Pactblade Dodging nimbly to the side just as the claw is about to strike, the young gnome deflects the attack with practiced ease. Years he had spent, learning how to fight against all sorts of creatures, and every scar is on his body is reminiscent of those very lessons. Seeing an opening, he retaliates swiftly, driving the point of his blade into the beast's flesh. The creature lets out a roar of pain that slowly changes into laughter as its fur melts into charred flesh. "My teachings have served you well, young one." The demon says, though its tone gives no indication how truthful it might be. "Perhaps one day you could even face me in true battle and survive." It remarks haughtily before waving its hand. "No time for rest though. There is still much to learn." With that, black tendrils shoot from the ground. The gnome hastily moves to avoid them while preparing his own spell in retaliation, but already the demon has disappeared in the shadows. Not ready to give up yet, the young one focuses his mind, picking up on the subtle hints of a spell cloaking his foe. Grinning, he holds up the rod in his hand, a magical blade springing forth from it with which he can cut through any foe. This is the life a Pactblade leads, seeking to further their own abilities through constant study and practice, forming a pact with a powerful being to gain some of the strength and knowledge it holds. They are gifted with arcane secrets unknown to anyone else, and can wield magical energy as a weapon. Dedicated Students With an insatiable thirst for knowledge, Pactblades set out to explore the world and discover whatever secrets may be hidden away. Studying ancient tomes, watching other users of magic to understand their abilities, and practicing their own techniques are all basic methods of learning, but Pactblades have discovered other means with which to increase their understanding. Seeking the aid of otherworldly means, they form pacts with a powerful being who can bestow on them the power and knowledge they seek. Rather than pledging their soul or giving some material wealth, a Pactblade instead agrees to become a student who studies under the being with which he or she forms a pact, receiving tutelage and guidance through the ways of magic in exchange for loyalty and service. Thrill of the Unknown For Pactblades, there is nothing more exciting and infuriating than finding a land unexplored or long forgotten. The need to learn more about what may lie there propels them forward. Unlike scholars who are more than happy spending their days holed up in libraries, reading books and crafting theories, a Pactblade seeks to learn by doing, and through rigorous testing and trial and error. They train their bodies alongside their minds, knowing that such expeditions are often deadly to those unprepared for them. A Pactblade accepts that the danger can be great, but often feels that risk is worth it for the chance at a world changing discovery. If they are especially lucky, then the danger isn’t even from the discovery itself. Creating a Pactblade When creating a Pactblade, pay special attention to what nature your pact takes. While not as bound to it as a Paladin is to their oath, or a Warlock to their own pact, it does still play a large role in defining the sort of character you are. Is the being a benevolent one, sending you out across the world to perform good deeds and better people’s lives? Is it one with its own secret agenda, seeking to increase its own knowledge and power base through your adventures? The being with whom the pact is made may not even have a motive understandable by mere mortals, instead playing a long game with ramifications that will stretch on for centuries. Another important aspect is in the form of your specialty, which you select at level 3. Reading the descriptions ahead of time may help in deciding what to focus on for the Pactblade. Concentration allows you to make the most of your limited spell slots, relying on longer lasting spells to give them more impact while a focus on knowledge allows you to gain cantrips and better handle other spellcasters that you may come across. During character creation, think about what may have led your Pactblade to choose this life. Did they wish to be a wizard but not have the talent or natural magical ability for it, or was it an impatient attitude that left your character seeking a shortcut to success through a pact? Another possibility is specifically wishing to research the being with which the pact is made, studying under them in the hopes of understanding the intentions of such a creature. Quick Build You can make a Pactblade quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Sage background.

The Pactblade Level Proficiency Bonus Features Spells Known Spell Slots Spell Level 1st +2 Arcane Knowledge, Focus Weapon — — — 2nd +2 Fighting Style, Pact Magic 2 1 1st 3rd +2 Pactblade Specialization 3 1 1st 4th +2 Ability Score Improvement 3 2 1st 5th +3 Extra Attack 4 2 2nd 6th +3 Arcane Knowledge Improvement 4 2 2nd 7th +3 Specialization Feature 5 2 2nd 8th +3 Ability Score Improvement 5 2 2nd 9th +4 6 2 3rd 10th +4 Concealed Aura, Eldritch Shield 6 2 3rd 11th +4 Focus Weapon Improvement 7 2 3rd 12th +4 Ability Score Improvement 7 2 3rd 13th +5 8 2 4th 14th +5 Arcane Knowledge Improvement 8 2 4th 15th +5 Specialization Feature 9 2 4th 16th +5 Ability Score Improvement 9 2 4th 17th +6 10 2 5th 18th +6 Magical Conduit 10 2 5th 19th +6 Ability Score Improvement 11 2 5th 20th +6 Specialization Feature 11 2 5th Class Features As a Pactblade, you gain the following class features Hit Points Hit Dice: 1d10 per Pactblade level

