My Documents
Become a Patron!
# Why and How I made this - things noone would read at the end of the pdf ### Searching for The One I know I like the concept of spellswords, but the way 5e implemented them, just doesnt click for me. Eldritch knights are 90% fighters, and in my experience, mostly shield/absorb element bots (not saying that is a weak or "wrong" playstyle, just that its not what I want), and bladesingers go into melee less and less as they progress in levels. When they get Song of Victory, they already can have Disintegrate, Chain Lightning, Reverse Gravity, Prismatic Spray, each of them having more impact than that freshly buffed extra attack. And so have been hunting homebrews for spellswords, bladewizards, revised eldritch knights, or maybe even arcane paladins, anything that would "feel right". And while I have found a few that I like, I still wanted to have a crack at it. ### Blast from the Past I miss Prestige Classes. I think they presented a natural progression of both character and story, when you prove yourself to be a capable fighter , get accepted into a certain special group, and you learn their ways. I think neither 5e's sublcasses nor the feats replicate this effect. Combine that with 5e's simplistic Extra Attack, multiclassing more often than not feels like diluting, instead of progressing. ### Questions Should it be exclusive to wizards and socrerers? Most likely not. Closest next are bards. They have more health, and can get extra attack. How should they benefit from the added bulk? What reasons could there be for them to get this? How to incentivize getting more levels, should there be "dead levels" for them, before getting something more powerful? How not to double up on extra attack? A Blade Pact Warlock's Extra Attack depends on an invocation, is it okay if they still get it from here and switch that out? What about divine casters? Clerics are already armored, druids will almost never be (adequately). But they both have more health. What to give them that makes sense? How to give them something useful without handing out freebies to the squishier ones? A cleric can have weapons, is it okay if they get no use of out of a feature? Should we limit it to full casters? Paladin and Ranger have Extra Attacks, and on hit effects in the form of Hunters Mark and Improved Divine Smite, and a Paladin will happily smite on a crit, spending even more spellslots. Should this have an Ability Score Increase? The only other 5e PRC is the Rune Scribe, and that doesnt have any. \columnbreak ### Design Parameters * not every class needs everything, give options * options should not break anything * its okay for an option to be redundant (some already have light armor), its not okay for one to be clearly better in every circumstance * do not completely gimp spellcasting (9th level spells at 20th level latest) * something to do with spellslots that help attacking * give extra attack * do not give extra attack too early * give reason for classes with extra attack to take more levels * the ranged options are a late addition and didnt know what to rename the class :( I think its easier to pretend they dont exsist at all * no idea if I should mix in access domain/oath/circle spells. It seems logical to me, they are part of the spellcasting of clerics/paladins/druids, but it would be even more confusing. ### Feedback from previous versions * Magical coating was too strong * Magical coating was too weak * Magical coatign was a worse smite * Magical coating was boring * Its more worth to take 5 levels of paladin, even with its MADness, even with that halting the spell progression, than to use this concept * spellcasting progression was hard to keep track of ### Potential fixes * experiment with full casting progression (possibly needed, possibly dangerous, want to avoid) * experiment with new spells * condense partial training, simple choice, longer consequences * experiment with magical coating (BA with for multiple hits? call it on hit? limit 1/turn and balance that with single weaponhit spells?) \pagebreakNum # Prestige Class: Spellsword Studying the martial and mystical arts to equal degree, Spellswords are versatile combatants who can cast a fireball on their foes or charge them with blades drawn. Spellswords take pride in their ability to use the right technique for the job: spells against physically tough foes and force of arms against spellcasting enemies.
Spellswordss split their time between physical training to become better soldiers and magical study to learn more powerful spells. They tend to be driven individuals, because simultaneously perfecting their spellcasting and combat prowess requires immense time and effort.
Altought they are collectively referred to as "spellswords", they are not limited to bladed weapons, or close-quarter weapons at all.
