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# Spellsword A hooded half orc strides confidently forward, unhindered by the spells of the necromancer who threatens her homeland. Face stoic, she strikes the spellcaster, taking a grim satisfaction in the look of surprise on his face as his arcane defenses are stripped away before he is cut down, his reign of terror ended. Weaving amongst his enemies a tiefling seamlessly blends blade and spell, moving in a pattern of combat ancient in design. His glaive, glowing with power, connects with a foe, immolating the creature in moments. He sneers as he turns toward the others, lightning crackling from his fingertips. An armored man recalls his conversation with an ancient sage, the two having discussed the finer points of the use of magic. As he weaves the mystic energies and releases his spell, he harnesses the last vestiges of the casting to shield his allies from harm, even as he stands between them and their enemies, warhammer at the ready. The dream of melding magic and swordplay is fulfilled in the person of the spellsword. A student of both arcane rituals and martial techniques, the spellsword has learned to cast spells in armor and to blend their magic into a unique martial style. Despite the class's name, a spellsword can use any weapon or even switch weapons. "Spellhammer", "Spellspear", and other terms can be used, though are less common. ### Warrior and Scholar The spellsword is the quintessential hybrid character, simultaneously a potent spellcaster and an effective melee combatant. The most powerful of spellswords can duel a fighter to a standstill and match a wizard spell for spell - for a while at least. But they are truly unmatched when creatively supporting their melee attacks with the right spell at the right time. ### Creating a Spellsword Most spellswords learn their unique abilities from prestigious academies or secret orders designed to produce their unique blend of martial spellcaster. Many spellswords are trained to be skilled bodyguards for powerful individuals or to serve in specialized positions in a country's army. Some are gifted individuals who are chosen by a spellsword mentor, serving them for years to learn the art of using both spell and blade. #### Quick Build You can make a spellsword quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Intelligence. A good Constitution is also recommended. Second, choose the Soldier background. Third, choose the *fire bolt* and *mage hand* cantrips, along with the following 1st-level spells for your spellbook: *magic missile, shield, sleep, and thunderwave*. \columnbreak ## Class Features As a spellsword you have the following class features. #### Hit Points ___ - **Hit Dice:** 1d8 per spellsword level. - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per spellsword level after 1st #### Proficiencies ___ - **Armor:** Light armor, medium armor, shields - **Weapons:** Simple weapons, martial weapons - **Tools:** None ___ - **Saving Throws:** Constitution, Intelligence - **Skills:** Choose two from Arcana, Athletics, History, Insight, Intimidation, and Perception. #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* scale mail or *(b)* leather and a martial melee weapon - *(a)* a martial weapon or *(b)* a shortsword and any simple weapon - *(a)* a component pouch or *(b)* an arcane focus - *(a)* a dungeoneer's pack or *(b)* an explorer's pack - A spellbook ### Battle Casting As a student of both combat and the arcane, you have been taught how to weave your spells while engaged with a foe. You may perform the somatic components of your spellblade spells even when you have melee weapons in one or both hands. In addition, you do not suffer disadvantage on ranged spell attack rolls with spellsword spells while engaged in melee with an opponent. ### Spellcasting As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See chapter 10 of the Player's Handbook for the general rules of spellcasting and the end of this document for the spellsword spell list. #### Cantrips At 1st level, you know two cantrips of your choice from the spellsword spell list. You learn additional spellsword cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Spellsword table. #### Spellbook At first level, you have a spellbook containing four 1st level spellsword spells. \pagebreakNum
