Spellblade Class Features
Spellblade Class Art
Spellblade
1 - Sweeping Strike
You learn the Sword Burst cantrip. When you cast it, add your Charisma modifier to its damage, and its range increases to 10 feet for you.
6 - Magical Blade
Your weapons count as magical for overcoming resistance and immunity to nonmagical attacks and damage.
11 - Resilient Mind
You can use your War Magic feature at will. In addition, when you make a saving throw, you can choose to add your Charisma modifier to the roll.

You can use this bonus a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

16 - Action Surge
On your turn, you can take one additional action. You can use this feature twice per short or long rest.

Spellblade Subclasses

Hexed Spellblade Features
Hexed Spellblade
Hexed Spellblade
The Hexed Spellblade blends arcane curses with martial mastery, forging weapons imbued with powerful glyph magic. Their bound gauntlets summon weapons and unleash dark enchantments, weakening foes and turning the tide of battle.
Hex-Gauntlets (1st Level Feature)

You gain proficiency in the Intimidation skill.

You gain a pair of Hex-Gauntlets, magical equipment that cannot be removed by any means. At the start of your turn, they summon your weapon and/or shield into your hands.

The gauntlets hold a tier 1 glyph of your choice, empowering a held weapon or shield with magical properties while in your grasp.

You inscribe higher tier glyphs at levels 6, 11, and 16 respectively, enhancing your arsenal without requiring attunement.

Hexbrand Recall (3rd Level Feature)

You can hurl your bound weapon with supernatural precision and recall it instantly. You may make a thrown weapon attack at a range of 15 × your Strength modifier (minimum 15 feet), or twice that range with disadvantage.

You can use this feature a number of times equal to your proficiency bonus, regaining uses on a short or long rest.

Hexbrand Curse (6th Level Feature)

As a bonus action, curse one creature within 90 feet for 1 minute. While cursed:

  • Your attack rolls against the target crit on 19 or 20.
  • You deal extra damage equal to your proficiency bonus.
  • The target's attacks and effects deal half damage.

You can use this a number of times equal to your proficiency bonus, regaining all uses on a long rest.

Master of Hexes (10th Level Feature)

When a creature cursed by your Hexbrand Curse dies, you can immediately apply the curse to another creature within 90 feet, if you aren’t incapacitated.

This transfer does not count against your uses of Hexbrand Curse.

Warding Glyphburst (14th Level Feature)

When you fail a saving throw, you can unleash a burst of protective glyph magic to reroll it. Add your Charisma modifier to the new roll, but you must use the new roll.

You can use this a number of times equal to your proficiency bonus, regaining all expended uses on a long rest.

Cursed Reality (19th Level Feature)

While a creature is cursed by your Hexbrand Curse, you cannot be charmed, frightened, paralyzed, or stunned.

Additionally, when you hit a cursed creature with your summoned weapon, you can force it to make a Charisma saving throw (DC = 8 + proficiency bonus + Charisma modifier). On a failed save, the creature loses all resistances and immunities until the end of your next turn.

Lullaby Spellblade Features
Lullaby Spellblade
Lullaby Spellblade
The Lullaby Spellblade is a blend of bardic magic and martial mastery, wielding elegant weaponry while channeling calming melodic magic.

Their spells lull enemies into sleep or weaken their resolve, while bolstering allies—fluidly shifting between offense and defense.
Training in War and Song (1st Level Feature)

You gain proficiency in Performance. While wearing no armor and not wielding a shield, your AC = 10 + Dex modifier + Cha modifier.

As a bonus action, invoke your Bladesong for 1 minute. While active, you gain:

  • Resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
  • Walking speed +10 feet.
  • Advantage on Dexterity (Acrobatics) checks.
  • Bonus to Constitution saves to maintain concentration equal to your Charisma modifier (min +1).

You can use this feature a number of times equal to your proficiency bonus, regaining uses on a long rest.

Hypnotic Burst (3rd Level Feature)

When you hit a creature with a weapon attack or your Sword Burst cantrip deals damage, the target must succeed on a Constitution save against your spell save DC or fall asleep until the start of your next turn.

If the creature takes damage or awakens early, it suffers disadvantage on its next attack roll.

You can use this feature a number of times equal to your Charisma modifier (min 1), regaining uses on a short or long rest.

Calming Aura (6th Level Feature)

While your Bladesong is active, allies within 10 feet gain resistance to psychic damage and advantage on saves against being charmed or frightened.

At 16th level, the aura’s radius increases to 30 feet.

Crescendo of Nightmares (10th Level Feature)

When you hit a sleeping creature with a melee weapon attack or your Sword Burst cantrip, you can expend a spell slot to deal extra psychic damage equal to 1d6 per spell slot level.

Song of Tranquil Dreams (14th Level Feature)

You do not need to sleep. Instead, you sing a soothing song of restoration, remaining semi-conscious for 4 hours each day.

While singing, you and up to a number of willing creatures equal to your Charisma modifier (min 1) enter a shared dreamlike trance. After resting this way, you and your allies gain the benefits of 8 hours of sleep.

Lullaby’s Reach (19th Level Feature)

Creatures normally immune to sleep are no longer immune to your sleep effects, though they have advantage on saving throws against them.

Mad Spellblade Features
Mad Spellblade
Mad Spellblade
The Mad Spellblade channels chaotic whispers and madness from the Abyss, unsettling foes with unpredictable magic and warping minds with each strike.
Lingering Whispers (1st Level Feature)

You gain proficiency in the Intimidation skill if you don’t already have it.