##### Spellsword | Level | Features | |:---:|:---:|:---|:---:| | 1st | Basic Training, Source of Magic, Spellsword spell list | — | | 2nd | Spellcasting Progression | | 3rd | Magical Coating, Offensive Training | ─ | | 4th | Spellcasting Progression | | 5th | Extra Attack, Defensive Training |
## Prerequisites In order to advance as a Spellsword, you must meet the following prerequisites (in addition to the multiclassing prerequisites for your existing class): * **Dexterity 15** or **Strength 15**: Spellswords train to mix weapons with magic, they are expected to have the body to use them. * **Knowing** a spell of 3rd level or higher, or **being able to prepare** a spell of **3rd level** or higher: Most spellswords dont care about what kind of magic you are using, or where you get it from, but they refuse to train novices. * **15 in the Spellcasting Ability of your class**: A candidate must put sufficient force behind the spells to make sure they take effect ___ For example, a 5th level druid with 16 in Dexterity and in Wisdom would be able to multiclass into a Spellsword, but a character with the same stats, but being druid 4/cleric 4 would not, because the latter cannot prepare spells of 3rd level, from either spell list. \columnbreak ## Class Features As a Spellsword, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d8 per Spellsword level - **Hit Points per Level:** 1d8 (5) + your consitution modifier per Spellsword level #### Proficiencies ___ - **Armor:** none - **Weapons:** none - **Tools:** none ___ - **Saving Throws:** none - **Skills:** none
### Basic Training When you take your first level as a Spellsword, you undergo specialized training that, while cannot teach you everything, is tailored to your physicality and needs. ___ Chose between Finesse Focused or Strenght Focused: ___ **Finesse Focused**: you gain proficiency in Light Armor, shortswords, scimitars, rapiers, shortbows and longbows. Furthermore, your movement speed increases by 5 feet. ___ **Strength Focused**: you gain proficiency in Light Armor, Medium armor, and 3 melee weapons of your choice. Furthermore, your maximum health increases by 2, and another 2 for every level you take in this class, beyond the first.
Your Offensive Training and Defensive Training features will be based on this selection. This selection cannot be changed.
> ##### Metal allergy > I heavyly disagree with the Druid's limitations of non-metal armor, both thematically and mechanically. Talk to your DM about lifting that restriction when becoming a Spellsword.
\pagebreakNum ### Source of Magic When you take your 1st level of Spellsword, you expand on your fundamentals, learning to use magic the same way you always did, but for different things. The spellcasting class you used to qualify for the Spellsword class will determine your expanded spell list, your spellcasting ability, the spell attack bonus and spell save DC for your Spellsword features.
**Spellsword Spell Save DC** =
your qualifying class's
Spell Save DC
**Spell attack modifier** =
your qualifying class's
Spell attack modifier
If upon taking your first level of Spellsword, you have multiple classes that qualify you, select one of them to be affected by the Spellsword Spell List, Spellcasting Progression features, and use that selection to determine your Spellsword Spell Save DC. ___ For example, Jane is a 5th level Bard and a 5th level Wizard. When she takes her first level as a Spellsword, she must select between the two. Selecting Bard will expand her Bard Spell list with the Deafening Clang, Balagarn's Iron Horn, Sonic Shield, War Cry and Shout spells, and the DCs of her Spellsword features will be based on her Charisma. Selecting Wizard will her give access to different spells, while making Intelligence the spellcasting ability for her Spellsword features and spells.
### Spellsword spell list Your mixing of might and magic takes on a new turn, as you develop, learn, or are granted, new spells. Upon taking your first level in the Spellsword class, the following spells are added to your class's spell list for you:
> ##### Divine Soul Sorcerer > The **Divine Magic** feature lets a Divine Soul Sorcerer access spells from another Class's spell list, which is not the same as multiclassing, neither thematically, nor mechanically. Such a sorcerer has access to the added Cleric spells as well. \columnbreak ##### Bard | Spell Level | Spells | |:---:|:---:|:---|:---:| | 1st | Deafening Clang | | 2nd | Balagarn's Iron Horn | | 3rd | Sonic shield | | 4th | War Cry | | 5th | Shout | ##### Cleric | Spell Level | Spells | |:---:|:---:|:---|:---:| | 1st | Fearless Strike | | 2nd | Shining Javelin | | 3rd | Lance of Light | | 4th | Divine Power | | 5th | Divine Will | ##### Druid | Spell Level | Spells | |:---:|:---:|:---|:---:| | 1st | Brisk Blades | | 2nd | Fungal Shield | | 3rd | Slicing Whirlwind | | 4th | Skin of the Cactus | | 5th | Nature's Golem | ##### Warlock | Spell Level | Spells | |:---:|:---:|:---|:---:| | 1st | Wrought Wound | | 2nd | Dark Javelin | | 3rd | Wrath of the Storm King | | 4th | Spike of Dis | | 5th | Acheron's Maelstrom | ##### Wizard / Sorcerer | Spell Level | Spells | |:---:|:---:|:---|:---:| | 1st | Wrought Wound | | 2nd | Spell Flux | | 3rd | Arcane Joust | | 4th | Acidwrought Glaive | | 5th | Rimestrike | \pagebreakNum ### Spellcasting Progression With your studies shared between