##### The Spellsword | Level | Proficiency Bonus | Features | Arcane Weapon Damage | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---|:--:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Battle Casting, Spellcasting | - | 2 | 2 | — | — | — | — | | 2nd | +2 | Arcane Weapon, Fighting Style | +2 | 2 | 2 | — | — | — | — | | 3rd | +2 | Blademagic School, Spellmark Weapon | +2 | 2 | 3 | — | — | — | — | | 4th | +2 | Ability Score Increase | +2 | 2 | 3 | — | — | — | — | | 5th | +3 | War Mage | +2 | 2 | 4 | 2 | — | — | — | | 6th | +3 | Arcane Bastion | +3 | 2 | 4 | 2 | — | — | — | | 7th | +3 | Blademagic School Feature | +3 | 2 | 4 | 3 | — | — | — | | 8th | +3 | Ability Score Increase | +3 | 2 | 4 | 3 | — | — | — | | 9th | +4 | Style Arcanist | +3 | 2 | 4 | 3 | 2 | — | — | | 10th | +4 | Blademagic School Feature | +4 | 3 |4 | 3 | 2 | — | — | | 11th | +4 | Spell Steel Assault | +4 | 3 |4 | 3 | 3 | — | — | | 12th | +4 | Ability Score Increase | +4 | 3 |4 | 3 | 3 | — | — | | 13th | +5 | ─ | +4 | 3 | 4 | 3 | 3 | 1 | — | | 14th | +5 | Mystic Insight | +5 | 4 | 4 | 3 | 3 | 1 | — | | 15th | +5 | Blademagic School Feature | +5 | 4 | 4 | 3 | 3 | 2 | — | | 16th | +5 | Ability Score Increase | +5 | 4 | 4 | 3 | 3 | 2 | — | | 17th | +6 | Spell Parry | +5 | 4 | 4 | 3 | 3 | 3 | 1 | | 18th | +6 | Purge The Weave | +6 | 4 | 4 | 3 | 3 | 3 | 1 | | 19th | +6 | Ability Score Increase | +6 | 4 | 4 | 3 | 3 | 3 | 2 | | 20th | +6 | Mystic Mastery | +6 | 4 | 4 | 3 | 3 | 3 | 2 |
#### Preparing and Casting Spells The Spellsword table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of spellsword spells that are available for you to cast. To do so, choose a number of spellsword spells from your spellbook equal to your Intelligence modifier + half your spellsword level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you're a 5th-level spellsword, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include five spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell *magic missile*, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn ’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of spellsword spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. #### Spellcasting Ability Intelligence is your spellcasting ability for your spellsword spells, since you learn your spells through dedicated study and memorization. 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 spellsword spell you cast and when making an attack roll with one.
**Spell Save DC** =
8 + your proficiency bonus +
your Intelligence modifier
**Spell attack modifier** =
your proficiency bonus +
your Intelligence modifier
\pagebreakNum #### Spellcasting Focus You can use an arcane focus (found in chapter 5 of the Player's Handbook) as a spellcasting focus for your spellsword spells. #### Learning Spells of 1st Level and Higher Each time you gain a spellsword level, you can add one spellsword spell of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Spellsword table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar on page 114 of the Player's Handbook, but the spells must be spellsword spells instead of wizard spells). ### Arcane Weapon Beginning at 2nd level you learn to imbue your weapon with arcane forces. As a bonus action, choose a melee weapon you are holding and a damage type from the following list: *acid, cold, fire, lightning,* or *thunder*. For one minute your melee attacks with this weapon deal damage of the chosen type instead of their normal damage, and you may add +2 to the damage roll. You can use this feature a number of times equal to 1 + your Intelligence modifier. You regain all expended uses when you finish a long rest. This ability grants +1 damage at 6th, 10th, 14th, and 18th level. ### Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. #### Defense While you are wearing armor, you gain a +1 bonus to AC. #### Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. #### Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. ### Blademagic School At 3rd level, you choose to train under a particular blademagic school: the Arcanamach, the Duskblade, or the Mageknight, each of which is detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 7th, 10th, and 15th level. \columnbreak ### Spellmark Weapon At 3rd level you gain the ability to inscribe a melee weapon with your unique spellmark, often taking the form of arcane runes or sigils carved into its surface. This process requires 1 hour, which can take place during a short or long rest, and the weapon must be within your reach for the entire duration. Once you have marked a weapon, if it is on the same plane of existence, you can summon it as a bonus action, causing it to appear in your hand instantly. You may also use your spellmarked weapon as a focus for casting your spellsword spells. You can only have one spellmarked weapon at a time. If you mark a second weapon, the mark on the first weapon loses it's effect. