Spellblade

spellblade-fighter-subclass-solasta-wiki-guide-150px

Subclass Features

♦ Level 3
Spellcasting

Cast wizard spells and cantrips of the conjuration, evocation, transmutation, and enchantment schools.

Magic Weapon

Your weapon attacks count as magical against creatures that are resistant or immune to non-magical attacks.

♦ Level 7
Into the Fray

You can use any melee weapon you are proficient with as a spellcasting focus for your wizard spells, and can perform their somatic componets with the weapon instead of your hand. Additionally, being next to a hostile creature doesn't impose disadvantage on your ranged spell attack rolls.

♦ Level 10
Spell Tyrant

Target a creature and move it one cell in any direction if it fails a STR save.

Spellblade is a Subclass in Solasta: Crown of the Magister. Spellblade is a subclass of the Fighter Class. A character's class is their profession and grants specific features as listed. New powers, and access to subclasses, are granted at a higher level of experience. Each class also gives you a set of equipment that you can customize.

 

Fighter Spellblade Guide Below:

solasta-build-guide-spellblade-fighter-magic-melee

 

Spellblades are as skilled with arcane magic with their weapons. This versatility is a weapon in itself, often surprising enemies who tend to think an armored fighter cannot cast spells.

Spellblade Information

 

Spellblade Subclass Features

Level 3

  • Spellcasting: Cast wizard spells and cantrips of the conjuration, evocation, transmutation, and enchantment schools.
  • Magic Weapon: Your weapon attacks count as magical against creatures that are resistant or immune to non-magical attacks.

Level 7

  • Into the Fray: You can use any melee weapon you are proficient with as a spellcasting focus for your wizard spells, and can perform their somatic componets with the weapon instead of your hand. Additionally, being next to a hostile creature doesn't impose disadvantage on your ranged spell attack rolls.

Level 10

  • Spell Tyrant: Target a creature and move it one cell in any direction if it fails a STR save.

 

Fighter Initial Features

Higher Level Features

Level 2

  • +9 Hit Points
  • Gain one additional hit die
  • Action Surge: Regain a main action immediately. Take a short or long rest to recover this power.

Level 3

  • +9 Hit Points
  • Gain one additional hit die
  • Martial Archetypes: Select a Martial Archetype.

Level 4

  • +9 Hit Points
  • One Spell to Select
  • Additional Spell Slot
  • Gain one additional hit die
  • Ability Score Choice: Choose between increasing your ability scores or gaining a bonus feat.

Level 5

  • +9 Hit Points
  • Save DC is increased to 11
  • Gain one additional hit die
  • Spell attack is increased to +3
  • +3 Proficiency Bonus: Affects all attacks, saving throws, skill & tool checks, and spell DC.
  • Extra Attack: You can attack one more time, per combat turn, when you use the attack or shove actions.

Level 6

  • +9 Hit Points
  • Gain one additional hit die
  • Ability Score Choice: Choose between increasing your ability scores or gaining a bonus feat.

Level 7

  • +10 Hit Points
  • Additional Spell Slots
  • Gain one additional hit die
  • Select Level 1 and 2 Spells
  • Intro the Fray: You can use any melee weapon you are proficient with as a spellcasting focus for your wizard spells, and can perform their somatic components with the weapon instead of your hand. Additionaly, being next to a hostile creature doesn't impose disadvantage on your ranged spell attack rolls.

Level 8

  • +10 Hit Points
  • Choose one spell
  • Gain one additional hit die
  • Ability Score Choice: Choose between increasing your ability scores or gaining a bonus feat.

Level 9

  • +10 Hit Points
  • Gain one additional hit die
  • Save DC is increased to 12
  • Spell attack is increased to +4
  • +4 Proficiency Bonus: Affects all attacks, saving throws, skill & tool checks, and spell DC.
  • Indomitable: You can reroll a saving throw that you fail. If you do so, you must use this feature again until you finish a long rest.

Level 10

  • +10 Hit Points
  • Choose one Spell
  • Choose one Cantrip
  • Additional Spell Slot
  • Gain one additional hit die
  • Unlock Fighter Subclass Feature

 

Fighter Starting Equipment

 

Spellblade Tips & Builds

  • Note 1
  • Note 2

 

 

Classes and Subclasses
Battle Domain  ♦  Builds  ♦  Champion  ♦  Child of the Rift  ♦  Darkweaver  ♦  Draconic Bloodline  ♦  Elemental (Fire)  ♦  Elemental (Ice)  ♦  Elemental (Lightning)  ♦  Greenmage  ♦  Hunter  ♦  Insight Domain  ♦  Law Domain  ♦  Life Domain  ♦  Loremaster  ♦  Mana Painter  ♦  Marksman  ♦  Mountaineer  ♦  Oath of Devotion  ♦  Oath of the Motherland  ♦  Oath of Tirmar  ♦  Oblivion Domain  ♦  Shadow Tamer  ♦  Shadowcaster  ♦  Shock Arcanist  ♦  Sun Domain  ♦  Thief

 




Join the page discussion Tired of anon posting? Register!

    • 28 Oct 2020 02:02  

      Also, maybe Champion is arguably better. I like Spellblade for flavor. I think a Heavy Crossbow will do more damage than any of the cantrips. However, spells like Ray of Frost can be good for battle field control, and keeping the mobs by the Tanks. This class can't use scrolls which isn't true Dnd because you should be able to read a scroll on your spell list. But they can craft scrolls on their spell list which can be sold and that adds to gold to buy stuff like the Belt of Giant Strength. You can't cast another spell when you Action Surge. Kind of funny because it is an action and not an attack, but maybe the Dnd rules say that you can only cast one spell per turn unless the other is a bonus action spell. This is unclear to me. Although, you can cast a spell, then "Action Surge" and attack with Bow or Crossbow. Key here is to take out a creature in the first or second round and that is where this class shines. Magic missile doesn't miss so get them down to low HP and then Magic missile because this eliminates an attacker.



      Finally, Expeditious Retreat is your friend with this class because it allows you to Dash as a bonus action. Allows for Dash on the round you cast it as well. (Contrary to the name it is a great offensive spells.) I would recommend Sword and Board or Two-Hand Weapon over Dual Wielding for this class. Because you want to be using Dash as a bonus action for your turn to close the distance with your enemies. You can do this with a Rogue as well and tag team a individual enemy. Dual Wielding is great for Rogues and Rangers and other Fighter Archetypes, but I think it would be a waste here. Expeditious Retreat does require Concentration, but fighters have proficiency with Constitution saving throws so this just works. I don't think I have lost concentration on it one time, but did not try it with Two-hand weapon fighting yet. I am sure I will lose concentration more often there but it is probably worth it because even if the spell last one round you are on the enemy now where are they going to run.

      • 27 Oct 2020 22:15  

        You can dump Str and stat for Dex, Con, and Int. If you get +55 reputation with Arcaneum, (which is doable) then you can buy the "Belt of Giant Strength. Sets Str to 21 but I think it is glitched because it sets Str to 18+ it sets to 22 for some weird reason. You can't dump Str if it is like a 4 though because then you can't wear armor. Had a good role but the game said no you can't continue because you can't even lift a shield.

      Load more
      ⇈ ⇈