practicing magic and swordplay, your attention is split, sometimes sacrificing one for the other. For the purposes of class features that deal with spellcasting or those grant you spells, treat the number of levels you have in your qualifying class, as if it were higher by an amount equal to half of your Spellsword levels, rounded down (0/1/1/2/2 over the 5 levels) This only affects your Spellcasting or Pact Magic features, counting towards number of spell slots, levels of spell slots, cantrips known, spells known, spells in your spellbook, spells replaced, spells you can prepare, Domain Spells, Circle Spells, or what spells you can choose with the Bard's Magical Secrets feature. It does not extend to your Inspiration Die, Wild Shape, Channel Divinity, Sorcery Points, Invocations or your Mystic Arcanum, or any other subclass features. ___ For example, Kick Jay, a Cleric of Lathander of the Light Domain, decides to multiclass into a spellsword after level 5. At cleric 5/spellsword 1, he will have the cantrips, slots, and number of preparations of a 5th level cleric. He continues on to cleric 5/ spellsword 2, so his number of spell slots and preparations increase to that of a 6th level cleric. However, he will not gain an additional use of his "Channel Divinity", nor gain the "Improved Flare" feature. If he continues on to be a cleric 5/spellsword 4, he will have acces to the "Guardian of Faith" and "Wall of Fire" domain spells, as a level 7 cleric would. ### Offensive Training As you spend more time honing your offensive techniques, you learn how to handle your chosen weapons better, with the efficiency of seasoned warriors.
At 3rd level, you gain a fighting style based on your choice of Focus you made at 1st level: ___ If you chose **Finesse Focused**, choose between the fighting styles of Dueling or Archery. ___ If you chose **Strength Focused**, choose between the fighting styles of Dueling or Great Weapon Fighting. ### Magical Coating Starting at 3rd level, you gain the ability to imbue your attacks with elemental damage. The first time you hit a creature with a weapon attack on your turn, you can expand one spell slot to deal extra damage of that type to the target, in addition to the normal damage of the attack. The extra damage is 2d6 for a first level spell slot, and it increases by 1d6 every two levels above the first, to a maximum of 5d6.. You can choose one of the following damage types: acid, cold, fire, lightning, thunder, force, poison. The additional damage you deal is that type.
Your attack has an additional effect, determined by which damage type you selected. A creature can be affected by multiple different effects at the same time, but multiple applications of the same effect do not stack, with the new duration replacing the old. ___ **Acid:** The target must make a Constitution saving throw against your Spellsword spell save DC. On a failed save, its AC is reduced for 1 minute by an amount equal to half your Spellsword spellcasting ability modifier (rounded down, minimum of 1). At the start of each of its turns for the next minute, the target can make another Constitution saving throw. On a successful save, the effect ends. **Cold:** A target must make a Constitution saving throw against your Spellsword spell save DC. On a failed save, for 1 minute, its movement speed is reduced to 0 and it has disadvantage on Strength and Dexterity checks. The target can repeat the saving throw at the start of each of its turns. On a successful save, the effect ends. **Fire:** The target must succeed a Dexterity saving throw against your Spellsword spell save DC. On a failed save, it catches fire for 1 minute, and takes fire damage equal to your Spellsword spellcasting ability modifier at the beginning of its turns. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends. **Lightning:** The target must succeed on a Constitution saving throw against your Spellsword spell save DC. On a failed save, it loses its reaction until the start of its next turn and the first attack that it makes on its turn is made at disadvantage. This effect lasts for 1 minute. The target can repeat the saving throw at the beginning of its turns. On a successful save, the effect ends. **Force:** The target must succeed on a Constitution saving throw against your Spellsword spell save DC. On a failure the target is pushed back 5 feet, plus an additional 5 feet per level of spell slot expended for this feature. **Thunder:** Before the beginning of your next round, the first time the target casts a spell with a Verbal component, it must succeed on a saving throw determined by its spellcasting ability, against your Spellsword spell save DC. On a failure, the target slurs the magical words, and the spell fails. **Poison:** The target must succeed on a Constitution saving throw against your Spellsword spell save DC, or become poisoned until the end of its next turn. ### Defensive Training Achieving mastery, your offense no longer comes at the cost of your defense, be it moving away from harm, or standing tall in the face of it. ___ At 5th level, you gain a benefit based on your choice of Basic Training at 1st level: ___ If you chose **Finesse Focused**, after hitting an enemy with a weapon attack, you will not provoke Attacks of Opportunity from that enemy creature. ___ If you chose **Strength Focused**, when you make a Constitution saving throw to maintain concentration, treat a roll of 7 or lower on the d20 as an 8. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. \pagebreakNum \pagebreakNum ## Bard Spells If you chose the Bard class to qualify for the Spellsword Prestige Class, the following spells are added to the Bard Spell list for you:
