dauntless/content/Classes/Fighter/Discipline of the Spell Blade.md
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---
source: "[[ToV - Players Guide.pdf]]"
---
![[assets/e8461bf51201c08535442e8f5c754324_MD5.jpg|Chalky Nan|248x362]]
Fighters of the Spell Blade discipline view fighting with swords and sorcery as a logical marriage of power. For you, magic can be wielded as a weapon, and honing your mind is just as important as honing your body.
||**Spell Blade Progression**|
|---|---|
|**Fighter Level**|**Features**|
|3rd|Arcane Spellcasting, Enchant Weapon (+1), Expanded Talent List|
|7th|Spell Multiattack|
|11th|Enchant Weapon (+2), Follow Through|
|15th|Charged Strike, Enchant Weapon (+3)|
|||||||**Spell Blade Spellcasting**|
|---|---|---|---|---|---|---|
|**Fighter Level**|**Cantrips Known**|**Spells Known**|**1st**|**2nd**|**3rd**|**4th**|
|3rd|2|3|2|—-|—-|—-|
|4th|2|4|3|—-|—-|—-|
|5th|2|4|3|—-|—-|—-|
|6th|2|4|3|—-|—-|—-|
|7th|2|5|4|2|—-|—-|
|8th|2|6|4|2|—-|—-|
|9th|2|6|4|2|—-|—-|
|10th|3|7|4|3|—-|—-|
|11th|3|8|4|3|—-|—-|
|12th|3|8|4|3|—-|—-|
|13th|3|9|4|3|2|—-|
|14th|3|10|4|3|2|—-|
|15th|3|10|4|3|2|—-|
|16th|3|11|4|3|3|—-|
|17th|3|11|4|3|3|—-|
|18th|3|11|4|3|3|—-|
|19th|3|12|4|3|3|1|
|20th|3|13|4|3|3|1|
# Arcane Spellcasting 
_3rd-Level Spell Blade Feature_ 
You enhance your martial prowess with the ability to cast Arcane spells. See Spell Rules in Players handbook for the general rules of spellcasting and the Arcane spell list.
# Cantrips 
At 3rd level, choose two cantrips to learn from the Arcane spell list. You choose more Arcane cantrips to learn at higher levels, as shown in the Cantrips Known column of the Spell Blade Progression table.
# Casting Spells 
You know a small number of spells and can cast any of them by using an Arcane spell slot of the spells circle or higher. You dont need to prepare spells ahead of time.
The Spell Blade Progression table shows how many spells you know and how many spell slots you have at a given level. For example, at 7th level, you have four 1st circle slots and two 2nd-circle slots. If you know the 1st circle spell shield and have a 1st-circle and a 2nd-circle spell slot available, you can cast shield using either slot. If you use a 1st-circle slot, you have three 1st-circle slots remaining.
You regain all used spell slots when you finish a long rest.
# Spells Known of 1st Circle and Higher 
At 3rd level, choose three 1st-circle spells from the Arcane spell list that you know, two of which must be from either the abjuration or evocation schools.
The Spells Known column of the Spell Blade Progression table shows when you learn additional Arcane spells. Each spell you choose must be an abjuration or evocation spell and from a circle for which you have Arcane spell slots. The spells you learn at 8th level and beyond can come from any school of magic. 
In addition, when you gain a level of fighter, you can choose one Arcane spell you know and replace it with another spell of your choice from the Arcane spell list. The replacement spell must be of a circle for which you have Arcane spell slots, and it must be an abjuration or evocation spell—unless youre replacing the third spell you gained at 3rd level or any of the spells you chose at 8th level and beyond.
# Spellcasting Ability 
Intelligence (**INT**) is your spellcasting ability. Your **INT** modifier determines the save **DC** or the attack modifier for certain spells you cast:
**Spell save **DC**** = 8 + your proficiency bonus (**PB**) + your **INT** modifier
**Spell attack modifier** = your proficiency bonus (**PB**) + your **INT** modifier
# Enchant Weapon
_3rd, 11th, and 15th-Level Spell Blade Feature_ 
A crucial step on the path of the spell blade is learning to imbue your weapons with magical power. If you spend 1 hour of uninterrupted focus in contact with a weapon (which can be done during a rest) you can imbue that weapon with a limited form of enchantment. This enchantment lasts until you either choose to end it or use this feature to enchant a different weapon.
Your enchanted weapon functions as a magic weapon with the following properties:
- If it is on the same plane of existence as you, you can use a bonus action to summon the weapon. When you do so, the weapon instantly appears in your hand.
- You have a +1 bonus to attack and damage rolls made with it. If the weapon would normally grant a magical bonus to attack and damage rolls, your enchantment bonus stacks with the weapons existing bonus.
Creatures who handle or inspect the enchanted weapon can tell it isnt a true magic item (unless the weapon was magic to begin with). Otherwise, it follows the rules of a typical magic item (see Magic Items in Players Handbook). Starting at 11th level, the bonus increases to +2. At 15th level, it becomes +3.
# Expanded Talent List 
_3rd-Level Spell Blade Feature_ 
When you gain a new talent, you can select it from either the magic or the martial talents list (see Talents).
# Spell Multiattack
_7th-Level Spell Blade Feature_ 
When you use your Multiattack class feature to make multiple attacks with the Attack action, you can replace one of those attacks with the casting of a cantrip that you know with a casting time of 1 action. You cant cast more than one cantrip in one Attack action in this way.
# Follow Through
_11th-Level Spell Blade Feature_ 
When you take the Cast a Spell action, you can make a single weapon attack as part of that same action, provided a target is within range.
# Charged Strike 
_15th-Level Spell Blade Feature_ 
You can add your **INT** modifier (minimum of +1) to the damage of your melee weapon attacks in addition to either your **STR** or **DEX** modifier. 
In addition, any damage you deal with a weapon is considered magical.
_Content Source: Players Handbook_
_Art Credit: Chalky Nan_