Spellblade (Mental)
About this class
The Spellblade is someone who has fused their martial prowess with magical energy. They channel their mysticism through the weapons they wield, and can Awaken them to take their martial capabilities to new heights. They depend on their weapons just as much as they depend on their magic, but they combine the two to get the most out of both. While they are known for accomplishing great things, some people might find them weirdly attached to their weapon. However, when you get to know a Spellblade, you understand that their connection with their weapon is maintained to keep the world safe, and if it’s not maintained, things can get out of control. Still, the Spellblade is someone who learns from both magic, and weaponry, and is capable of learning from others as well.
Domains
Blade
Arcana
Starting stats
Hope feature
Class features
-
Awakened Blade
Mark a Stress to Awaken your weapon until the end of the scene. While you are Awakened, you gain the following benefits:
You gain a +1 bonus to the Trait of your weapon.
You deal an additional 1d6 damage on a successful attack.
When you miss an attack, you may spend a Hope to give yourself advantage on the attack. -
Martial Understanding
While your weapon is not Awakened, you may Spend a Hope to give yourself advantage to rolls of your weapon’s trait.
Class items
- A jewel that reacts to magic
- A memento from someone from where you came from
Character questions
Background prompts
- Was your weapon made for you, or did you find it somewhere?
- What happened when you first awakened your weapon?
- What have you learned about the world from wielding your weapon?
Connection prompts
- What kind of aura do I give off when I awaken my weapon?
- Do you think I’m too attached to my weapon?
- What do you think I’ve learned from you?
Subclass cards
Printable via header menu
Element Wielder
Foundation
SPELLCAST TRAIT: Instinct
Elemental Awakening: When you Awaken your weapon, your bonus damage becomes Magic damage. Additionally, you may choose one of the following effects:
Raging Fire-On a successful attack, you may roll an additional 1d6 Magic damage.
Freezing Ice-On a successful attack, you may spend a Hope to force the target to make a reaction roll (13). On a failure, they become temporarily restrained.
Torrential Water-On a successful attack, you may mark a Stress to force the target to have disadvantage on their next roll
Elemental Cycler: At the beginning of the session, place a number of tokens on this card equal to your Instinct Trait. While your weapon is Awakened you may spend a token to change your elemental effect. You regain a token whenever you score a critical hit, or force a target to mark their last Hit Point. At the end of the session, clear all unspent tokens.
Element Wielder
Specialization
Further Elemental Awakening: You gain new effects for your Elemental Awakening ability:
Shifting Sands-On a successful attack, you may spend a Hope to force the target to make a reaction roll (14). On a failure, you may move them anywhere within Far Range.
Swift Winds-On a successful attack, you may Mark a Stress to make an attack against another target within range of your weapon.
Crackling Lightning-On a successful attack, you may Mark a Stress to force the target to make a reaction roll (14). On a failure, they become Temporarily vulnerable.
Restful Cycler: You regain all your tokens from your Elemental Cycler ability after finishing a rest.
Element Wielder
Mastery
Enlightened Elemental Awakening: You gain new effects for your Elemental Awakening ability:
Trippy Psychokinesis-On a successful attack, you may Spend a Hope to force the target to make a reaction roll (15). On a failure, they Mark 1d4 Stress.
Blinding Light-On a successful attack, you may Mark a Stress to roll your damage twice, and take the higher result.
Consuming Darkness-On a successful attack, you may Mark a Stress to force the target to make a reaction roll (15). On a failure, their difficulty is reduced by 1d4.
Shared Cycle: You may spend a token from your Elemental Cycler ability to give another creature within Close range the effect you currently are using to their weapon. It lasts until the scene ends.
Defensive Wielder
Foundation
SPELLCAST TRAIT: Knowledge
Abjuring Strikes: When you make a successful attack while Awakened, you may give up your extra damage to add 1d6 to your Evasion until you get attacked, or you use this ability again.
Abjuring Rebuke: When you get hit with an attack, you may spend a Hope to force the attacking creature to make a reaction roll (13). On a failure, they take d6 Magic damage using your proficiency.
Defensive Wielder
Specialization
Abjuring Armor: When you make a successful attack while Awakened, you may give up your extra damage to Clear an Armor Slot.
Magic Armor: When someone within Far range of you gets hit with an attack, you may Spend an Armor Slot to reduce their damage by one threshold. Afterwards, they can still spend an Armor slot to reduce the damage again.
Defensive Wielder
Mastery
Abjuring Ring: When you use your Abjuring Strikes or Abjuring Armor feature, the effect extends to all creatures of your choice within Far range.
Awakened Absorption: When you make a successful attack while Awakened, you may Mark a Stress to Clear Hit Points equal to the amount of Hit Points the target marks.
Trick Wielder
Foundation
SPELLCAST TRAIT: Presence
Awakened Shrapnel: When you make a successful attack while Awakened, you may Mark a Stress to force the target to make a reaction roll (13). On a failure, the next time they take damage, they take an additional 2d8 Magic damage
Extension Trick: While Awakened, you may spend a Hope to extend the range of your weapon by one distance up to Very Far range.
Trick Wielder
Specialization
Piercing Shrapnel: Your Awakened Shrapnel ability now does 3d8 Magic damage.
Absorbing Trick: Spend 3 Hope. The next time you take damage, you Clear the amount of Hit Points you would have to Mark.
Trick Wielder
Mastery
Shredding Shrapnel: Your Awakened Shrapnel ability now does 4d8 Magic damage.
