Spellblade/Spellshot

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Spellshot
The lone option able to use their Spellstrike at range, the Spellshot gets a lot of freedom in position and target selection, able to flex their powers across the battlefield raining death from afar, and ever farther their talent grows.
Spellblade Spells
You learn the following spells at the following levels. The following are Spellblade spells for you, but do not count against your spells known.
| Level | Spells |
|---|---|
| 3rd | multishot ᴷ |
| 5th | misty step |
| 9th | lightning bolt |
| 13th | greater invisibility |
| 17th | pressure cutter |
Ranged Spellstrike
Starting at 3rd level when you select this archetype, you gain the ability to apply your Spellstrike to pieces of ammunition as well as melee weapons, and can trigger the spell strike on a ranged weapon attack made with the infused piece of ammunition.
Spells infused into a ranged weapon affect the target of the ranged weapon when fired, but only have a range equal to the range of the spell or the normal range of the weapon (whichever is shorter range). If you attack a target beyond that range, the spell fails and is lost.
Swift Casting
Starting at 3rd level you can use Spellstrike as part of the Attack action before making a melee weapon attack. You cannot Spellstrike more than once per turn.
Additionally, you can use a melee weapon as your arcane focus, and when you do so you can perform somatic components with the hand holding your arcane focus (even for spells without a material component).
Distant Surge
Starting at 3rd level, you gain a new option for your Arcane Surge feature.
- When you infuse a spell into a piece of ammunition with Spellstrike, you can expend an Arcane Surge to increase that spell’s range to the range of weapon used to fire that piece of ammunition.
Transmuted Ammunition
Additionally at 7th level, when you infuse a spell that targets a line, you can transmute your ammunition into the spell effect, releasing the spell in a line from you as if you had cast it, but using your Strength or Dexterity modifier (your choice) in place of your Intelligence modifier for the spell save DC. When you do this, you add your weapon damage (including modifier) to the spell's damage roll. Seeking Surges
Starting at 15th level, when you expend an Arcane Surge, you can add your Intelligence modifier to your next attack roll.
Arcane Bolts
Additionally at 15th level, you can always generate ammunition out of arcane force energy when you fire a ranged weapon. When you do so, you consume no ammunition when firing an ranged weapon with the ammunition property, and your weapon damage becomes force damage.
Perfect Escape
Starting at 20th level, you can become uncatchable for one minute (no action required). For the duration, you have advantage on Dexterity saving throws, you are under the effect of freedom of movement, and at the start of each of your turns you can teleport up to 30 feet (no action required).
Once you use this feature, you cannot use it again until you complete a long rest.
| Spellblade | |
|---|---|
| Subclasses | Battlemage Technique · Aetherblade Technique · Guardian Technique · Swiftblade Technique · Mage Hunter · Spellshot |
| Classes | Barbarian · Bard · Cleric · Fighter · Monk · Paladin · Ranger · Rogue · Sorcerer · Warlock · Warlord · Wizard |
| Rare Classes | Atavist* · Druid · Inventor · Soulbinder · Spellblade · Artificer* |