Friday 23 January 2015

The Elder Scrolls Conversion Project; Classes: The Spellblade: REWORK:


This is a class I have created as a martial oriented magic based class for the Elder Scrolls Conversion Project. This is not a final version, it probably needs some tweeking and some additional arcane stunts, but I put it out for you here. You can use it with other D&D campaings not just Elder Scrolls, but in this case I suggest you to create a limited spell list (something like the sorcerer). This table uses spell points, but the progression is exactly the same if you convert it than the other full casters. Have fun, and I hope you like it.
 


Rework: I have reworked the class to fit better with the spirit 5th Edition. Below you will find the completely reworked spellblade. For this, I used inspiration from the Sorcerer class, instead of the Bard, but created a more physical type of class. 

The Spellblade


Level
Proficiency Bonus
Arcane  reserves
Features
Cantrips Known
Spell points
Max spell level
1st
+2
1
Spellcasting, Magic specialization,
2
4
1
2nd
+2
2
Arcane reserves
2
6
1
3rd
+2
3
Arcane stunts
2
14
2
4th
+2
4
Ability Score Improvement
3
17
2
5th
+3
5
Magic specialization feature
3
27
3
6th
+3
6
--
3
32
3
7th
+3
7
-- 
3
38
4
8th
+3
8
Ability Score Improvement
3
44
4
9th
+4
9
Spell Absorption
3
57
5
10th
+4
10
Arcane stunts
4
64
5
11th
+4
11
--
4
73
6
12th
+4
12
Ability Score Improvement
4
73
6
13th
+5
13
--
4
83
7
14th
+5
14
Magic specialization feature
4
83
7
15th
+5
15
--
4
94
8
16th
+5
16
Ability Score Improvement
4
94
8
17th
+6
17
Arcane stunts
4
107
9
18th
+6
18
Magic specialization feature
4
114
9
19th
+6
19
Ability Score Improvement
4
123
9
20th
+6
20
Blessing of Akatosh
4
133
9

Spellblade
Spellblades are magic users who compliment their magical abilities with martial prowess. Instead of delving deep into magical study and secrets, they learn how to wield weapons. In order to achieve unmatched might on the battlefield, they can only afford to learn spells that are useful to them in battle. Spellblades usually only master four out of six schools of magic. In wartime they are highly valued because unlike mages they do not fear delving into the middle of the battle, where they give death, both by sword and spell.
Their knowledge of the Arcane arts allows them to augment themselves in the ways of sword, like no other. They imbue their weapons with magical powers, and can perform unbelievable feats of physical prowess.

Hit points:
Hit dice: 1d8 per Spellblade level
Hit points at 1st level: 8 + your endurance modifier
Hit points at higher levels: 1d8 (or 5) + your endurance modifier per Spellblade level after the 1st.

Proficiencies:
Armor: Light and medium armor
Weapons: Simple weapons, short swords.
Tools: Enchanter’s table
Saving throws: Intelligence and Strength
Skills: Choose two from Arcana, Athletics, Intimidation, Perception History, Insight, Investigation, Aedric lore and Daedric lore. 

Equipment:
You start with the following equipment, in addition to the equipment granted to you by your background:

·         (a) Medium armor (chain shirt), (b) Light armor (leather), short bow with 20 arrows
·         (a) Short sword (b) any two simple weapons
·         (a) A scholars pack (b) a diplomats pack

Specializations: Battlemage, Sorcerer
Spellcasting: Your Spellcasting ability is Intelligence. You can select your spells from Alteration, Conjuration, Destruction and Mysticism schools. 
Spell save DC = 8 + proficiency bonus + Intelligence modifier
Spell attack modifier = proficiency bonus + Intelligence modifier
Arcane reserves: Starting at 1st level, you gain access to a special reserve of inner arcane energy which you can use in multiple ways.
-          You can convert your arcane reserves into Magicka, 1 arcane reserve converts to 1 magicka.
-          You can convert you Magicka into arcane reserves with the same ratio.
You can never have more arcane reserves than your current maximum, as shown in the arcane reserves table. You regain all of your arcane reserves when finishing a long rest.
Arcane Stunts: Starting at 3nd level you can use your arcane reserves to do Arcane Stunts, and do physical feats that otherwise would be impossible. You will find a list of Arcane Stunts below. You learn 2 arcane stunts at level 1, and then one additional on levels 10th and 17th.
Spending your arcane reserves doesn’t cost you any action, but you can only do it on your own turns, except when stated otherwise.
Blessing of Akatosh: At 20th level, when you roll initiative and you have no Arcane Reserves left, you regain 1d4 Arcane Reserves

Battlemage:
Battlemages are fearsome warriors and equally fearsome magic users. Equally adept at bringing destruction with spell and steel, and their ability to keep concentration in even in the thickest of battles, makes them formidable foes.
Battlemage training: At first level, you gain proficiency with 4 weapons of your choice.
Augmented attacks: Starting at 1st level, you learn the ability to infuse your strike with extra power, using your arcane reserves. Once per attack, you can spend one of your arcane reserves to deal an extra 1d8 damage with your weapon. At 11th level, this damage increases to 2d8. You can only spend one arcane reserve per attack.
Quickened strike: Starting at 5th level, on each of your turns you can spend one of your arcane reserves to make an extra weapon attack as a bonus action.
Nerves of steel: You got used to war and battle around you when you cast your magic. Starting at 14th level you add your Intelligence modifier to the concentration checks made to keep the spell up after taking damage
War magic: Starting at 18th level when you use your action to cast a spell, you can make a single weapon attack as a bonus action.

Sorcerer:
Sorcerer training: At first level, you gain proficiency with heavy armor and shields.
Augmented defense: Starting at 1st level, you gain the ability to boost your defensive abilities using your arcane reserves. As a reaction, you can spend one of your arcane reserves to gain +5 AC until the start of your next turn.
Arcane protection: Starting at 5th level, on each of your turns you can spend one of your arcane reserves to become resistant to all damage until the start of your next turn.
Juggernaut: Starting at 14th level, when you are reduced to 0 hit points, and are not killed outright, you drop to 1 hit point instead. Once you use this ability you cannot use it again until you finish a long rest.
Magic resistance: Starting at 18th level, you become resistant to magic. You throw all saving throws against magic with advantage.


Arcane stunts:

Enhanced strength: You can use your arcane reserves to boost your physical might. When you roll any strength check, you can spend an Arcane Reserve to gain advantage on the roll.
Enhanced agility: You can use your arcane reserves to boost your physical deftness. When you roll any agility check, you can spend an Arcane Reserve to gain advantage on the roll.
Enhanced attack: You can use your arcane reserves to boost one of your weapon attacks. You can spend an Arcane Reserve to gain advantage on the roll.
Arcane dash: You can burn the use of arcane reserve to move exceptionally fast. You can spend an Arcane Reserve and take the Dash action.
Superior concentration: You can use your arcane reserves to boost your concentration further. When you roll your concentration check, you can spend an Arcane Reserve as a reaction to gain advantage on the roll.
Enhanced resistance: You can use your arcane reserves to boost your defenses against certain effects. When you roll a saving throw, you can spend an Arcane Reserve as a reacion to gain advantage on the roll.
Enhanced strikes: You can use your arcane reserves to strike more powerfully, when you hit a character with a melee weapon attack, you can spend an Arcane Reserve to roll an extra damage dice.

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