Spellblades combine martial excellence with a careful study of wizardly magic. Over time, they obsessively master specific arcane principles to develop various magical exploits.
You gain proficiency with your choice of one of the following: Arcana, Alchemist's Supplies, Brewer's Supplies, Calligrapher's Supplies, Poisoner's Kit.
When you reach Fighter level 10, you gain proficiency with a second option of your choice from the same list.
You have learned to cast Wizard spells, using the Spellbook, Changing Your Prepared Spells, Spellcasting Ability, and Spellcasting Focus rules described for Wizards and the Prepared Spells of Level 1+ and Spell Slots described for Eldritch Knights.
Cantrips. You know one cantrip of your choice from the Wizard spell list. You learn another Wizard cantrip of your choice at Fighter levels 7 and 10. Whenever you gain a Fighter level, you can replace one of this feature's cantrips with another cantrip of your choice from the Wizard spell list.
Ritual Adept. You can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your spellbook. You needn't have the spell prepared, but you must read from the book to cast a spell in this way.
You can perform a Spellblade Rite to consult your spellbook and then expend spell slots to store one or more spells into one or more bladed melee weapons that you touch at the conclusion of the rite. A weapon is considered to be one of your spellblades only while it is storing one or more spells that you put there with this feature. When storing spells in multiple weapons, each stored spell is in a specific weapon and can only be accessed by you while wielding that weapon.
To be eligible for storage in this way, a spell must be in your spellbook, must have a casting time of an Action, and cannot require a Material component that has a specified cost. Initially, you can store a total of 2 spell levels worth of spells in your spellblades at a time. This limit increases by 1 when you reach Fighter levels 7, 15, and 18.
It requires 1 minute per spell level being expended to complete the rite. If the rite is interrupted before you expend the spell slots, you suffer no ill effect but must start over from the beginning to complete the rite. An attempt to store spells that would exceed your spell level limit fails. A stored spell remains in a weapon until you cast or expend it, or until you finish a Long Rest.
Battle Casting. While wielding one of your spellblades, you can cast a spell stored within it as a Bonus Action, without a spell slot or need for spell components. Additionally, you can use each of your spellblades as an Arcane focus, and can perform Somatic components while holding one or more of your spellblades.
Spellblade Strike. Once per turn when you hit with one of your spellblades, you can change the damage type of the attack to your choice of Cold, Fire, Lightning, or Force damage and you can add your Intelligence modifier to the damage. When you reach Fighter level 15, you can use this feature up to twice per turn.
You learn how to combine your mastery of mystical and martial techniques into powerful and distinctive spellblade exploits. You gain your choice of one of the following feature options. You gain another of the following feature options of your choice that you do not already have when you gain Fighter levels 10, 15, and 18.
* Armatura ex Nihilo. You gain insight into creating and slicing through magical protections.
* Bellator Velocitatis. You gain the ability to accelerate yourself in battle.
* Caligo Oculorum. You gain the ability to obscure yourself and your spellblades.
* Cor Petiens. You gain the ability to throw your spellblades and to magically strike at the hearts of your enemies.
* Dolor Magicae. You gain the ability to break spells with your spellblades.
* Elabi Aethereum. You gain the ability to cut a path into the Ethereal Plane with your spellblades.
* Ferrum Animi. You gain the ability to quickly charm others while protecting yourself from being charmed.
* Flamma Iaculator. You gain insight into the ability to project rays of scorching flames.
* Glacies Dirigentes. You gain the ability to flash freeze opponents with your spellblades.
* Ictus Tonans. You gain the ability to shatter objects and safely project a wave of power.
* Lapidi Similis. You gain the ability to harden your skin while wielding your spellblades.
* Minarus Invisibilitus. You gain the ability to disappear while wielding your spellblades.
* Parma Magica. You gain the ability to magically protect yourself while wielding your spellblades.
* Sigillum Retinens. You gain the ability to anchor supernatural creatures while wielding your spellblades.
