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Published by goroiamanuci, 2023-05-19 09:18:52

The Spellblade Toolkit _ GM Binder

The Spellblade Toolkit _ GM Binder

An Xpert's guide to the Spellblade Toolkit


Spellblades An undefined term in the 5e ruleset and yet we all know what it refers to. 1/3-caster subclasses, full casters with Extra Attack, and everything in between fall into this category. This supplementary ruleset seeks to expand and enhance the spellblade experience throughout all of 5e by adding feats and cantrips to help make spellblade characters shine. New Feats Spellblade Initiate Prerequisite: Strength or Dexterity 13 or higher You've begun dabbling in the art of magic and mixing it into your martial combat. You gain the following benefits: Increase your Strength or Dexterity by 1, to a maximum of 20. You can perform the somatic components of cantrips even when you have weapons or a shield in one or both hands. Choose a class that gains the Spellcasting or Pact Magic feature. You learn two cantrips of your choice from that class's spell list, one of the cantrips must deal damage. Your spellcasting ability for these cantrips depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for artificer or wizard. When you make an attack as part of the Attack action, you may choose to cast a cantrip that deals damage instead. When you do, you determine the effects of the cantrip as if you are a first level character and you may choose to use Strength or Dexterity as your spellcasting ability for the cantrip. You cannot use this effect with cantrips that require you to make a weapon attack as part of their effect, such as booming blade. Spellblade Magus Prerequisite: Spellblade Initiate feat Your spellblade training has lead you to further expand the breadth of your magical capabilities. You gain the following benefits: You learn two cantrips from the spell list of the class you chose for your Spellblade Initiate feat. Your spellcasting ability for these cantrips is the same as your spellcasting ability for your Spellblade Initiate cantrips. You gain one 1st level spell slot. You regain all expended spell slots when you finish a long rest. You learn two 1st-level spells from the spell list of the class you chose for your Spellblade Initiate feat. Your spellcasting ability for these spells is the same as your spellcasting ability for your Spellblade Initiate cantrips. To cast one of these spells, you must expend a slot of the spell's level or higher When you reach a level that grants you the Ability Score Improvement feature, you can replace a cantrip or 1st level spell you know from the the spell list of the class you chose for your Spellblade Initiate feat with another spell of the same level from the same spell list. Flavor Advice: Spell-enhanced Weapons Technically speaking, the Spellblade Initiate feat allows a character to replace weapon attacks with the casting of a cantrip, switching seamlessly between using weapons and magic. However, another common archetype of Spellblades are those who enhance their weapon attacks with magic. This can be accomplished mechanically with the Spellblade Striker feat but only a few times per Long Rest. To make enhanced attacks a more prevalent theme of a character concept, I recommend re-flavoring cantrips as enhanced weapon attacks. For example, Shocking Grasp might become an attack with a lightning wreathed blade but keeps its normal effects. Spellblade Resistor Prerequisite: Spellblade Initiate feat You've focused your spellblade training on being an defensive combatant, quickly weaving your magic into defensive wards as you fight. You gain the following benefits: You learn one cantrip from the spell list of the class you chose for your Spellblade Initiate feat. Your spellcasting ability for this cantrip is the same as your spellcasting ability for your Spellblade Initiate cantrips. You gain one 1st level spell slot. You regain all expended spell slots when you finish a long rest. When you make an attack as part of the attack action, you can expend one spell slot to gain resistance and temporary hit points instead. The temporary hit points are equal to 1d6 + your Constitution modifier for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 4d6 + your Constitution modifier. Then, choose one of your spells that deals damage then choose a damage type from among those dealt by the chosen spell, while you have temporary hit points from this feat you are resistant to the chosen damage type. Spellblade Striker Prerequisite: Spellblade Initiate feat You've focused your spellblade training on being an agressive combatant, weaving your magic into spell-charged attacks as you fight. You gain the following benefits: You learn one cantrip from the spell list of the class you chose for your Spellblade Initiate feat. Your spellcasting ability for this cantrip is the same as your spellcasting ability for your Spellblade Initiate cantrips. You gain one 1st level spell slot. You regain all expended spell slots when you finish a long rest. When you hit a creature with a weapon attack or damage it with a cantrip, you can expend one spell slot to deal extra damage to the target, in addition to the weapon's damage. Choose one of your spells that deals damage then choose a damage type from among those dealt by the chosen spell, this feature deals extra damage of the chosen type. The extra damage is 1d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 4d8. 2 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Spellblade Transmitter Prerequisite: Spellblade Initiate feat You've focused your spellblade training on being a mobile combatant, gracefully using your magic to maneuver around the battlefield. You gain the following benefits: You learn one cantrip from the spell list of the class you chose for your Spellblade Initiate feat. Your spellcasting ability for this cantrip is the same as your spellcasting ability for your Spellblade Initiate cantrips. You gain one 1st level spell slot. You regain all expended spell slots when you finish a long rest. On your turn, you can use your bonus action and expend one spell slot to teleport up to 15 feet to an unoccupied space that you can see, the next time you deal damage with a weapon attack or cantrip before the end of your turn it deals extra damage. Choose one of your spells that deals damage then choose a damage type from among those dealt by the chosen spell, this feature deals extra damage of the chosen type. The extra damage is 1d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 4d6. Spellblade Expert Prerequisite: Spellblade Initiate feat and at least one additional feat containing the word Spellblade in the title You are an expert at minor magics and the act of weaving them into your martial combat: Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20. You learn one cantrip from the spell list of the class you chose for your Spellblade fighting style. Your spellcasting ability for these cantrips is the same as your spellcasting ability for your Spellblade Initiate cantrips. You add your Strength or Dexterity modifier (your choice) to the damage of your cantrips. When you complete a short rest, you regain one expended 1st level spell slot. 3 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


