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LuxCipher
2019-03-13, 05:18 PM
One of my players wanted to play a Spellblade, but all the different builds I allowed him to try were severely unbalanced so after a few attempts, I decided to make my own Spellblade.

It seems to be going well so far, they are currently level 8 and he seems to be balanced with the other classes but I would love some constructive criticism on my first attempt at creating a homebrew class.

Thank you in advance,

Lux Cipher

Spellblade
Class Features
Hit Points
Hit Dice: 1d8 per Spellblade level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Spellblade level after 1st

Proficiencies
Armor: Light, Medium
Weapons: Simple Weapons, Longsword, Shortsword
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Acrobatics, Arcana, Athletics, Investigation, Perception, or Stealth

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) scale mail or (b) studded leather
(a) one longsword or (b) two simple weapons
(a) one shortsword or (b) two simple weapons
(a) a scholar’s pack or (b) an explorer’s pack
You can also forgo all of this equipment and take 5d4 x 10 Gold instead.

Table: Spellblade
Level Prof. Features Cantrips Known | 1 | 2 | 3 | 4 | 5 |
1st +2 Spellcasting, Arcane Blade 3 | 1 | — | — | — | — |
2nd +2 Fighting Style, Action Surge 3 | 2 | — | — | — | — |
3rd +2 Spellblade Tradition 3 | 3 | — | — | — | — |
4th +2 Ability Score Improvement 4 | 3 | — | — | — | — |
5th +3 Extra Attack, Arcane Recovery 4 | 4 | 2 | — | — | — |
6th +3 Spellblade Tradition Feature 4 | 4 | 2 | — | — | — |
7th +3 War Magic 4 | 4 | 3 | — | — | — |
8th +3 Ability Score Improvement 4 | 4 | 3 | — | — | — |
9th +4 — 4 | 4 | 3 | 2 | — | — |
10th +4 Spellblade Tradition Feature 5 | 4 | 3 | 2 | — | — |
11th +4 Arcane Sight 5 | 4 | 3 | 3 | — | — |
12th +4 Ability Score Improvement 5 | 4 | 3 | 3 | — | — |
13th +5 — 5 | 4 | 3 | 3 | 1 | — |
14th +5 Spellblade Tradition Feature 5 | 4 | 3 | 3 | 1 | — |
15th +5 Action Surge (2) 5 | 4 | 3 | 3 | 2 | — |
16th +5 Ability Score Improvement 5 | 4 | 3 | 3 | 2 | — |
17th +6 — 5 | 4 | 3 | 3 | 3 | 1 |
18th +6 Spellblade Tradition Feature 5 | 4 | 3 | 3 | 3 | 1 |
19th +6 Ability Score Improvement 5 | 4 | 3 | 3 | 3 | 2 |
20th +6 Arcane Restoration 5 | 4 | 3 | 3 | 3 | 2 |

Arcane Blade
When you reach 1st level, your training has taught you the ability to channel spells through any of your Arcane Blades, using it as a spellcasting focus. In addition, you may now cast spells without the somatic gestures.
You've trained to enhance your weapons with magical energy. Starting at 1st level when you take a rest you can choose to use an hour to perform a ritual upon one melee weapon and bind it to you. This weapon is bound to you and you may either summon it from or return it to a pocket dimension at will as a bonus action.
Also as long as you are on the same plane of existence you can tell where your bound blades are at all times (if not in dimesional pocket) and can summon it to yourself. You can bind up to 2 weapons in this way.

Spellcasting
You have learned to use deadly magic along with your swordplay to help support yourself and your allies on the battlefield or make the enemies beg you for mercy.

Cantrips
At 1st level, you know three 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 of the Spellblade table.

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 an enchanter 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

Preparing and Casting Spells
The Spellblade table shows how many spell slots you have to cast your spells. To cast one of your Spellblade spells of 1st level or higher, 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 Spellblade spells that are available for you to cast, choosing from the Spellblade spell list. When you do so, choose a number of Spellblade spells equal to your Intelligence modifier + half your Spellblade level (rounded up). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level Spellblade, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include five spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Burning Hands, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of Spellblade spells requires time spent in study and meditation:at least 1 minute per spell level for each spell on your list.

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.

Versatile: When you wield a weapon with the versatile property in one hand, you gain +1 bonus to attack rolls with that weapon. When you wield a weapon with the versatile property in two hands, you gain a +1 bonus to damage rolls with that weapon.

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.

Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 15th level, you can use it twice before a rest, but only once on the same turn.

