks dealing 1d8+Int fire damage, with a 60ft range for the ranged option. You may suppress or resume this aura as an action, as long as the spell is still in effect.
Gift of the Forge: At 3rd level, you gain proficiency in Smith's Tools, and learn Green Flame Blade and Burning Hands. At 5th level, you learn Scorching Ray, at 9th you learn Fireball, at 13th you learn Flame Strike, and at 17th you learn Immolation. These spells always count as being prepared, and do not count towards your usual number of spells prepared.
Arcane Wrath: Beginning at 7th level, after casting one of the spells you learned via Gift of the Forge, you may make a weapon attack as a bonus action.
Industrial Servants: Beginning at 15th level, you may cast Animate Objects once per day as a 5th level spell. When you do, you may choose to make it your Steelbound Spell, even though it does not normally meet the requirements. The animated objects glow with heat, gaining resistance to fire and dealing additional fire damage with their attacks, based on their size: tiny creatures deal 1 damage, small do 1d4, medium deal 1d6, large deal 2d6, and huge deal 3d6.
Endless Renewal: Just as metal can be reforged, so too may men. As an action you may cast Reincarnation to revive an ally who has died within the last minute with no material component. You may choose the target's new race. If you die, you may immediately benefit from a Reincarnation spell, and may cause all creatures within a 20ft radius take 20d6 points of fire damage. Creatures who succeed on a Dexterity save take half damage.
Once you have used this ability, you may not do so again for one week.
Ghost Rider
Ghost riders defend the boundary of life and death.
Phantom Mount: Beginning at 3rd level,once per long rest you may conjure a ghostly mount. This functions like the Find Steed spell, except that, once initially summoned, you may temporarily dismiss it as an action, returning it to a pocket dimension. As another action, you can cause it to reappear in any unoccupied space within 30 feet of you. While you are riding your mount, you are considered to be adjacent to your Spellbound Item.
Beginning at 7th level, your mount permanently floats one foot above the ground, allowing it to “walk” on water and ignore difficult terrain. At 15th level, it can tread on air as if it were walking on solid ground, effectively granting it a fly speed equal to its base land speed. At 18th level, it—and its rider—may move through solid objects, as long as they end their turn in an open space.
Walk with Death: At 3rd level, you gain proficiency in Intimidate, and learn Toll the Dead and Command. At 5th level, you learn Speak with Dead, at 9th you learn Fear, at 13th you learn Shadow of Moil, and at 17th you learn Phantasmal Killer. These spells always count as being prepared, and do not count towards your usual number of spells prepared.
In addition, your Urban Awareness and Civilized Soul abilities work against undead as well as their usual targets.
Wreathed in Fear: Beginning at 7th level, as a bonus action you may surround yourself with a cloud of dark mist for 1 minute, as the Fog Cloud spell, which both you and your mount may see through without penalty. Any enemy beginning their turn in the mist must make a Wisdom save, with a DC of 8+Prof+Int, or be frightened for 1 round. On a successful save, they are immune to this ability for the remainder of its duration.
After you have used this ability, you may not do so again until you have completed a short or long rest.
Ghost Blade: Beginning at 15th level, as a bonus action you may transform your weapon into an ethereal state. While in this state, you do not make attack rolls. Instead, when you make a weapon attack against a creature, they must make a Dexterity save or be hit by the attack, taking psychic damage instead of the normal type. Ranged weapons impart this property on their ammunition. You may return your weapon to normal as a bonus action.
Nightmare Rider: Beginning at 18th level, while mounted you may use an action to cast Phantasmal Killer as though from a 5th level slot. As part of the action, you may make a weapon attack against the target. If you hit, you do not have to concentrate on the spell.
Once you use this ability you cannot use it again until you have completed a short of long rest.
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Spellblade Spell List
1st Lv Spells
Absorb Elements
Comprehend Languages
Detect Magic
Expeditious Retreat
False Life
Feather Fall
Heroism
Ice Knife
Identify
Jump
Longstrider
Mage Armor
Magic Missile
Protection from Evil and Good
Shield of Faith
Thunderous Smite
Zephyr Strike
2nd Lv Spells
Alter Self
Blur
Darkvision
Dust Devil
Earthbind
Enhance Ability
Enlarge/Reduce
Flaming Sphere
Invisibility
Levitate
Magic Weapon
Melf’s Acid Arrow
Mirror Image
Misty Step
Shadow Blade
Spider Climb
Warding Wind
3rd Lv Spells
Blink
Counterspell
Dispel Magic
Elemental Weapon
Flame Arrows
Fly
Haste
Nondetection
Melf’s Minute Meteors
Phantom Steed
Protection from Energy
Thunder Step
Tongues
Vamperic Touch
4th Lv Spells
Dimension Door
Freedom of Movement
Fire Shield
Greater Invisibility
Mordenkainen’s Faithful Hound
Polymorph
Staggering Smie
Stoneskin
Wall of Fire
5th Lv Spells
Bigby’s Hand
Conjure Volley
Far Step
Rary’s Telepathic Bond
Skill Empowerment
Steel Wind Strike