#### Deafening Clang *1st-level Transmutation, Bard* ___ - **Casting Time:** 1 Action - **Range:** Melee weapon range - **Components:** S, M (a weapon) - **Duration:** Instantaneous ___ You slap your weapon like a tuning fork, making it emit a low, but constant hum. As part of the action used to cast this spell, make a melee weapon attack against a target in range. On a miss, the spell fails. On a hit, the target takes the normal effects of the hit, and an addition 1d8 thunder damage, and must succeed on a Constitution saving throw, or become incapacitated until the end of its next turn, as the constant buzzing makes even thinking impossible. On a successful save, the target isn't incapacitated. **At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the damage increases for 1d8 for each level above 2nd. #### Balagarn's Iron Horn *2nd-level Transmutation, Bard* ___ - **Casting Time:** 1 Action - **Range:** 20 feet (cone) - **Components:** V, M (a horn) - **Duration:** Instantaneous ___ You take out a horn and with a few words make it amplify the resonance it produces, then blow into it. Every creature in a 20 foot cone takes 2d10 thunder damage, and must succeed on a Strength saving throw, or be knocked prone. On a success, a creature takes only half damage, and is not knocked prone. **At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each level above 2nd.
\columnbreak
#### Sonic Shield *3rd-level Abjuration, Bard* ___ - **Casting Time:** 1 action - **Range:** self - **Components:** V, S - **Duration:** 1 minute ___ With a few gestures and a keyword at the end, you surround yourself with an invisible forcefield. While the forcefield is in effect, it grants a +3 bonus to your AC. Furthermore, if you are hit with a melee attack, your attacker takes thunder damage equal to your Charisma modifier, as your finishing keyword echoes loudly towards the attacker. **At Higher Levels:** When you cast this spell using a spell slot of 4th or 5th level, the duration increases to 10 minutes. When you cast this spell using a spell slot of 6th level or higher, the duration increases to 1 hour. #### War Cry *4th-level Enchantment, bard* ___ - **Casting Time:** 1 Action - **Range:** 60 feet - **Components:** V, S - **Duration:** 1 minute, concentration ___ Your presence itself is a deadly weapon, sharpening those who stand with you, or intimidating those who stand against you. Choose one of the following options; the targets gains the effect until the spell ends. ___ **Bolster:** chose up to 6 allies within 60 feet, they can add half of your proficiency bonus (rounded down) to all their attack rolls and their weapon damage rolls. ___ **Terrify:** enemies within 60 feet of you must succeed on a wisdom saving throw, or become frightened of you. Enemies can repeat this saving throw at the end of their turn. #### Shout *5th-level Evocation, Bard* ___ - **Casting Time:** 1 Action - **Range:** 60 feet (cone) - **Components:** V - **Duration:** Instantaneous ___ You emit an ear-splitting yell that dazes and damages creatures in its path. Any creature within the area must succeed on a Constitution saving throw, or take 5d8 thunder damage and be stunned until the end of their next turn. A creature takes half damage on a success, and isn't stunned. **At Higher Levels:** When you cast this spell using a spell level of 6th or higher, the damage increases by 1d8 for each level above 5th. \pagebreakNum ## Cleric Spells If you chose the Cleric class to qualify for the Spellsword Prestige Class, the following spells are added to the Cleric Spell list for you: #### Fearless Strike *1st-level Enchantment, Cleric* ___ - **Casting Time:** 1 Action - **Range:** Melee weapon range - **Components:** V, S, M (a weapon) - **Duration:** Instantaneous ___ Your god fills you with determination, and you project it outward. As a part of casting this spells, make a melee weapon attack against a target within the weapon's range. On a miss, the spell fails. On a hit, the target takes weapon damage as normal and an additional 1d6 radiant damage. Additionally, you can use your reaction to allow a friendly creature within 30 feet of you that you can see, that is affected by the Frightened condition, to make another saving throw against the effect. If the weapon attack roll was a critical hit, the friendly target makes the save with advantage. **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot above the first. Additionally, for every two slot levels above the 1st, you can target another friendly creature with the same reaction. #### Shining Javelin *2nd-level Conjuration, Cleric* ___ - **Casting Time:** 1 Action - **Range:** Self - **Components:** V, S - **Duration:** Instantaneous ___ You create a javelin out of pure, condensed light, and throw it at a target. Make a thrown weapon attack roll using your Strength, with a range of 30/120. If you hit, the target takes 3d12 radiant damage, and must succeed on a Constitution saving throw. On a failure, the target becomes incapacitated until the beginning of your next turn, as the holy energies partially