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.
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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