Spellblade Tradition
When you reach 3rd level, you choose a Spellblade Tradition, a path of study that informs how you blend arcane and martial traditions. You choose from the paths of the Arcane Duelist, the Arcane Knight or the Blade Caster, which are detailed at the end of the class description.
Your choice grants you features at 3rd level, and again at 6th, 10th, 14th, and 18th level.

Ability Score 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.

Arcane Recovery
You have learned to regain some of your magical energy by meditating. Once per day 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 half your Spellblade level (rounded up). For example, if you’re a 4th-level Spellblade, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

War Magic
At 7th level, when you use your action to cast a cantrip, you can make one weapon attack as part of that action.

Arcane Sight
At 11th level, you have trained yourself to see the subtle threads of magic everywhere around you. You gain the ability to cast detect magic without expending a spell slot.

Arcane Restoration
At 20th level, you gain a limited ability to recover your expended magical energies. You may spend an action to regain spell slots. The slots recovered can have a total level of 5 + your Intelligence modifier, and no slot may be greater than 5th level. For example, a Spellblade with an Intelligence of 16 could regain a single 5th level spell slot and a 3rd level slot, or two 2nd level slots and a 3rd level slot, or eight 1st level slots.
Once you have used this ability, you cannot use it again until you complete a long rest.

Spellblade Traditions
Spellblades follow one of several traditions, which focus on different ways to intertwine martial combat and magical prowess. Each tradition is associated with a school of thought, describing a philosophy of combat and magic combined.




Arcane Duelist
Arcane Duelists are warriors and scholars that have trained their minds and bodies for mobility and deadliness in combat, by the time most opponents realise where the Arcane Duelist will be next, it is usually too late for them.

Improved Bond
You have learned to combine your blades and magic in such a way that you no longer have to hold your weapons. Your Arcane Blades can levitate within your square as if you were holding them. You can use any action that you would normally be able to with these weapons, but while using the attack action you instead use your Intelligence to determine attack and damage rolls. Your weapons also gain the thrown property to a range of 20/60.
You have formed a mutual arcane attraction to each other allowing you to rejoin each other at a moments notice. As a bonus action you can teleport all of your blades to you or you to one of your blades as long as you are within 30 feet of one another.
You can use this feature a number of times equal to your Intelligence modifier until you complete a long rest.

Blade Storm
At 6th level you have learned to unleash the bloodlust of your weapons. You make all of your weapons storm around you in a 10 feet radius. Any creature within the area must make a Constitution saving throw as the blades fly around rapidly. On a failed save, creatures take 4d8 slashing damage and bleed for 1 minute, taking 1d6 damage at the beginning of their turn. The creature takes half damage on a successful save and does not bleed.
Once you use this ability, you must complete a short or long rest before using it again.

Arcane Transposition
At 10th level, when you cast a spell of 1st level or higher, you can use a bonus action to teleport up to 30 feet to an unoccupied location you can see or you can choose a willing creature within 30 feet of you and you both teleport to each others space. You can teleport before or after the spell is cast. Once you use this ability, you must complete a short or long rest before using it again.

Bladesense
Starting at 14th level, your blades are able to sense their surroundings and send the information to you instantly, you are aware of the location of any hidden or invisible creature within 10 feet of any of your blades.

Arcane Awareness
Beginning at 18th level, your blades make you more aware of your surroundings as if they were extra eyes for you, attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.




Arcane Knight
Arcane Knights are arcane fighters and scholars who learn to effectively channel their spellcasting power through their weapons. Arcane Knights focus on making themselves more deadly and more durable in close combat, using magical might to overpower their opponents quickly and fiercely.

Expanded Spell List
As you progress as an Arcane Knight, you gain access to additional spells. You may choose from an expanded list of spells whenever you learn a new spellblade spell by gaining a level in the spellblade class. The following spells are added to the spellblade spell list for you. You cannot learn a spell from this list that is of a level higher than you can cast.
Spell Level Spell
1st Thunderous Smite
2nd Branding Smite
3rd Blinding Smite
4th Staggering Smite
5th Banishing Smite

Strong Of Body And Mind
You have learned to utilise the essence of arcane magic to improve your defenses. While you are not wearing armor, your AC becomes 10+Intelligence Modifier+Strength Modifier. You can still gain the shield bonus from physical shields.
You are able to bind to a shield instead of a second Arcane Blade.

Arcane Strike
When you hit a creature with a melee weapon Attack, you can expend one spell slot to deal your choice of fire, cold, lightning, or acid damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each Spell Level higher than 1st.

Arcane Shield
Beginning at 6th level, you have the ability to protect yourself or an ally within 20 feet of you that you can see with a burst of arcane energy. When you or your ally are hit with an attack, you can expend a spell slot as a reaction to create a shield of arcane power around the target, absorbing some or all of the damage. The damage is reduced by 2d8, plus 1d8 for each Spell Level higher than 1st, to a maximum of 5d8.