overpower the body. **At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot above the second. #### Lance of Light *3rd-level Evocation, Cleric* ___ - **Casting Time:** 1 Action - **Range:** 30 feet - **Components:** S, M (a melee weapon worth at least 1 sp) - **Duration:** Duration ___ Light condenses on your weapon, elongating it into a lance of dazzling brightness. You point this weapon point withing range, and then near instantly travel in a line to that point. Any creature within that line must succeed on a Constitution saving throw or be blinded until the end of your turn. \columnbreak
If you would impact a creature along the way, your movement stops early and you must immediately make a melee weapon attack against that creature, using the weapon used in the casting. On a hit, the target takes weapon damage as normal, and an additional 4d6 radiant damage plus 1d6 radiant damage for every 15 feet traveled along the line. If you impact a solid surface, you stop and can choose to not make the attack. **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the spell's range increases by 30 for each slot level above the third. #### Divine Power *4th-level Evocation, Cleric* ___ - **Casting Time:** 1 Bonus Action - **Range:** Self - **Components:** V, S - **Duration:** 1 minute, concentration ___ With a swift prayer, your god bolsters your body with energy, granting you the following benefits: * Your hit point maximum and current hit points increase by a number equal to your character level. * You gain advantage on all weapon attacks. * When you hit a target with a weapon attack, that target takes an extra 2d6 radiant damage. * You gain proficiency in Strength saving throws. * You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks. You cannot cast any spells before this spell ends. When it does, the number of maximum hit points gained from this spell are lost. Also, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion. #### Divine Will *5th-level Divination, Cleric* ___ - **Casting Time:** 1 Bonus Action - **Range:** 30 feet - **Components:** V, M (a weapon) - **Duration:** instantaneous ___ With a few words of power and weapon raised, you force a painful fate upon the enemy. The target must make a Wisdom saving throw. On a failure, it takes 3d12 psychic damage and your next weapon attack on the creature is "foretold"- it automatically hits, dealing weapon damage and an additional 3d12 psychic damage. On a success the target takes half damage and your next attack has advantage instead, with no additional damage on hit from this spell. **At higher levels:** When you cast this spell using a spell slot of 6th level or higher, both instances of psychic damage increases by 1d12 for each level above the 5th. \pagebreakNum ## Druid Spells If you chose the Druid class to qualify for the Spellsword Prestige Class, the following spells are added to the Druid Spell list for you: #### Brisk Blades *1st-level Transmutation, Druid* ___ - **Casting Time:** 1 Bonus Action - **Range:** self - **Components:** V, M (two light weapons) - **Duration:** 1 minute, concentration ___ As part of the bonus action used to cast this spell you can unsheathe two light melee weapons. Sharp wind cloaks the blades, making them deadlier than the finest steel. Until the spell ends the damage die for these weapons becomes 1d10 and the weapons become magical, if they weren't already. #### Green Shield *2nd-level Necromancy* ___ - **Casting Time:** 1 Bonus Action - **Range:** self - **Components:** V, S, M (a seed, a small piece of vine, or a mushroom stem) - **Duration:** 1 minute ___ You offer your body and blood to a plant, letting it grow, which in turn shields you. Roll 3d6. You can take damage up to the number rolled, and your maximum hit points are reduced by that amount. A thick growth of vines, branches or fungus covers your body, granting you temporary hit points equal to the amount sacrificed. Until these hit points last, you are resistant to slashing, piercing and bludgeoning damage Damage to these temporary hit points does not count as taking damage for the purpose of maintaining concentration. If this damage reduces the barrier to 0 hit points, you take any remaining damage. If the barrier lasts its full duration, you can let it wither, or you can chose to plant it in soil. If you chose the latter, after years it has a chance to gain sentience as an Awakened Tree, Shrub, or similar creature, because of your life force, and your connection to nature. **At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, you roll an additional 1d6 for the barrier for each slot level above second. #### Slicing Whirlwind *3rd-level Conjuration, Druid* ___ - **Casting Time:** 1 Action - **Range:** self - **Components:** V, S - **Duration:** 10 minutes, concentration ___ You summon the wind around you, to whirl constantly, picking up sand and pebbles. While the spell is in effect, you can use your Bonus Action to send out a blast, with blades of wind mixed in the rubble. When you choose to do so, creatures in a 15 feet cone must succeed on a Strength saving throw, or they take 3d8 points of magical slashing damage, and are knocked prone. On a success a creature takes half damage and isn't knocked prone. \columnbreak