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. ### War Mage Upon reaching 5th level you have learned to weave your spells seamlessly with your swordplay. Whenever you use your action to cast a spellsword spell you may make a melee weapon attack as a bonus action. ### Arcane Bastion At 6th level, your study of combat magic has granted you insight into how best to defend yourself against hostile magic. You have advantage on saving throws against spells. ### Style Arcanist At 9th level you further blend magic into your fighting style. You gain one of the following features of your choice. * **Mystic Bulwark:** As a reaction to taking damage, you may expend a spell slot to reduce that damage by 1d10 plus twice the level of the spell slot. * **Arcane Counter:** As a reaction when you are hit by a melee attack, you may expend a spell slot to reduce the attack roll by 1d4 plus the level of the spell. If this causes the attack to miss you, the attacker takes your choice of *acid, cold, fire, lightning,* or *thunder* damage equal to your spellsword level. * **Searing Glaive:** On your turn, you may expend a spell slot to grant your melee attacks additional reach equal to 5ft per level of the spell slot expended until the end of your turn. ### Spell Steel Assault At 11th level you learn to enhance your combat ability through your arcane might. When you use your action to cast a spellsword spell, as a bonus action you may make a number of melee attacks equal to level of the spell slot used to cast the spell. Once you have used this ability you may not do so again until you have finished a short or long rest. \pagebreakNum ### Mystic Insight At 14th level, as an action, you may choose a type of ability check and expend a spell slot to gain a bonus equal to the slot expended on your next check of that type. For example, if you expend a 3rd level slot and choose Strength, your next Strength check gains a +3 bonus. You may use this ability once between long rests. ### Spell Parry At 17th level, when you are the target of a spell, as a reaction you may make a melee weapon attack roll against the spell save DC of the spell's caster, even if the spell normally uses a a spell attack roll. If successful, you are instead unaffected by the spell. If the spell causes multiple attacks, such as *scorching ray*, a successful attack roll negates all of the spells effects that target you, but not other creatures. Once you have used this ability you may not do so again until you finish a long rest. ### Purge the Weave At 18th level you gain the ability to cleanse any recent changes in the Weave of magic. On your turn, as an action, you may end all ongoing magical effects within 15 feet of you. This does not affect permanent magical effects, such as magic items. Once you have used this ability, you may not use it again until you have finished a long rest. ### Mystic Mastery When you reach 20th level, you gain resistance to the damage from spells, and the duration of any detrimental effects from spells cast on you is halved, to a minimum of one round. Additionally, choose one of the following features. This choice cannot be changed once made. * **Arcane Mastery:** Choose two spells of 6th level or lower from the wizard spell list to add to your spellbook. Once per long rest you may cast one of these spells without expending a spell slot. * **Martial Mastery:** Any melee weapon you wield gains a +1 bonus to its attack and damage rolls, even if it is a magic weapon that already has a bonus to those rolls. In addition, when you use your action to cast a spellsword spell, you may make 2 melee weapon attacks as a bonus action. ## Blademagic Schools Many warriors have sought to augment their skills with the arcane arts. Over time, distinct traditions have emerged, seeking to master their unique blend of martial and arcane combat. ### Arcanamach In an age lost to history, arcanamachs served as bodyguards to powerful archmages or as assassins trained to hunt down rival spellcasters. They are especially dangerous when facing other magic users. #### Bonus Proficiencies At 3rd level, you gain proficiency in the History skill. #### Tenacious Spells Starting at 3rd level, when anyone attempts to disrupt your spellsword spells using a counterspell, dispel magic, or similar effect, your spells cannot be immediately ended due to their level. Instead, the caster must make an ability check using their spellcasting ability modifier with a DC equal to 10 + the level of the spell, regardless of the level of spell slot