Class: Spellblade

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The Spellblade
  Magic Maneuvers
Level Special Mana Refresh Rate Max Spell Grade Paths Spells Known Max Maneuver Grade Schools Maneuvers Known
1 Combat Style, Spellstrike 2 1 Initiate 1 2 Basic 1 2
2 Blade Arcana 4 1 Initiate 1 3 Basic 1 3
3   6 2 Initiate 1 4 Basic 1 4
4 Blade Arcana 8 2 Initiate 1 5 Basic 1 5
5   9 2 Apprentice 2 6 Lesser 1 6
6 Blade Arcana 11 2 Apprentice 2 6 Lesser 1 6
7   13 3 Apprentice 2 7 Lesser 1 7
8 Blade Arcana 15 3 Apprentice 2 8 Lesser 1 8
9   16 3 Apprentice 2 9 Lesser 2 9
10 Spellblade Talent 18 3 Apprentice 2 10 Lesser 2 10
11   20 4 Apprentice 3 11 Lesser 2 11
12 Spellblade Talent 22 4 Journeyman 3 11 Expert 2 11
13   23 4 Journeyman 3 12 Expert 2 12
14 Spellblade Talent 25 4 Journeyman 3 13 Expert 2 13
15   27 5 Journeyman 3 14 Expert 2 14
16 Spellblade Talent 29 5 Journeyman 3 15 Expert 2 15
17   30 5 Journeyman 4 16 Expert 2 16
18 Spellblade Talent 32 5 Journeyman 4 16 Expert 2 16
19   34 6 Adept 4 17 Greater 2 17
20 Spellblade Talent 36 6 Adept 4 18 Greater 2 18

 

Spellblade

Ariel, iconic spellblade
"Through fusion of the arts of magic and war, a greater power is found."

Study of the way of the sword and the art of magic in tandem makes for a powerful combination, but it requires a keener eye to discern a path of power that joins them into a seamless whole, stronger than the sum of its parts. Those who follow this path become spellblades, and while those who focus on one path or another may attain the greatest secrets of their trades, the spellblade attains powers unique to her chosen path, fusing two arts into one.

In Trinity, spellblades have a long but troubled tradition. The art was originally founded by Kalrios Dilark, who sought a way to combine martial might with magical skill, in the face of the looming threat of Kotrit Wayveri. When Kalrios fled to Chaliraz, he left behind an academy of individuals versed in this new art; while he spread the ideas in new lands, they continued his teachings, expanding upon them in ways he had not foreseen. While those races more magically-inclined see the discipline as somewhat vulgar, they cannot doubt its battle-tested strengths.

Spellblades come from a variety of backgrounds, and the art of magic can be applied to almost any of the arts martial. However, their primary focus and purpose is on a manufactured weapon; as such, they cannot learn the art of falconry or use their bodies as weapons. In addition, the spellblade tradition requires solid mental concentration, which precludes those who left fury or madness drive them in the heat of battle.

Today, spellblades can be found throughout the worlds of Trinity, plying their trade as adventurers or swords-for-hire. Their ability to fuse magic and swordsmanship gives them a level of versatility, and while they are uncommon as "core" members of adventuring bands, many are glad to have them for their ability to function both as a front-line combatant and spellcaster.

Game Rule Information

Spellblades have the following game statistics.

Force Alignment: Magic.

Force Resistances: PR 5 + level, TR 5 + level.

Abilities: To wield their magic, spellblades must have a reasonably high Intelligence; to practice their arts martial, the spellblade must excel in at least one physical ability score, depending upon their selection of tradition.

Hit Points at 1st Level: 10 + Con score.

Hit Points at Each Additional Level: 7 + Con modifier.

Healing Surges: 8 + Con modifier.

Defenses: Fort +0; Ref +2; Will +2; Det +4.

Starting Age: Simple.

Class Features

All of the following are class features of the spellblade.

Proficiencies

Weapons: Choose three.

Armor: Light, Mystic.

Implements: Canes, Wands.

Combat Style

At first level, the spellblade decides which combat style she will pursue. Choose one of the following; once you have made a selection, it cannot be changed later.

▶ Archer

You focus on the pursuit of archery. You gain the [core] abilities of the archer class, and gain aim with actions spent per the table below. You select your schools and maneuvers from the archer list.

You gain proficiency with a ranged weapon of your choice.

When you aim, you can magically enhance your abilities to focus on your target. If you spend a swift action when aiming, you can spend mana to also generate an equal amount of aim. If you use this ability, you are considered to have cast a spell that turn for purposes of regaining mana.

