Spellblade

The archetypal Spellblade combines the martial mastery common to all fighters with the powers of magic. Spellblade use magical techniques similar to those practiced by many magical orders.

Branch Features

You gain the following features when taking your first Talent in this Branch.

Bonus Proficiency

You also gain your choice of proficiency in the Arcana, Nature, or Theology skill.

Talents

Talent CP Prerequisites
Weapon Bond 5 -
War Magic 15 Weapon Bond, and 4 other Fighter Talents
Eldritch Strike 25 War Magic and 6 other Fighter Talents
Arcane Charge 65 Eldritch Strike and 9 other Fighter Talents
Mastered War Magic 80 Arcane Charge and 11 other Fighter Talents

Weapon Bond

Cost: 5 Character Points

You learn a ritual that creates a magical bond between yourself and one weapon.

You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond, gaining the following benefits:

  • You can use that weapon as a spellcasting focus for your spells.
  • You can’t be disarmed of that weapon while you are conscious.
  • If it is on the same plane of existence, you can summon that weapon on your turn (no action required), causing it to teleport instantly to your hand. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

You can have up to two bonded weapons and can summon both at the same time using 1 action. If you attempt to bond with a third weapon, then you must break the bond with one of the other two.

War Magic

Cost: 15 Character Points
Prerequisite: Weapon Bond and 4 other Fighter Talents

Once per turn, when you cast a cantrip that costs 2 or more actions, you can make one Strike as a free action.

Eldritch Strike

Cost: 25 Character Points
Prerequisite: War Magic and 6 other Fighter Talents

You learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has -1d on the next defence it makes against a spell that you cast before the end of your next turn.

Arcane Charge

Cost: 65 Character Points
Prerequisite: Eldritch Strike and 9 other Fighter Talents

You gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional actions.

Mastered War Magic

Cost: 80 Character Points
Prerequisite: Arcane Charge and 11 other Fighter Talents

Once per turn, when you cast a spell that costs 2 or more actions, you can make one weapon attack as a free action.