used to cast the counterspell, dispel magic, or similar effect. This feature does not apply to cantrips you cast, or to any spells gained from other spellcasting classes. #### Dispelling Strike At 7th level, you may perform a dispelling strike. When you hit a creature with your spellmarked weapon, you may choose to cause any spell of 3rd level or lower on that creature to end. For each spell of 4th level or higher on the target, make an ability check using your Intelligence modifier + your proficiency bonus. The DC equals 10 + the spell’s level. On a successful check, the spell ends. If you make a dispelling strike against a creature with no spells or effects to dispel, the dispelling strike has no effect, but the ability is still expended. Once you have used this ability you may not do so again until you have finished a short or long rest. #### Anti-Magic At 10th level, you add the spells *counterspell* and *dispel magic* to your spellbook. You always have them prepared, they don’t count against the number of spells you can prepare each day, and they are spellblade spells for you. Also, whenever you must make an ability check using these spells, you add your proficiency bonus to the check. #### Spell Reflection At 15th level you learn the secrets of turning spells back upon their caster, making you a true terror to other magic users. When you are the target of a spell you are aware of, you may make an Intelligence save as a reaction. The DC of this check equals 10 + the level of the spell. If the check is successful, the spell's caster becomes it's new target. If the spell affects multiple targets, any other targets are affected as normal. This ability has no effect on spells that affect an area that merely includes you; you must be targeted. Once you use this ability you may not use it again until you finish a long rest. ### Duskblade A student of ancient spellcasting techniques, the duskblade learns to meld sword and spell, focusing on delivering spells through their weapon. #### Bonus Proficiencies At 3rd level, when you choose this school you gain proficiency in heavy armor. \pagebreakNum #### Duskblade Fighting Style At 3rd level, whenever you cast a spellsword spell that successfully affects a target, you gain +2 to your next melee attack roll against the same target before the end of your next turn. Also, when you make a successful melee attack, you gain a +2 bonus on any spell attack roll against the same target before the end of your next turn. #### Spell Channeling At 7th level, you gain the ability to channel spells into your weapon. As an action, you may channel any spellsword spell you have prepared into your spellmarked weapon, expending a spell slot as if you had cast it. This spell must have a casting time of one action or less, and cannot have a target of self. This spell affects the next target you hit with that weapon and requires no additional attack roll. If the spell allows a save, the target has disadvantage on the first save, and any subsequent saves are rolled normally. If the spell normally affects an area, multiple targets, or is a ray, it instead only affects the target hit by your weapon. You may only have 1 spell channeled into a weapon at a time, but a channeled spell remains in the weapon until expended. You may use this ability twice. You regain uses of this ability when you finish a long rest. #### Quick Cast Beginning at 10th level you may cast any spellsword spell you have prepared with a casting time of 1 action as a bonus action. Once you have used this ability you may not use it again until you have finished a short or long rest. #### Multiple Channel At 15th level, you know how to channel your spells with supreme efficiency. When using your arcane channeling feature, you gain the ability to channel a second spell into your weapon. This spell affects the same target as the first. ### Mageknight Not content with merely utilizing both magic and weapons, the mageknight seeks to unravel the mysteries of the Weave, using their discoveries to fuel their martial prowess. #### Bonus Proficiencies You gain proficiency in the Arcana skill. #### Mystic Study At 3rd level, you broaden the scope of your magical study. You learn an additional cantrip from the wizard list and may immediately add two 1st level spells of your choice from the wizard spell list to your spellbook. You may add an additional spell from the wizard spell list to your spell book at levels 5, 9, 13, and 17. Each of these spells must be of a level for which you have spell slots, as shown on the Spellsword table. Each of these spells are