Elemental Strike
At 10th level, you learn a special technique to improve your Arcane Strikes. Choose one ability from the list below. Your Arcane Strikes made with the associated damage type gain additional properties.
Burning Strike. You can empower your arcane strikes with burning energy. When you use your Arcane Strike ability and you have chosen to deal fire damage, all other enemies within 5 feet of the target must make a Dexterity save against your Spell Save DC or take 2d8 fire damage, or half that much on a successful save.
Clinging Strike. You can cause a burst of acidic energy to envelop your foes. When you use your Arcane Strike ability and you have chosen to deal acid damage, the target of your attack must succeed on a Constitution saving throw versus your Spell Save DC. On a failure, it takes 2d8 acid damage at the start of your next turn.
Freezing Strike. You can charge your arcane strikes with bitter coldness. When you use your Arcane Strike ability and you have chosen to deal cold damage, the target of your attack must make a Constitution saving throw against your Spell Save DC. On a failure, its speed is reduced to 0 until the end of your next turn.
Shocking Strike. You can imbue your arcane strikes with the power of lightning. When you use your Arcane Strike ability and you have chosen to deal lightning damage, all creatures within a 15 foot line from the target must make a Dexterity saving throw against your Spell Save DC or take 2d8 lightning damage.

Arcane Protection
Beginning at 14th level, you have learned to protect yourself against the different elements, you have resistance to Fire, Cold, Lightning or Acid damage. As an action, you can change the damage resistance type.

Strike to the Core
At 18th level, you can destroy the defenses of even the hardiest opponents. When you use your Arcane Strike ability, you can cause the target of your attack to gain vulnerability to the type of damage you chose to use for 1 minute. If the target has resistance or immunity to that damage type, it instead loses its resistance or immunity becomes resistance.
Once you use this ability, you must complete a short or long rest before using it again.




Blade Caster
The Blade Caster has learned to use both Divine and Arcane powers combined with their unique fighting style. Very few people have ever been able to master the duality of this fighting style, keeping the balance between the types of magic is no easy task.

Duality Chakrams
When you become a Blade Caster, any Arcane Blades you are bound to transform into the Duality Chakrams, one seems to be imbued with radiance while the other has a dark redish glow to it.

The Duality Chakrams take on any magical properties that your bound weapons may possess, at the time of the binding, choose which chakram gains the ability. If you bind a third weapon, replace one of the abilities on the chakrams with the new one and the original weapon that was bound to you appears in front of you.

The Duality Chakrams are Dexterity based weapons and have a reach of 15 feet as they spin and fly through the air to reach their targets and immediately return to the Blade Caster's hand. They deal 1d6+Dexterity modifier slashing damage.

You are proficient with the Duality Chakrams.

Expanded Spell List
As you progress as an Blade Caster, you gain access to additional spells. You may choose from an expanded list of spells whenever you learn a new spellblade spell by gaining a level in the spellblade class. The following spells are added to the spellblade spell list for you. You cannot learn a spell from this list that is of a level higher than you can cast.
Spell Level Spell
1st Bless, Cure Wounds, Shield Of Faith
2nd Aid, Enhance Ability, Silence
3rd Beacon Of Hope, Mass Healing Word, Revivify
4th Aura of Purity, Banishment, Death Ward,
5th Reincarnate, Hallow, Mass Cure Wounds

Bladed Spells
As a bonus action or in place of an attack, you may spend a spell slot to imbue a spell with a casting time of an action or bonus action of that level to one of your Arcane Blades within reach, this takes concentration and last until it makes a successful melee attack, which cast the spell. The creature hit automatically fails any Dex saves. This replaces any damage the Arcane Blade would deal on a hit.

Exploding Blade
Beginning at 6th level, you can modify the blast radius of all AOE spells cast through your Duality Charkrams. You can change the blast area to a cone, sphere or straight line equal to the same total area.

Overcharged Chakrams
Beginning at 10th level, you may concentrate on 2 imbued spells at the same time. If they are both in the same weapon you may chose which spell or both to release on a hit.

Duality Renewal
Beginning at 14th level, you have learned to convert the life force of slain foes into magical essence. Once per short or long rest, when you land the killing blow against a creature, you regain a used spell slot of level 3 or lower.

Prescient Blade
At 18th level, when you become the target of an attack or spell, you can cast any spell of 5th level or lower with a casting time of 1 action or 1 bonus action as a reaction.
Once you use this ability, you must complete a long rest before using it again.