**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each level above 3rd. #### Skin of the Cactus *4th-level Transmutation, Druid* ___ - **Casting Time:** 1 Action - **Range:** Touch - **Components:** V, S, M (a handful of thorns) - **Duration:** 10 min ___ You call upon your connection with nature to cover a friendly target's exterior with plant-like spikes, spines, thorns and barbs. For the duration of the spell, every time when the target of this spell is hit be a melee attack roll (weapon or spell), the attacker takes magical piercing damage equal to 1d8 plus your Spellcasting Ability modifier. You can only have this spell active on one target at a time. If you cast it again while your previous casting is still in effect, the previous spell ends. **At Higher Levels:** When you cast this using a spell slot of 5th level or higher, the damage increases by 1d8 for every two slot levels above the 4th. #### Nature's Golem *5th level Transmutation, Druid* ___ - **Casting Time:** 1 Action - **Range:** 10 feet - **Components:** V, S - **Duration:** 1 minute, concentration ___ Vines and stone wreath themselves to form a Large golem underneath you, which you can mount as part of casting this spell and is under your control until the spell ends or until it is reduced to 0 hit points. An Nature Golem is a construct with AC of 15, 50 hit points, and a Strength and Dexterity of 18. Its Constitution is 10 and its Intelligence, Wisdom, and Charisma are 3. Its speed is 40 feet and it has blindsight with a radius of 30 feet and is blind beyond that distance. While mounted on the creature, you can command it to attack using a bonus action. (Attack: +8 to hit, 2d12 + 4 bludgeoning damage). Alternatively, you can merge with the Golem using a bonus action to assume direct control. You gain the Golem's remaining hit points as temporary hit points, gain advantage on Athletics checks, your speed is doubled, and your size becomes Large. The spell ends when you run out of these temporary hit points. Damage to these temporary hit points does not count as taking damage for the purpose of maintaining concentration. In this form, the golem extrudes oversized rock imitations of any melee weapons you are wielding, doubling their damage dice.
\pagebreakNum ## Sorcerer/Wizard Spells If you chose the Sorcerer or the Wizard class to qualify for the Spellsword Prestige Class, the following spells are added to the Sorcerer or the Wizard Spell list for you: ___ #### Wrought Wound *1st-level Necromancy, Sorcerer, Warlock, Wizard* ___ - **Casting Time:** 1 action - **Range:** self - **Components:** V, M(any weapon) - **Duration:** 1 minute ___ As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects and an additional 1d8 necrotic. Roll 5d8. If the creature's remaining hit points are less than this roll, the wound is magically enhanced. As long as you maintain concentration on this spell, that creature takes 1d8 necrotic damage at the beginning of its turns. This effect ends immediately if the creature receives magical healing. **At Higher Levels:** When you cast this spell using a spell slot of 2nd or higher, both damage rolls increase by 1d8 for each level above 1st. In addition, roll an additional 2d8 for each slot level above 1st to determine the amount of hit points affected. ___ #### Spell Flux *2nd-level abjuration* ___ - **Casting Time:** 1 Bonus Action - **Range:** Range - **Components:** V, M (a vial of ink) - **Duration:** 1 minute, concentration ___ You start projecting a protective magical force which emanates from your hand. You gain a +2 bonus to your AC and your dexterity saving throws (as per half cover), but cannot use your hand in any other way, except for somatic components of spells you cast. You also gain no benefit from wielding a shield. If a ranged spell attack hits the spell flux (the attack would have hit your original AC but misses your AC with the +2 bonus from cover) you can use your reaction to deflect the blow. Make a ranged spell attack on a creature of your choice within 30 feet of you, dealing the damage and effect of the original attack on a hit. If you lose concentration on this spell before the end of its duration, you can reweave the lingering magical energies on a subsequent turn using your bonus action. The spell's effects resume without having to recast it, until the original duration ends or you lose concentration again. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the bonuses increases by +1, up to +5 when using a spell slot of 5th level, granting you the benefit of three-quarters cover. Additionally, as your AC increases by using spell slots of a higher level, so does the "range" in which you can reflect a spell if it misses you. ___ \columnbreak
#### Arcane Joust *3rd-level Evocation, Sorcerer, Wizard* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** instantaneous ___ You take a step back before flashing forward with a blur of speed. All creatures in a 30 feet long and 5 feet wide area emanating from you in a direction you choose must make a Dexterity saving throw. On a fail, they take 3d10 magical piercing damage, or half as much damage on a success. Teleport to a location within 5 feet of the creature farthest from you effected by the spell. Make an melee attack roll against the target dealing weapon damage as normal and an additional 3d10 magical physical damage on a hit. **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, both the instances of damage increase by 1d10 for each slot level above the third.
