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Spellblades are a unique class that combines martial combat with spellcasting, allowing them to bond with weapons and channel magic. They have various sources of power and can learn multiple disciplines, gaining abilities such as casting spells through their weapons and enhancing attacks with magical effects. The document outlines their starting equipment, class features, and subclass options, including the ability to inscribe magical runes on their weapons.

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0% found this document useful (0 votes)
643 views5 pages

DC20 Beta 0 9 Pa 21

Spellblades are a unique class that combines martial combat with spellcasting, allowing them to bond with weapons and channel magic. They have various sources of power and can learn multiple disciplines, gaining abilities such as casting spells through their weapons and enhancing attacks with magical effects. The document outlines their starting equipment, class features, and subclass options, including the ability to inscribe magical runes on their weapons.

Uploaded by

myhnea1509
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Spellblade

Spellblades combine their combat prowess with their Starting Equipment


ability to harness and channel magic into weapons. They
can form a bond with a weapon to imbue it with damage, • 2 Weapons or Light Shields (or Heavy Shields if you
call it back to them, and more. Spellblades can learn a wide choose the Warrior Discipline, see below)
range of disciplines depending on their unique combination • 1 Ranged Weapon with 20 Ammo OR 3 Weapons with
of martial and spellcasting prowess. They even gain the the Toss or Thrown Property
ability to cast spells through their weapons. • 1 set of Novice Light Armor (or Novice Heavy Armor if
you choose the Warrior Discipline)
Source of Power: Spellblades are unique in that there are a • X or Y “Packs” (Adventuring Packs Coming Soon)
variety of ways and sources for them to harness their power.
They could draw this magic from a wide variety of sources.
Here are just a few examples:

• Power bestowed by a patron, deity, or some powerful


entity that takes an interest in them.
• An external or supernatural force that even they don’t
fully understand.
• Their own bloodline or connections to the past.
• Their careful study and practice of both swords and spells.
• They take up their blade in honor of a deity, cause, or
goal.
• They make an oath or vow to someone (or themselves) to
stand for or against something.
• An expression of emotion through artistic flourishes with
their weapon.
• A strange weapon they pulled from a stone granted them
the powers of a Spellblade.

Spellblade Class Table


Char Bonus Attribute Skill Stamina Maneuvers Techniques Mana Cantrips Spells Features
Level HP Points Points Points Known Known Points Known Known
1 +1 +1 +2 +3 +1 +1 Class Features
2 +1 Class Feature,
Talent
3 +1 +1 +1 +1 +1 Subclass Feature
4 +1 Talent, 2 Ancestry
Points
5 +1 +2 +1 +1 +1 Class Feature
6 +1 +1 +1 +1 +1 Subclass Feature
7 +1 Talent, 2 Ancestry
Points
8 +1 +1 +1 +1 Class Capstone
Feature
9 +1 +1 +1 +1 Subclass
Capstone Feature
10 +1 +2 Epic Boon, Talent

146 DC20 RPG BETA 0.9


Spellblade Martial Spellblade Class
Mastery
Combat Training: Weapons, Light Armor, Light Shields
Features
Maneuvers: You learn all Attack Maneuvers. You learn
additional Maneuvers as shown in the Maneuvers Known
Level 1 Class Features
column of the Spellblade Class Table.
Techniques: The number of Techniques you know increases
Spellblade Stamina
You regain 1 SP when you Hit with a Spell Attack or
as shown in the Techniques Known column of the
succeed on a Spell Check, provided you don’t spend SP as
Spellblade Class Table.
part of that Action.
Stamina Points: Your maximum number of Stamina Points
increases as shown in the Stamina Points column of the
Spellblade Class Table.
Bound Weapon
During a Quick Rest, you can magically bond with 1
Weapon and choose an Elemental or Mystical damage type
to become your Bound Damage type. This bond lasts until
Spellblade Spellcasting you end it for free or use this feature again.
Mastery Your Bound Weapon gains the following properties:
Spell List: When you learn a new Spell, you can only choose • Smite: When you make a Martial Attack with the
Spells from the following Schools of Magic: Destruction, Weapon, you can spend 1 or more SP to deal +2 Bound
Protection, and 1 other School of your choice. Damage per SP spent. When you do, you also gain the
benefits of 1 Attack Maneuver of your choice for free.
Beta Notes: Until the Spell update in Beta 0.10 the Spellblade • Illuminate: You can cause the Weapon to emit a 5
can pick between all currently available Spells from the Spaces of Dim or Bright Light (you choose the light’s
Premade Spell Lists (within the available Schools of course). appearance). You can extinguish, produce, or adjust the
level of this illumination at any time for free.
Cantrips Known: The number of Cantrips you know • Recall: While the Weapon is within 20 Spaces and isn’t
increases as shown in the Cantrips Known column of the being held or secured, you can call your Weapon back to
Spellblade Class Table. Cantrips are Spells with the Cantrip you for free, causing it to fly to you. If you don’t have a
Spell Tag. free hand when you call it, or you choose not to grab it, it
Spells Known: The number of Spells you know increases as falls in your Space at your feet.
shown in the Spells Known column of the Spellblade Class Ending Early: Your bond with the Weapon ends early if
Table. These can be Spells with or without the Cantrip you use this Feature again, or you choose to end it for free.
Spell Tag.
Mana Points: Your maximum number of Mana Points
increases as shown in the Mana Points column of the
Spellblade Disciplines
You learn 2 Spellblade Disciplines from the list below.
Spellblade Class Table.
Magus: You gain the following benefits:
• Your Maximum MP increases by 1.
• You learn 1 additional Spell.
Warrior: You gain the following benefits:
• You gain Heavy Armor and Heavy Shield Training.
• You learn 2 Maneuvers.
Acolyte: You can spend 1 AP and 1 MP to produce 1 of the
following effects:
• Heal: You gain a pool of healing that you can use to
restore HP to any number of creatures within 5 Spaces
of you, distributing the HP among them (minimum of 1
HP each). Make a DC 10 Spell Check. Success: You can
restore up to 3 HP. Success (each 5): +1 HP. Failure:
You only restore up to 2 HP.
• Cure: You can attempt to remove 1 Poison or Disease
from a creature of your choice within 1 Space of you.
Make a Spell Check against the DC of the Poison or
Disease. Success: The chosen Poison or Disease ends on
the target.