When you cast a spell that targets a single creature, you can spend aim to improve your attack roll. Each point of aim you spend gives you a +2 power bonus to the attack roll.

▶ Defender

You focus on learning how to defend yourself and others. You gain the [core] abilities of the defender class, and can gain grit when you make successful armor checks and shield checks. You select your schools and maneuvers from the defender list.

You gain proficiency with heavy armor and shields.

When you use spellstrike, you can choose to instead target your armor rather than a weapon. If you do, whenever a creature makes a physical attack against you and is within your melee reach, the creature is affected as though you had struck the creature with your spellstrike ability.

When you cast a spell that allows the target to spend a healing surge for an effect, you can spend an amount of grit equal to the spell's grade (1 for initiate, 2 for apprentice, and so on). If you do, each target can spend an additional healing surge (note that this effect may not affect all spells that allow for the expenditure of healing surges).

▶ Einhander

You focus on swordplay above all. You gain the [core] abilities of the einhander class, and have a maximum number of maneuvers readied per the table below. You select your schools and maneuvers from the einhander list.

You gain proficiency with a melee weapon that can be two-handed of your choice.

When you lose a maneuver to cramping, you can continue to use the maneuver by expending an amount of mana as though it were a spell of the same grade. If you use this ability, you are considered to have cast a spell that turn for purposes of regaining mana.

When you cast a spell that affects an area, you can cramp a maneuver of the same grade or higher. If you do, you also deal your wielded weapon's damage to all creatures in the area you hit with the spell.

▶ Lancer

You wield a lance, and can tap into the ebb and weave of magical leylines to counterbalance your physical movement. You gain the [core] abilities of the lancer class, and have a maximum amount of momentum per the table below. You select your schools and maneuvers from the lancer list.

You gain proficiency with a melee weapon with the reach quality of your choice.

When you gain momentum, you can spend mana to retain an equal amount of momentum of the opposite type. This opposite momentum lasts until the start of your next turn. If you use this ability, you are considered to have cast a spell that turn for purposes of regaining mana.

When you cast a spell with a range of at least Medium, you can spend momentum to improve its resonance. Each point of momentum you spend increases the spell's resonance range by 1.

▶ Unfettered

You dance and weave to the rhythm of combat. You gain the [core] abilities of the unfettered class, and you find openings per the table below. You select your schools and maneuvers from the unfettered list.

You gain proficiency with a melee weapon with a speed of at least 0 of your choice.

As a swift action, you can spend mana to open a maneuver. The amount of mana you must expend is equal to the maneuver's opening value. If you use this ability, you are considered to have cast a spell that turn for purposes of regaining mana.

When you use spellstrike against a creature that grants you combat advantage, you can close a maneuver with a grade equal to or greater than that of the spell you used for spellstrike to cause the spell effect to occur twice.

▶ Warlord

You have learned the art of integrating magic and tactics. You gain the [core] abilities of the warlord class, and you gain a bonus to strategize per the table below. You select your schools and maneuvers from the warlord list.

You gain proficiency with shields.

When you make a strategy check, you can choose to enhance your tactical awareness with subtle magics. If you do, you gain a power bonus to the strategy check equal to your Intelligence modifier. If you use this ability, you are considered to have cast a spell that turn for purposes of regaining mana.

When you cast a spell that targets an ally, you can spend a gambit of grade equal to or greater than that of the spell to make the spell target all allies within range instead.

Spellstrike

The premier art of the spellblade is that of the spellstrike, an arcane ritual in which the caster imbues magick power into a weapon.

As a swift action, you can cast any spell you know with a target other than "Personal" with a casting time of no greater than a standard action, and cast that spell into your weapon. The next time you successfully hit a creature with that weapon, you automatically also hit the target with the imbued spell; use your physical attack roll as the magical attack roll for purposes of resonance. If the spell imbued deals damage, you can choose to deal no damage with your weapon, and instead gain that damage as a feat bonus to the damage dealt by the spell.

Spells with an area effect can also be imbued into a weapon in this manner. Such spells change their area to "Target: One creature."

Spells discharged that would create a zone reduce the size of the zone to the target's area. If the target occupies an area larger than the zone that would be created, the entirety of the zone must be within the creature's area, with at least one square of the zone in a square the target occupies that you can reach with your weapon.

Spells discharged via this ability cannot create walls.

You can willingly discharge an imbued spell at any time. A weapon can only have one imbued spell at a time; combination or double weapons can have two, one per head. Once imbued, a weapon retains the charge until your next long rest.

If you use the Dual Wield feat, you can only discharge the spell in the primary weapon, and you have an additional option: "If you hit, you also discharge the spellstrike-imbued spell in your secondary weapon."

