Witchblade.
Arcane Tradition.
A wizard who merges might and magic, esoteric rituals and sword play, the sword and the quill.
Overview
Bluring the line between caster and warrior a witchblade merges the power of might and magic, the sword and the quill, into one deadly school of magic. Entering into battle clad in armor, these students of arcane rituals and martial prowess are known as some of the deadliest warriors. Feared by most, they often walk the world alone and apart from others.
Followers of this tradition are often known as witchblades, but many are referred to as spellswords, and sometimes mage knights. They employ their strength to empower their spells and their trained intellect for increased protection. Weaving through combat zapping their foes with lightning and then following up with deadly strikes of their swords is common. Philosophers often ask what is mightier, the quill or the sword? To a witchblade the answer is clear.
Witchblade Features
Wizard Level | Feature |
---|---|
2nd | Might and Magic, Witching Shroud |
6th | Extra Attack |
10th | Bewitched Strike |
14th | Harrowed Path |
Might and Magic
You gain proficiency with light, medium and heavy and medium armors, shields, and all simple and martial weapons.
You also gain proficiency in the Athletics skill if you don’t already have it.
Witching Shroud
Whenever you cast a spell of 1st level or higher and not as a ritual, you divert a portion of the spell’s magical power to create a mystical shroud. This shroud lasts until you finish a short or long rest.
The effect the shroud provides depends on the school of magic from your most recently cast spell:
Abjuration: You gain a +1 bonus to your AC.
Evocation or Transmutation: You deal an additional +2 damage on weapon attack rolls. If the spell had a damage type, this is the same type the spell could deal. If the spell couldn’t deal damage, it instead is force damage.
Conjuration: You deal an additional +2 damage to one damage roll of spells you cast. If the spell had a damage type, this is the same type the spell could deal. If the spell couldn’t deal damage, it instead is force damage.
Divination or Enchantment: You gain a +2 bonus to initiative and Dexterity saving throws.
Necromancy or Illusion: Creatures have a -1 penalty to attack rolls against you.
Design Notes:
The shrouds effect changes after the spell is cast, not before or during the casting of a spell.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Bewitched Strike
Once per turn, when you cast a spell that targets only one creature and doesn’t have a range of self, you can choose to deliver that spell as part of a successful melee weapon attack with your Attack Action. If the spell requires a saving throw, the creature makes them as normal for the spell. You may use a melee weapon in which you are proficient as a spellcasting focus for spells cast in this way.
To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level and not have a range of self. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.
Design Notes:
This still counts as casting a spell, requiring all spell components. Additionally, this also counts as casting a spell in regards to the rules in casting more than one spell per turn.
Harrowed Path
Starting at 14th level, when you hit a creature with a weapon attack, it suffers disadvantage on the saving throw on the next spell you cast on it. When a creature is affected by one of your spells, you gain advantage on the next attack roll you make against it.
Additionally, you have advantage on Constitution saving throws made to maintain Concentration on spells.