#### Acidwrought Glaive *4th-level conjuration, Sorcerer, Wizard* ___ - **Casting Time:** 1 bonus action - **Range:** self - **Components:** V, S - **Duration:** 1 minute concentration ___ You slam your hands into the ground, and draw out a demonic emerald blade. The weapon functions as a Glaive, letting you make melee weapon attacks with a reach of 10 feet with your Attack action, but it deals acid damage on hit instead, equal to 2d10 plus your Strength modifier. If the Glaive is used to make weapon attacks, it is affected by the Great Weapon Fighting fighting style, and the Extra Attack feature. It can also be used to make Attacks of Opportunity. Alternatively, you can use your action to end the spell, compressing the weapon in your hands and detonating it, forcing creatures in a 20 feet cone to succeed on a Dexterity saving throw or take 6d10 acid damage. On a success a creature takes half damage **At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, the detonation damage the spell deals increases by 1d10 for each slot level above the fourth. Additionally, when you cast this spell using a spell slot of 5th level or higher, the weapon's damage die increases by 1d10 for every two slot levels above the 4th. ___ ___ \pagebreakNum #### Rimestrike *5th-level Evocation, Sorcerer, Wizard* ___ - **Casting Time:** 1 Bonus Action - **Range:** self - **Components:** V, M (an empty two-handed hilt) - **Duration:** 1 minute, concentration ___ You evoke the chill of the demiplane of ice blade in your hilt. The blade that extrudes from it is similar in size and shape to a greatsword, and it lasts for the Duration. You can use your action to make a single weapon attack against a target in range, dealing cold damage equal to 5d6 plus your Strength modifier. This weapon attack is affected by the Great Weapon Fighting fighting style, but not by the Extra Attack feature. You can make Attacks of Opportunity with this blade. A creature you hit with this attack on your turn is chilled - a chilled creature has its speed reduced to half and can't take reactions. The chilled condition lasts until the end of its next turn, and only one target an be chilled at a time. On a hit, you can also choose to leave the blade stuck in the target. The creature is restrained for the duration and takes 5d6 cold damage at the start of each of its turns. At the end of each of its turns, the target can make a Constitution saving throw, ending the spell on a success. A creature killed by this spell becomes a frozen statue until it thaws. **At Higher Levels:** When you cast this spell using a spell slot of 6th level or higher, both damage rolls increase by 1d6 for each slot level above the fifth. ## Warlock Spells If you chose the Warlock class to qualify for the Spellsword Prestige Class, the following spells are added to the Sorcerer or the Warlock Spell list for you: #### Wrought Wound *1st-level Necromancy, Sorcerer, Warlock, Wizard* ___ - **Casting Time:** 1 action - **Range:** self - **Components:** V, M(any weapon) - **Duration:** 1 minute ___ As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects and an additional 1d8 necrotic. Roll 5d8. If the creature's remaining hit points are less than this roll, the wound is magically enhanced. As long as you maintain concentration on this spell, that creature takes 1d8 necrotic damage at the beginning of its turns. This effect ends immediately if the creature receives magical healing. **At Higher Levels:** When you cast this spell using a spell slot of 2nd or higher, both damage rolls increase by 1d8 for each level above 1st. In addition, roll an additional 2d8 for each slot level above 1st to determine the amount of hit points affected. \columnbreak #### Dark Javelin *2nd-level conjuration, Warlock* ___ - **Casting Time:** 1 Action - **Range:** Range - **Components:** V, S - **Duration:** 10 minute, concentration ___ You summon 3 barbed harpoons, constructed from intricate black steel. They float in the air above your head for the spell's duration. When you cast the spell, and as an action on a subsequent turn, you can direct a harpoon to hurl at target a within range. Make a ranged spell attack. On a hit, the creature takes 2d6 necrotic damage and must succeed on a Dexterity saving throw or the harpoon lodges into them. A creature's speed is reduced by 20 feet as long as at least one harpoon is lodged in it. The target can use its action to pull any number of harpoons out, taking an additional 1d6 necrotic damage for each harpoon. You can use your bonus action to recall a javelin to float beside you again. If you use this bonus action to recall a