1d10 per Pactblade level Hit Points at 1st Level: 10 + your Constituion modifier

10 + your Constituion modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constituion modifier per Pactblade level after 1st Proficiencies Armor: Light armor, Medium armor, Shields

Light armor, Medium armor, Shields Weapons: Simple Weapons, Martial Weapons

Simple Weapons, Martial Weapons Tools: None Saving Throws: Constitution, Intelligence

Constitution, Intelligence Skills: Choose three from Acrobatics, Arcana, Athletics, History, Investigation, Nature, Perception, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a shortsword or (b) Any simple weapon

(a) leather armor or (b) scale mail

(a) a scholar's pack or (b) an explorer's pack

A shield and an arcane focus Arcane Knowledge Your diligent studies have left you extremely capable when it comes to knowledge of certain magical effects. At first level, choose a school of magic: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. You have advantage on Intelligence checks made to recall information about spells and abilities from that school of magic, or to identify whether an area, object, or creature is under the effect of a spell from that school of magic. You choose one additional school of magic to have Arcane Knowledge of at level 6, and one more at level 14. As you gain levels, your choices should reflect the schools of magic you’ve become most aware of or dealt with on your adventures. Focus Weapon At first level, you also learn to focus the magical energy around you into a physical weapon. As a bonus action during your turn, you can hold up your arcane focus to change its shape into a weapon. It is treated as a magical melee weapon that you are proficient with, but you use your Intelligence modifier in place of Strength for the attack and damage rolls. The weapon deals 1d6 slashing damage.

You can dismiss your Focus Weapon at any time (no action required). If another creature picks the weapon up, or if you are incapacitated or killed, then the Focus Weapon is dismissed. The Focus Weapon still counts as an Arcane Focus. At level 11, your Focus Weapon now deals 1d8 slashing damage instead. Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose any Fighting Style option available to Fighters with the exception of Archery and Protection. Pact Magic Beginning at 2nd level, your thirst for knowledge has led you to forming a pact similar to a Warlock’s. Your gain access to powers which may further your research and protect you from harm during your adventures. Spell Slots The Pactblade table shows how many spell slots you have. The table also shows what the level of those spell slots are. All your spell slots are of the same level. To cast one of your Pactblade spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 2nd level spell slots. To cast the 1st level Thunderwave spell, you must spend one of those slots, and you cast it as a 2nd level spell. Spells Known At 2nd level, you know two 1st level spells of your choice from the Pactblade spell list. The spells known column of the Pactblade table shows when you learn Pactblade spells of your choice. Each of these spells must be a level for which you have spell slots. For instance, when you reach 5th level, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Pactblade spells you know and replace it with another spell from the Pactblade spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Intelligence is your spellcasting ability for your Pactblade spells, since you learn your spells through dedicated studying and practice. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Pactblade spell you cast and when making an attack roll with one. Spell Save DC = 8 + your Intelligence Modifier + your Proficiency Bonus Spell Attack Modifier = Your Intelligence Modifier + your Proficiency Bonus Spellcasting Focus You can use an arcane focus as a spellcasting focus for your Pactblade spells. Focus Weapon Property At 2nd level, you may select one weapon property from the list below to add to your Focus Weapon. It is always considered to have this property: Finesse Light Reach Two-Handed: The weapon now deals 1d10 (2d6 at level 11) slashing damage. Versatile: The weapon can be used in one or two hands. When held in two hands, it deals 1d8 (1d10 at level 11) slashing damage. Pactblade Specialization At 3rd level, you have chosen a particular aspect of your abilities to focus on improving. This allows you improved features that capitalize on one talent in a way unique to anyone else. The Specializations are detailed below. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th, you can increase one ability score of your choice by 2 or you can increase two ability scores of your by 1. As usual, you cannot increase an ability score above 20 using this feature. Extra Attack Beginning at level 5, you can attack twice instead of once when taking the attack action on your turn. Concealed Aura At 10th level, you have learned to hide yourself from others who use magic. If a creature attempts to magically locate you, detect you, or otherwise sense or gain information about you, they must first succeed on an Intelligence saving throw against your Spell Save DC. If they fail the save, then for 24 hours, you are immune to the effects of the same spell from that creature. Eldritch Shield Also starting at level 10, you can weave your magic in a way to protect you and your allies from harmful spells. When you are aware that a creature is casting a spell which requires a saving throw and includes you as a target, you may use your reaction to activate your Eldritch Shield. You and any number of creatures of your choice in the spell’s range have advantage to the saving throw against the spell. In addition, if the creatures under the effect of the Eldritch Shield are supposed to take half damage on a successful saving throw, they take no damage instead. Creatures under the effect of the Eldritch Shield take only half damage if they fail the saving throw. After using your Eldritch Shield, you may not do so again until you complete a short or long rest. Magical Conduit At 18th level, you can now channel magic directly through your own body. Your body is considered an arcane focus. You can now summon your Focus Weapon into a free hand.