Illusory Trick: When you Awaken your weapon, you may Mark an additional Stress to force all attacks made against you to be at disadvantage.
Spellblade (Mental)
The Spellblade is someone who has fused their martial prowess with magical energy. They channel their mysticism through the weapons they wield, and can Awaken them to take their martial capabilities to new heights. They depend on their weapons just as much as they depend on their magic, but they combine the two to get the most out of both. While they are known for accomplishing great things, some people might find them weirdly attached to their weapon. However, when you get to know a Spellblade, you understand that their connection with their weapon is maintained to keep the world safe, and if it’s not maintained, things can get out of control. Still, the Spellblade is someone who learns from both magic, and weaponry, and is capable of learning from others as well.
Domains
Blade + Arcana
Starting Evasion
10
Starting Hit Points
6
Class Items
- • A jewel that reacts to magic
- • A memento from someone from where you came from
Spellblade (Mental)’s Hope Feature
True Awakening : Spend 3 Hope to Awaken your weapon. When you Awaken your weapon this way, it lasts until your next rest, you deal an additional 2d6 damage instead of 1d6, and you gain a Hope on successful attacks, even if you rolled with Fear.
Class Features
Awakened Blade
Mark a Stress to Awaken your weapon until the end of the scene. While you are Awakened, you gain the following benefits: You gain a +1 bonus to the Trait of your weapon. You deal an additional 1d6 damage on a successful attack. When you miss an attack, you may spend a Hope to give yourself advantage on the attack.
Martial Understanding
While your weapon is not Awakened, you may Spend a Hope to give yourself advantage to rolls of your weapon’s trait.
Spellblade (Mental) Subclasses
Choose either the Element Wielder or Defensive Wielder subclass.
Element Wielder
Use your magic to channel the elements, and surprise your enemies with your versatility.
Spellcast Trait
Instinct
Foundation Features
Elemental Awakening: When you Awaken your weapon, your bonus damage becomes Magic damage. Additionally, you may choose one of the following effects:
Raging Fire-On a successful attack, you may roll an additional 1d6 Magic damage.
Freezing Ice-On a successful attack, you may spend a Hope to force the target to make a reaction roll (13). On a failure, they become temporarily restrained.
Torrential Water-On a successful attack, you may mark a Stress to force the target to have disadvantage on their next roll
Elemental Cycler: At the beginning of the session, place a number of tokens on this card equal to your Instinct Trait. While your weapon is Awakened you may spend a token to change your elemental effect. You regain a token whenever you score a critical hit, or force a target to mark their last Hit Point. At the end of the session, clear all unspent tokens.
Specialization Feature
Further Elemental Awakening: You gain new effects for your Elemental Awakening ability:
Shifting Sands-On a successful attack, you may spend a Hope to force the target to make a reaction roll (14). On a failure, you may move them anywhere within Far Range.
Swift Winds-On a successful attack, you may Mark a Stress to make an attack against another target within range of your weapon.
Crackling Lightning-On a successful attack, you may Mark a Stress to force the target to make a reaction roll (14). On a failure, they become Temporarily vulnerable.
Restful Cycler: You regain all your tokens from your Elemental Cycler ability after finishing a rest.
Mastery Feature
Enlightened Elemental Awakening: You gain new effects for your Elemental Awakening ability:
Trippy Psychokinesis-On a successful attack, you may Spend a Hope to force the target to make a reaction roll (15). On a failure, they Mark 1d4 Stress.
Blinding Light-On a successful attack, you may Mark a Stress to roll your damage twice, and take the higher result.
Consuming Darkness-On a successful attack, you may Mark a Stress to force the target to make a reaction roll (15). On a failure, their difficulty is reduced by 1d4.
Shared Cycle: You may spend a token from your Elemental Cycler ability to give another creature within Close range the effect you currently are using to their weapon. It lasts until the scene ends.
Defensive Wielder
While your weapon is Awakened, you may use your Awakening magic to make yourself harder to hit, and shield others from devastating blows.
Spellcast Trait
Knowledge
Foundation Features
Abjuring Strikes: When you make a successful attack while Awakened, you may give up your extra damage to add 1d6 to your Evasion until you get attacked, or you use this ability again.
Abjuring Rebuke: When you get hit with an attack, you may spend a Hope to force the attacking creature to make a reaction roll (13). On a failure, they take d6 Magic damage using your proficiency.
Specialization Feature
Abjuring Armor: When you make a successful attack while Awakened, you may give up your extra damage to Clear an Armor Slot.
Magic Armor: When someone within Far range of you gets hit with an attack, you may Spend an Armor Slot to reduce their damage by one threshold. Afterwards, they can still spend an Armor slot to reduce the damage again.
Mastery Feature
Abjuring Ring: When you use your Abjuring Strikes or Abjuring Armor feature, the effect extends to all creatures of your choice within Far range.
Awakened Absorption: When you make a successful attack while Awakened, you may Mark a Stress to Clear Hit Points equal to the amount of Hit Points the target marks.
Background Questions
Answer any of the following, or create your own.
- • Was your weapon made for you, or did you find it somewhere?
- • What happened when you first awakened your weapon?
- • What have you learned about the world from wielding your weapon?
Connections
Ask one of the following, or improvise.
- • What kind of aura do I give off when I awaken my weapon?
- • Do you think I’m too attached to my weapon?
- • What do you think I’ve learned from you?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.