THE DUNGEON COACH 147


Hex Warrior: You can spend 1 AP and 1 MP to Curse a Level 2 Class Features
creature within 10 Spaces for 1 minute. You make a Spell
Check against the target’s Repeated Physical Save. Save
Failure: The target is Dazed or Impaired (your choice) Spellstrike
and takes 1 Umbral damage at the start of each of their Once on each of your turns when you make a Martial
turns. Additionally, they’re prevented from regaining HP. Attack, you can also cast a Spell as part of the same Action,
spending 1 AP less than normal.
Spell Breaker: You can spend 2 AP to initiate a Spell Duel
against a Spell Attack using a Weapon instead of casting a Converged Action: When you do, the Spell can only target
Spell, provided the Initiator or a target of the Spell is within 1 creature who must be a target of the Attack, and the range
the range of your Weapon. When you do, you make an of the Attack can’t exceed the range of the Spell. The Spell
Attack Check and you can spend SP and MP (for a total up uses the Attack Check as its Spell Check for any of its
to your Mana Spend Limit) to gain a bonus on your Check requirements, and any Saves you force the target to make
equal to the SP and MP spent. You have ADV on your are made against your Save DC.
Check if you are within 1 Space of the Initiator. Harmonic Strike: The Attack and Spell from a Spellstrike
Spell Warder: When you deal Elemental or Mystical are treated as 1 Attack, and can benefit from Maneuvers
damage with an Attack, you gain Resistance (1) to that and Spell Enhancements. The Spell doesn’t require
damage type until the start of your next turn. If you deal Somatic Components.
Elemental or Mystical damage again while this is already
active, you can choose to keep the current Resistance or DC Tip: Because it’s treated as 1 Attack, the damage from the
switch it out for the new one instead. Attack and Spell benefit from Critical Hits, Heavy Hits, and
beyond only once.
Blink Blade: Once per turn,when you make an Attack,
you can choose to teleport to a Space you can see within 1 Example 1: A Spellblade makes a Weapon Attack using a
Space immediately before or after making the Attack (your Shortsword (1 Slashing damage) as part of the Attack Action.
choice). They choose to use Spellstrike, which lets them also cast a
Spell as part of the same Action. They choose the Firebolt
Spell (2 Fire damage). Normally the Spell costs 1 AP to cast,
Sense Magic (Flavor Feature) but now costs 0 AP (since Spellstrike reduces its cost by
You can spend 1 minute focusing your mind to detect the 1). On a Hit, the Spellstrike deals 3 total damage (1 Slashing
following creature types within 20 Spaces: Aberration, and 2 Fire).
Celestial, Elemental, Fey, Fiend, or Undead. Make a
Spell Check against each creature’s Mental Save. Check Extended Example 1: The same Spellblade from Example
Success: You learn the target’s creature type and know its 1 can add even more to their Spellstrike, by spending AP to
location until the end of your next turn. Check Failure: perform Attack or Save Maneuvers or to add the Firebolt
You learn nothing and can’t use this Feature against the Spell’s AP Enhancement options. You can also spend SP to
target again until you complete a Long Rest. use Smite or perform additional Maneuvers.

Talent
You gain 1 Talent of your choice. If the Talent has any
prerequisites, you must meet those prerequisites to choose
that Talent.