spellsword spells for you. In addition you gain the Ritual Casting feature, and may cast any spell in your spell book as a ritual if that spell has the ritual tag. You don't need to have the spell prepared. #### Spell Boon At 7th level, through your research you have learned to harness some of the excess magic from your spells. Whenever you cast a spellsword spell of 1st level or higher, you may choose to take advantage of one of the following options: - a bonus to AC equal to the level of the spell cast for 1 round - a bonus to damage equal to the twice level of the spell cast to the next melee attack you make before the end of your next turn - a bonus equal to the level of the spell cast to the next ability check or saving throw you make before the end of your next turn - a bonus equal to the level of the spell cast to the next attack roll you make before the end of your next turn - a bonus to your movement speed equal to 5 feet times the level of the spell cast for one round You may use this ability a number of times equal to 1 + your Intelligence modifier (minimum of once). When you finish a long rest, you regain all expended uses. #### Shared Boon At 10th level you can choose to impart the bonus from your Spell Boon ability to an ally within 15 feet of you instead of yourself. This still expends a use of the ability as normal. The range of this ability is increased to 30 feet at 15th level. #### Greater Boon At 15th level you may choose to grant the benefits of your spell boon to all allies within 10 feet of you instead of yourself or one ally within 30 feet. Also, you now regain uses of your Spell Boon ability when you finish a short or long rest. ##### Multiclassing Prerequisites | Class | Prerequisites | |:---:|:---:| | Spellsword | Strength 13 and Intelligence 13 | ##### Multiclass Proficiencies | Class | Proficiencies Gained | |:---:|:---:| | Spellsword | Light armor, medium armor, shields, simple weapons, martial weapons | \pagebreakNum
##### Cantrips (0 Level) - Acid Splash (conjuration) - Booming Blade (evocation)* - Blade Ward (abjuration) - Chill Touch (necromancy) - Create Bonfire (conjuration)** - Fire Bolt (evocation) - Frosbite (evocation)** - Green-Flame Blade (evocation)* - Light (evocation) - Lightning Lure (evocation)* - Mage Hand (conjuration) - Mending (transmutation) - Message (transmutation) - Poison Spray (conjuration) - Sword Burst (conjuration)* - Ray of Frost (evocation) - Shocking Grasp (evocation) - Thunderclap (evocation)** - True Strike (divination) ##### 1st Level - Alarm (abjuration) - Absorb Elements (abjuration)** - Burning Hands (evocation) - Catapult (transmutation)** - Detect Magic (divination) - Earth Tremor (evocation)** - Expeditious Retreat (transmutation) - False Life (necromancy) - Feather Fall (transmutation) - Fog Cloud (conjuration) - Grease (conjuration) - Ice Knife (conjuration)** - Mage Armor (abjuration) - Magic Missile (evocation) - Ray of Sickness (necromancy) - Shield (abjuration) - Sleep (enchantment) - Thunderwave (evocation) ##### 2nd Level - Blindness/Deafness (necromancy) - Blur (illusion) - Cloud of Daggers (conjuration) - Flaming Sphere (conjuration) - Hold Person (enchantment) - Invisibility (illusion) - Magic Weapon (transmutation) - Mind Spike (divination)*** - Mirror Image (illusion) - Misty Step (conjuration) - Scorching Ray (evocation) - See Invisibility (divination) - Shadow Blade (illusion)*** - Warding Wind (evocation)** ##### 3rd Level - Blink (transmutation) - Elemental Weapon (transmutation) - Fireball (evocation) - Haste (transmutation) - Lightning Bolt (evocation) - Magic Circle (abjuration) - Phantom Steed (Illusion) - Protection from Energy (abjuration) - Sending (evocation) - Sleet Storm (conjuration) - Slow (transmutation) - Stinking Cloud (conjuration) - Thunderstep (conjuration)*** - Wall of Sand (evocation)** ##### 4th Level - Banishment (abjuration) - Dimension Door (conjuration) - Fire Shield (evocation) - Greater Invisibility (illusion) - Ice Storm (evocation) - Locate Creature (divination) - Otiluke's Resilient Sphere (evocation) - Stoneskin (abjuration) - Wall of Fire (evocation) ##### 5th Level - Bigby's Hand (evocation) - Cloudkill (conjuration) - Cone of Cold (evocation) - Far Step (conjuration)*** - Hold Monster (enchantment) - Immolation (evocation**) - Passwall (transmutation) - Steel Wind Strike (conjuration)*** - Wall of Force (evocation) - Wall of Stone (evocation)
##### Spells from other Books Spells marked are from the books listed below. *: *Sword Coast Adventurer's Guide* **: *Elemental Evil* ***: *Xanathar's Guide to Everything*