New Cantrips Below is a small collection of cantrips meant to synergize with the spellblade initiate feat. Force Blade Evocation Cantrip Casting Time: 1 action Range: Touch Components: V S Duration: Instantaneous Classes: Sorcerer, Warlock, Wizard You summon a vibrating blade of force and strike at a nearby enemy, bypassing most of their defenses. Make a melee spell attack with advantage against one creature within 5 feet of you. On a hit, the target takes 1d4 force damage. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Frost Buckler Abjuration Cantrip Casting Time: 1 action Range: Self Components: V S Duration: Instantaneous Classes: Warlock, Druid You summon a small handheld shield made of ice in a empty hand that emanates an icy aura. You gain 1d6 temporary hit points. While you have temporary hit points from this spell, creatures that start their turn within 5 feet of you must make a Constitution saving throw or take 1 cold damage. This spell’s temporary hit points increase by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Piercing Wind Strike Evocation Cantrip Casting Time: 1 action Range: Touch Components: V S Duration: Instantaneous Classes: Druid, Sorcerer, Wizard You strike a target and send wind cascading past them to further targets. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d6 magical piercing damage and a 5 foot wide and 15 foot long line of piercing wind extends from them directly away from you. If your attack roll would hit any other creatures in the line they take the same damage that the initial target took before any reductions. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Siphoning Grasp Necromancy Cantrip Casting Time: 1 action Range: Touch Components: V S Duration: Instantaneous Classes: Warlock, Wizard You grab a creature and make some of its vitality your own. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d6 necrotic damage and you gain 2 temporary hit points. This spell’s damage increases by 1d6 and its temporary hp increases by 1 when you reach 5th level (2d6 damage, 3 temp hp), 11th level (3d6 damage, 4 temp hp), and 17th level (4d6 damage, 5 temp hp). Sparking Jaunt Evocation Cantrip Casting Time: 1 action Range: Self Components: V S Duration: Instantaneous Classes: Artificer, Sorcerer, Wizard You briefly surround yourself with an electric aura and use it to bolster your speed. Move up to 10 feet, creatures that make an opportunity attack against you during this movement take 1d6 lightning damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Wildfire Touch Evocation Cantrip Casting Time: 1 action Range: Touch Components: V S Duration: Instantaneous Classes: Druid, Sorcerer, Wizard Flames wreath your hand and attempt to spread towards a nearby group of targets. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d6 fire damage and if your attack roll would hit any other creatures within 5 feet of the target, other than yourself, they take the same damage that the initial target took before any reductions. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). 4 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Spellblade Toolkit Become a master of mixing martial prowess with simple magic with these new character options for Dungeons and Dragons 5th edition. Version Info This is Version 1.1 of the Spellblade Toolkit supplement, created by Xpertranger Art Credits Front Cover: Middle Earth - Young Gandalf by Mathieu Moreau Character Art(Page 3): Daily sketches/paintings by Tomasz Chistowski Back Cover: Tiefling Hexblade Warlock by RobustaArt Other Credits Inspired by u/The_Svearald's Spellblade feat More of my homebrew can be found on my GMBinder profile. This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


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