148 DC20 RPG BETA 0.9


Subclasses Rune Knight

Paladin Rune Weapon


You can inscribe a magical Rune as you bond with your
Bound Weapon, which can only bear 1 Rune at a time and
Holy Warrior lasts until the bond ends. When you complete a Quick Rest,
You gain the following benefits: you can change the Rune to another Rune you know. You
Aura of Protection: Creatures of your choice within 2 learn 2 Runes from the following list:
Spaces of you have ADV on Mental Saves. Earth Rune
Earthquake: When you Smite a target, you can create an
Divine Strike: When you deal damage with Spellstrike,
area of Difficult Terrain on the ground in a 1 Space Radius
you can change the Spell’s damage to Radiant or Umbral
Sphere centered on the target.
(choose when you gain this Feature).
Unmovable: You have ADV on Checks and Saves against
Lay on Hands: You gain the Acolyte Spellblade Discipline.
being knocked Prone or moved against your will.
If you already know that Discipline, you gain another one of
your choice. Once per Long Rest, you can use the Acolyte Flame Rune
Discipline without spending MP and gain a +5 bonus on Scorching: When you Smite a creature with the Weapon,
your Spell Check. they must make a Physical Save. Save Failure: The target
begins Burning.
Oathsworn (Flavor Feature) Hearth: You regain 1 Rest Point when you complete a Short
You make an oath to uphold the tenets of your choice below Rest, provided you engaged in Combat since applying this
(or create your own with GM approval). While you’re Rune.
following your oath, you have ADV on Checks made to
convince non-hostile creatures to join you in doing so. Frost Rune
Frostbite: When you Smite a creature with the Weapon,
Tenets they must make a Physical Save. Save Failure: The target
Heart of Bravery: You must be courageous in all things and is Grappled by ice until the end of your next turn. The
fight for what is right, whether on the battlefield or within creature can attempt to free itself by spend 1 AP to make
oneself. an Athletics Check against your Save DC.

Light in the Darkness: You must be a beacon of hope for Glacier: When you roll Initiative, you gain 2 Temp HP.
others and bring hope to the hopeless when all seems lost. Lightning Rune
Instill Pain: Teach your enemies the meaning of pain so Charged: When you Smite a creature with the Weapon,
they may experience it for themselves and learn to never do they must make a Physical Save. Save Failure: The target
it to others again. is Stunned 1 until the end of your next turn.

Peacekeeper: You must always seek peace with your Quickness: You gain +1 Speed.
enemies first.
Water Rune
Protect the Weak: You must protect those that cannot Wave: When you Smite a creature with the Weapon, you
protect themselves. can spend 1 AP to force the target to make a Physical Save.
Save Failure: The target is knocked Prone.
Unrelenting Effort: You must try your best in all things,
never carelessly doing anything. Healing Waters: When an MP Effect restores your HP, you
regain 1 additional HP.
Vengeance: You must seek revenge on those who have
harmed you, your loved ones, or the innocent. Wind Rune
Hurricane: When you Smite a creature with the Weapon,
DC Tip: The GM can provide omens or warnings to the PC they must make a Physical Save. Save Failure: The target
that they’re at risk of breaking their Tenets, which may come is pushed 1 Space horizontally in a direction of your choice.
with consequences (at the GM’s discretion), such as sudden
headaches, a sense of dread, or visions. Wind Swept: You gain +3 Jump Distance and you no longer
need to move 2 Spaces before performing a running Jump.

Rune Expert (Flavor Feature)


You have ADV on Checks made to understand the purpose
and meaning of any magical rune you can see.

THE DUNGEON COACH 149


Rune Names
Here’s a section to add some flavor to the names of the runes.
English Nordic Latin
Earth Uruz Terra
Flame Ild Ignis
Frost Isaz Frigus
Lightning Thurisaz Fulmen
Water Laquz Aqua
Wind Ansuz Ventus

Paragon Spellblade
Sling-Blade
Requirements: Spellstrike, Level 3
You’re able to sling magic off your blade to extend the range
of your Spells and Attacks in the following ways:
• Distant Strike: The range of your Attacks with Melee
Weapons is increased by 2.
• Extended Spellstrike: When you use Spellstrike, the
range of the Spell changes to match your Weapon’s range.

Example: If a Spellblade casts the Light Spell (range of 1


Space) using their Spellstrike feature, and uses a Shortbow
as the Weapon (range of 15/45) then normally the range
would be limited to 1 Space (the Spell’s range), but using
Extended Spellstrike the range would match the Weapon’s
full range (up to 45 Spaces).

Adaptive Bond
Requirements: Bound Weapon, Level 3
You’re able to adapt your Bound Weapon to match the
situation. You gain the following benefits:
• At the start of your turn, you can switch your Bound
Damage type for free, or you can spend 1 AP do to so
during your turn.
• After you take Elemental or Mystical damage from
an Attack, you can immediately change your Bound
Damage type to a damage type dealt by the Attack for
free.
• You gain Resistance (1) to your Bound Damage.

Example: A Spellblade is fighting several Fire Elementals.


When a Fire Elemental hits the Spellblade with an Attack
that deals Fire damage, the Spellblade can change its Bound
Damage to Fire after the Attack is resolved. The Spellblade
then has Fire Resistance against the next Attack against them.

150 DC20 RPG BETA 0.9

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