* Signifer Fulgur. You gain the ability to shock opponents with your spellblades.
* Telum ex Aethereum. You can hide and conjure forth your spellblades, and enchant them with greater power.
Nihiling Blade. While wielding one of your spellblades, you add your Intelligence modifier to your attack rolls against any target benefiting from a Force-based magical effect that improves its Armor Class, such as Mage Armor or Shield. If a target gains such a benefit as a Reaction to your attack, this bonus applies immediately, including to the attack roll that triggered the effect.
Spell Exploit: Mage Armor. You always have Mage Armor prepared. Additionally, while not wearing armor you can cast it upon yourself as a Reaction when targeted by an attack. When you cast Mage Armor upon yourself, your base AC becomes 10 + your Proficiency Bonus + your Intelligence modifier, instead of 13 plus your Dexterity modifier.
Hastening Blade. Immediately before you must roll for initiative, you may draw one of your spellblades if you are not Incapacitated and have a hand free. When you roll initiative while wielding one of your spellblades, you may add your Intelligence bonus to your result (minimum of +1).
Spell Exploit: Haste. If you have at least one level 3 spell slot, you also have the following benefits. You always have Haste prepared. Additionally, when you cast it on yourself your Speed is not reduced to 0 and you are not Incapacitated when the spell ends. Instead, until the end of your next turn your Speed is halved and you cannot use your Extra Attack feature or cast spells.
Blurring Blade. Once per turn, you can gain Advantage on an attack roll using one of your spellblades if the target is a creature that does not have Blindsight or Truesight.
Spell Exploit: Blur. You always have Blur prepared. Additionally, you cannot lose Concentration on Blur from taking damage, and you can cast Blur as a Reaction when targeted by an attack.
Heartseeking Blade. While wielded by you, your spellblades that do not already have the Thrown property gain the Thrown property with a normal range of 30 feet and a long range of 120 feet. Additionally, making a ranged attack with your spellblades does not impose Disadvantage on your attack rolls while you are within 5 feet of a hostile creature. Immediately after you make a ranged attack with one of your spellblades, the weapon magically flies back to your hand.
Spell Exploit: Ray of Enfeeblement. You always have Ray of Enfeeblement prepared. Additionally, you can cast it as a Bonus Action, and it no longer requires Concentration.
Spellbreaking Blade. When you deal damage with your Spellblade Strike to a creature that is concentrating on a spell, the damage is not halved when calculating the Save DC for the target's Constitution saving throw to maintain concentration.
Spell Exploit: Counterspell. If you have at least one level 3 spell slot, you also have the following benefits. You always have Counterspell prepared. Additionally, when you cast Counterspell, the target has Disadvantage on their Constitution saving throw to resist it.
Ethereal Blade. If you are not already on the Ethereal Plane, while wielding one of your spellblades you can expend a spell stored within it as a Bonus Action to step partially into the Ethereal Plane for the remainder of the current turn plus a number of additional turns equal to the level of the expended spell. For the duration, you can move through creatures and objects as if they were Difficult Terrain, and you gain Resistance to all damage except Force and Psychic. If you end your turn inside a creature or object, you are shunted to the nearest unoccupied space and take 2d10 Force damage.
Spell Exploit: Blink. If you have at least one level 3 spell slot, you also have the following benefits. You always have Blink prepared. Additionally, while you are affected by Blink and must roll a die to determine if you vanish to the Ethereal Plane, you may reroll the die once.
Resolute Blade. While wielding one of your spellblades, you are immune to the Charmed condition. If you already have the Charmed condition when you draw one of your spellblades, the effect is immediately suppressed for as long as you continue to wield the weapon.
Spell Exploit: Charm Person. You always have Charm Person prepared. Additionally, you can cast Charm Person as a Bonus Action, and when you do so targets do not gain Advantage on their saving throw from being in combat with you or your allies.