Pactblade Specialization Concentration You have chosen to focus your studies on techniques designed to enhance your own natural or hinder your foes. While the spells you learn are incredibly powerful, each one requires your undivided attention. While the cost may be great, you learn to use the power of such magic to further improve you on top of the normal functionality provided by casting these spells. Empowered Concentration: At 3rd level, you are able to channel some of the energy of from the focused spell into your Focus Weapon. While concentrating on a spell of first level or higher, attacks with your pact weapon deal additional damage equal to the level of the spell you are concentrating on. Defensive Concentration: At 7th level, you further control the spell’s power to help shield you from potential danger. While concentrating on a spell of 1st level or higher, you gain a bonus to your Armor Class and Saving Throws equal to half the spell’s level, rounded down. Concentrated Endurance: At 15th level, your spells now help keep you alive. When you cast a spell of 1st level or higher that requires concentration, you gain temporary hit points equal to 3 x the spell's level. Unstoppable Concentration: When you reach 20th level, you are able to stand strong in even the most dire straits. Your concentration spells no longer end as a result of you taking damage, and you do not make Constitution Saving Throws to maintain concentration. The spell still ends if you cast another spell that requires concentration, become incapacitated, or are killed. Knowledge Specialization You thirst to know more about the world, especially magic. That is why you have chosen to specialize in gaining more knowledge. Following this path, you become more in tune with the arcane and eldritch forces of the world, greatly expanding your intellect at a fast pace, rivaling even those who have studied their whole lives. Sample of Knowledge: Beginning at 3rd level when you choose this Specialization, you gain enhanced magical knowledge, allowing you to learn some minor spells. You learn one cantrip from the Warlock or Wizard spell list. The spell must be from the school of magic in which you have Arcane Knowledge. This counts as a Pactblade spell and you use Intelligence as your spellcasting ability for it. At 6th level, when you gain Arcane Knowledge in a new school of magic, you may select one cantrip in that school from either Warlock or Wizard spell list. At 14th level, you gain one more cantrip from the the new school of magic for your Arcane Knowledge feature. Armor of Knowledge: At 7th level, your studies enable you to protect yourself from familiar spells. You have advantage on saving throws made against spells from schools of magic in which you have Arcane Knowledge. You must be aware of the spell being cast to have advantage against it. Surge of Knowledge: Beginning at 15th level, it becomes more difficult for creatures to make you unwillingly end your magical effects. Spells you cast from schools of magic in which you have Arcane Knowledge are always considered to be 7th level for the purpose of overcoming disruptive effects like Dispel Magic or Counterspell. For example, if Counterspell is cast at 4th level against you when you cast Blight, then your spell is considered 7th level for the ability check only. It is still cast as a 4th level spell otherwise, and deals 8d8 necrotic damage. Font of Knowledge At 20th level, you have formed a permanent connection to those schools of magic with which you have Arcane Knowledge. Choose one school of magic with which you have Arcane Knowledge. You always succeed on Intelligence checks made to recall information related to that school of magic. You can always see the presence of that school of magic on any creature or object within 60 feet of you in the form of a faint aura similar to the Detect Magic spell.