When you hit a creature with a weapon attack, you can impose disadvantage on its next saving throw.

You can use this feature a number of times equal to your Charisma modifier (minimum once), regaining uses after a long rest.

Mad Illusionist (3rd Level Feature)

You learn the Minor Illusion cantrip if you don’t already know it. When you use Minor Illusion as an action, you gain advantage on your next attack roll and deal an additional 1d8 psychic damage.

You can expend a spell slot to add 1d8 psychic damage per spell level, up to 5d8.

Unnerving Presence (6th Level Feature)

Frightened creatures within 15 feet have their movement speed reduced to 0. When casting Minor Illusion, make an Intimidation (Charisma) check to frighten a creature within 15 feet.

Mind’s Edge (10th Level Feature)

You gain proficiency in Wisdom saving throws and have advantage on saving throws against frightened, charmed, and madness effects.

Calm Madness (14th Level Feature)

As an action, you can end one effect causing madness, confusion, or charm on yourself or an ally within 30 feet. Usable a number of times equal to your Charisma modifier (minimum 1) per long rest.

Chaotic Reverberation (19th Level Feature)

Your mastery of maddening magic reaches its peak, causing your attacks to fracture the minds of foes.

When you hit with a weapon attack or psychic spell, you can unleash chaotic reverberations forcing a Wisdom save or stunned until end of next turn.

Usable a number of times equal to your proficiency bonus per short rest.

Paladin Spellblade Features
Paladin Spellblade
Paladin Spellblade
A Paladin Spellblade merges divine power with martial skill, wielding weapons infused with holy energy. They channel divine magic into their strikes, balancing offense and defense. Whether smiting foes or fortifying allies, a Paladin Spellblade symbolizes hope and justice.

Players might choose a Paladin Spellblade for its blend of righteous devotion and dynamic combat. This archetype suits those seeking a versatile character who excels in melee combat while offering healing or utility magic.
Divine Judgement (1st Level Feature)

You choose one skill from Insight, Persuasion, Religion, or Athletics and gain proficiency in it.

When you hit a creature with a melee weapon attack or sword burst cantrip, you can expend a spell slot to deal radiant damage in addition: 2d8 for 1st-level slot +1d8 per level beyond 1st (max 5d8). Damage increases by 1d8 vs undead or fiends (max 6d8).

Lay on Hands (3rd Level Feature)

You have a healing pool replenished on long rests equal to 5 × your Paladin level. As a bonus action, you can restore HP from this pool, or expend 5 HP from it to remove certain conditions.

Aura of Courage (6th Level Feature)

When you or allies within 10 feet make saving throws, they gain a bonus equal to your Charisma modifier (min +1, max +5). You must be conscious. Aura range increases to 30 feet at 16th level.

Defend the Weak (10th Level Feature)

You can use your reaction to cast Shield of Faith on a creature hit within 60 feet.

Shield of the Righteous (14th Level Feature)

While your Shield of Faith is active on a creature, they gain resistance to all damage.

Angel of Vengence (19th Level Feature)

Transform into an angelic avenger for 1 hour, gaining:

  • Wings granting flying speed 60 feet.
  • 30-foot aura that frightens enemies on entry/start of turn (Wis save).
  • Attack rolls against frightened creatures have advantage.

Once per long rest.

Protagonist Spellblade Features
Protagonist Spellblade
Protagonist Spellblade
The Protagonist Spellblade enhances your character’s narrative in any campaign. The power of friendship turns allies into meaningful combat strength, while a tragic history adds depth to your backstory and resilience against mental assaults.

Plot Armor, a narrative device ensuring your heroic impact endures, transforms you into a symbol of drama and heroism—your presence on the battlefield is unforgettable.
Heroic Legacy (1st Level Feature)

You gain proficiency in the Intelligence (History) skill, and can use your Charisma modifier instead of Intelligence for History checks.

On your turn, when you score a critical hit or reduce a creature to 0 HP with your Arcane Weapon Bond weapon, you may make one melee weapon attack as a bonus action.

Empowered Strike (3rd Level Feature)

When you hit a creature with your Arcane Weapon Bond weapon, you can change all damage dealt by that attack to force damage.

At 10th level, if an ally is within 10 feet, the target takes 1d8 extra force damage. Your Sweeping Strike also gains an extra damage die.

Shield of Fellowship (6th Level Feature)

Your bonds manifest as a protective aura shielding you from harm. When you cast a 1st-level or higher spell that benefits allies, create a Shield of Fellowship lasting until long rest.

The shield has hit points equal to your class level and absorbs damage you take. When depleted, damage passes to you.

While depleted, casting beneficial spells restores shield hit points. You can use your reaction to have the shield absorb damage from an ally within 30 feet.

Unyielding Resolve (10th Level Feature)

Your trials have hardened your spirit. You gain proficiency in Wisdom saving throws and resistance to psychic damage.

Plot Armor (14th Level Feature)

You cannot be knocked unconscious at 0 hit points. When you take damage at 0 hit points, you gain a failed death save as if unconscious. If you accumulate three failed death saves, you die but remain conscious and can keep taking turns this combat.

While in this state, enemies ignore you if an ally is within their attack range. After combat, you may make a final statement to an ally before your soul departs.

Heroic Charge (19th Level Feature)

Once per long rest, when you roll initiative, you gain a bonus turn. You can immediately take one action and one bonus action before any other creature acts.

Subclass Name
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