Flaming Blade. When you use your Spellblade Strike and choose to change the damage type to Fire, you can cause a ray of flame to leap from the target to a different target of your choice that you can see within 5 feet of it. The second target must succeed on a Dexterity saving throw or take Fire damage equal to 1d6 plus your Intelligence modifier.
Spell Exploit: Scorching Ray. You always have Scorching Ray prepared. Additionally, when you cast Scorching Ray, the spell is resolved as if it is being cast using a spell slot one level higher.
Chilling Blade. When you use your Spellblade Strike and choose to change the damage type to Cold, the target is also hindered by ice formations until the end of their next turn. While hindered in this way, the target's speed is reduced by 15 feet and they cannot take the Dash action. The ice formations are removed before the target's turn starts if they take Fire damage or if another creature within reach uses an action to break away the ice.
Spell Exploit: Ice Knife. You always have Ice Knife prepared. Additionally, when you cast Ice Knife the subsequent explosion affects other creatures of your choice within 10 feet of the initial target instead of all other creatures within 5 feet.
Shattering Blade. Your Spellblade Strikes gain the Siege property.
Spell Exploit: Thunderwave. You always have Thunderwave prepared. Additionally, when you cast Thunderwave, you can add your Intelligence modifier to the damage roll of that spell, and you can choose a number of creatures you see equal to your Proficiency Bonus. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage.
Diamond Blade. When you would take Bludgeoning, Piercing, or Slashing damage while wielding one of your spellblades, as a Reaction you can expend a stored spell to temporarily make your skin diamond-like. You gain Resistance to Bludgeoning, Piercing, and Slashing damage until the end of your next turn, plus a number of additional turns equal to the expended spell's level.
Spell Exploit: Stoneskin. If you have at least one level 4 spell slot, you also have the following benefits. You always have Stoneskin prepared. Additionally, when you cast Stoneskin on yourself, you do not need spell components and taking damage cannot cause you to lose Concentration on it.
Vanishing Blade. While wielding one of your spellblades, you can expend a spell stored within it as a Bonus Action to gain the Invisible condition for the remainder of the current turn plus a number of additional turns equal to the level of the expended spell.
Spell Exploit: Greater Invisibility. If you have at least one level 4 spell slot, you also have the following benefits. You always have Greater Invisibility prepared. Additionally, you can cast Greater Invisibility as a Bonus Action.
Warding Blade. While wielding one of your spellblades, you gain a +1 bonus to your AC, and to saving throws versus spells and magical effects.
Spell Exploit: Shield. You always have the Shield spell prepared. Additionally, you can cast Shield as a Bonus Action. If you do, the spell's duration is modified to last until the end of your next turn, but ends early if you cast Shield again.
Retaining Blade. When you use your Spellblade Strike against a creature and choose to change the damage type to Force, the target can't use Ethereal or Incorporeal movement until the end of its next turn.
Spell Exploit: Magic Circle. If you have at least one level 3 spell slot, you also have the following benefits. You always have Magic Circle prepared. Additionally, you can cast Magic Circle as a Magic action without spell components, but if you do so its duration is modified to 1 minute.
Shocking Blade. When you use your Spellblade Strike on a creature and choose to change the damage type to Lightning, the target can't make Opportunity Attacks until the start of its next turn.
Spell Exploit: Witch Bolt. You always have Witch Bolt prepared. Additionally, when you cast Witch Bolt the spell's range is increased by 30 feet.
Secret Blade. As a Magic action, you can touch one of your spellblades to hide it on the Ethereal Plane until you finish a Long Rest, after which it reappears in one of your empty hands if able, or on the ground in your space. While the weapon remains on the Ethereal Plane you can use a Bonus Action to return it to one of your hands, which must be empty.
Spell Exploit: Magic Weapon. You always have Magic Weapon prepared. Additionally, when you cast Magic Weapon the duration is modified to be a number of hours equal to your Proficiency Bonus plus your Intelligence modifier, and it is resolved as if being cast using a spell slot two levels higher.