Blade Arcana

As your knowledge of both magic and the arts martial grow, you can tap into deeper secrets of melding the two into a seamless whole.

At 2nd, 4th, 6th, and 8th levels, choose one of the abilities below. Unless otherwise stated, you can take each ability only once.

▶ Critical: Evasion

When you become critical, you can spend a reaction to gain evasion with a Brief (5 rounds) duration. (A creature with evasion ignores miss effects from attacks targeting Reflex.)

If you already have evasion when you use this ability, you instead gain improved evasion for the duration; if you already have improved evasion, you instead gain perfect evasion for the duration. (A creature with improved evasion treats hits from attacks targeting Reflex as a miss, suffering any miss effects if applicable. A creature with perfect evasion is immune to all effects from attacks targeting Reflex.)

You cannot use this ability again the evasion it grants expires.

▶ Critical: Shell

When you become critical, you can spend a reaction to gain shell (4) with a Brief (5 rounds) duration. (A creature with shell gains a power bonus to its Defenses against force attacks equal to the listed amount. Shell statuses stack with each other, but not with other power bonuses to Defenses.)

You cannot use this ability if you are unable to cast spells. Using this ability counts as casting a spell for purposes of regaining mana.

You cannot use this ability again until you are no longer critical.

▶ En-Elemental

As a swift action, you can spend mana equal to your base refresh rate to cause your weapon to deal half its damage as an energy type of your choice; this effect lasts for a Brief (5 rounds) duration. (Your base refresh rate is equal to that granted by your class levels, ignoring any feats, items, or other bonuses that modify your refresh rate.)

You cannot use this ability if you are unable to cast spells. Using this ability counts as casting a spell for purposes of regaining mana.

▶ Magic Weapon

Choose a weapon with which you are proficient. You can now treat that weapon as though it were a Magic implement.

You can choose this ability multiple times. Each time you do, select a new weapon with which you are proficient.

▶ Runic

Your understanding of magic allows you to draw power from spells around you, draining them of their force and imbuing it into your weapon.

You can use this ability as a standard action while wielding a weapon with which you are proficient. Until the start of your next turn, whenever a spell is cast within Medium range (100 feet) of you for which you have line of effect, you may make an opposed magic attack against the spell. If you hit, the spell is countered, and your wielded weapon is treated as though you had used spellstrike with the countered spell.

Feats

The following are a selection of feats that are relevant to mages.

 

MAGIC ADEPT CROSSTRAINING [Magic, Martial]
You study both of your chosen fields in tandem.
Prerequisites: Caster, Initiator.
Benefit: You gain knowledge of one additional spell of any grade you can access, of any path you can access; and one additional maneuver of any grade you can access, of any school you can access. You can take this feat multiple times; its effect stacks.

 

Design Notes

Seems in-line with other adepts thus far... one thing I've noted: we need to do something about BAB for adept classes. Specifically, they should be able to mimic the BAB of their parent martial class if its better (use AAB if you go archery, get a full BAB if you go einhander, etc), and each martial class should probably grant something to the adepts, to make them feel properly like the parent class a little more.

MP progression for spellblades is based upon current (Aug 27, 2015) assumptions for MP pools for mages. If that changes, spellblade needs to change to match (along with all the other magic classes).

Feb 7, 2017: Lo and behold, the MP progression for mages got changed. Spellblade has been modified. In addition, the class progression has been cleaned up significantly. Maneuver progression for spellblade will now be the standard for all adept classes' martial progressions, and the general trend of their magic progression will be used to model the other eight adept classes.

The table has some weird spots (at 12th, you gain access to a higher grade, but no new spells/maneuvers known); there's no real way to fix this, as I've already minimized dead levels as much as seems feasible at the moment. For now, just note that you can spend talents on feats (and thereby gain extra spells/maneuvers known), and that there will probably be an adept-centric feat that allows you to learn one "spell" and one maneuver at the same time.

Jun 5, 2018: Not sure how I feel about the critical talents - maybe these should be generic feats anyone could take?...

The three martials that aren't represented above.

=brk=
When you regain mana, you can instead choose to gain rage (10% of your max)

When you cast a spell that targets one or more creatures, you can spend one rage per creature to also inflict malice against you on each target you hit.

=flc=
When you make a focus check, you can spend mana as part of the check; you gain a +1 power bonus to the roll for each mana spent this way, to a max of half your level, rounded down, min 1.

When you use your spellstrike ability, you target both a weapon and your companion at the same time.

=kar=
When a maneuver triggers flow, you can use a manifest a power instead as a reaction.

when you cast a spell as a reaction that deals damage, it gains flow.

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