javelin lodged in a target, you tear it out, with the target taking the 1d6 necrotic damage. **At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the number of harpoons created increases by one for each slot level above second. Additionally, when you cast this spell using a 3rd- or 4th-level spell slot, you can shoot 2 harpoons with your action and recall 2 with your bonus action. When you cast this using a 5th level or slot , you can manipulate 3. #### Wrath of the Storm King *3rd-level evocation, Warlock* ___ - **Casting Time:** 1 Action - **Range:** self - **Components:** V, S - **Duration:** Instantaneous ___ You temporarily enchant your weapon with booming energy from the Vengeful Land, and heave a mighty swing at a creature within range. Make a melee weapon attack against a target, dealing weapon damage on hit and an additional 5d6 thunder damage. The target must succeed on a Constitution saving throw, or be pushed back 10 feet. On a succesful save, the target isn't pushed. Furthermore, if the target is pushed into a wall or similar surface from this spell alone, he energy inside the target's body bursts outward, dealing 5d6 thunder damage in a 10 feet radius around the target, excluding it. Affected creatures can attempt a Constitution saving throw against your Spellsword spell save DC, taking half damage on a success. **At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, both instances of damage increase by 1d6, and the target is pushed an additional 5 feet for each slot level above 3rd. \pagebreakNum ## Warlock Spells If you chose the Warlock class to qualify for the Spellsword Prestige Class, the following spells are added to the Sorcerer or the Warlock Spell list for you: #### Wrought Wound *1st-level Necromancy, Sorcerer, Warlock, Wizard* ___ - **Casting Time:** 1 action - **Range:** self - **Components:** V, M(any weapon) - **Duration:** 1 minute ___ As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects and an additional 1d8 necrotic. Roll 5d8. If the creature's remaining hit points are less than this roll, the wound is magically enhanced. As long as you maintain concentration on this spell, that creature takes 1d8 necrotic damage at the beginning of its turns. This effect ends immediately if the creature receives magical healing. **At Higher Levels:** When you cast this spell using a spell slot of 2nd or higher, both damage rolls increase by 1d8 for each level above 1st. In addition, roll an additional 2d8 for each slot level above 1st to determine the amount of hit points affected. #### Dark Javelin *2nd-level conjuration, Warlock* ___ - **Casting Time:** 1 Action - **Range:** Range - **Components:** V, S - **Duration:** 10 minute, concentration ___ You summon 3 barbed harpoons, constructed from intricate black steel. They float in the air above your head for the spell's duration. When you cast the spell, and as an action on a subsequent turn, you can direct a harpoon to hurl at target a within range. Make a ranged spell attack. On a hit, the creature takes 2d6 necrotic damage and must succeed on a Dexterity saving throw or the harpoon lodges into them. A creature's speed is reduced by 20 feet as long as at least one harpoon is lodged in it. The target can use its action to pull any number of harpoons out, taking an additional 1d6 necrotic damage for each harpoon. You can use your bonus action to recall a javelin to float beside you again. If you use this bonus action to recall a javelin lodged in a target, you tear it out, with the target taking the 1d6 necrotic damage. **At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the number of harpoons created increases by one for each slot level above second. Additionally, when you cast this spell using a 3rd- or 4th-level spell slot, you can shoot 2 harpoons with your action and recall 2 with your bonus action. When you cast this using a 5th level or slot , you can manipulate 3. \columnbreak #### Wrath of the Storm King *3rd-level evocation, Warlock* ___ - **Casting Time:** 1 Action - **Range:** self - **Components:** V, S - **Duration:** Instantaneous ___ You temporarily enchant your weapon with booming energy from the Vengeful Land, and heave a mighty swing at a creature within range. Make a melee weapon attack against a target, dealing weapon damage on hit and an additional 5d6 thunder damage. The target must succeed on a Constitution saving throw, or be pushed back 10 feet. On a succesful save, the target isn't pushed. Furthermore, if the target is pushed into a wall or similar surface from this spell alone, he energy inside the target's body bursts outward, dealing 5d6 thunder damage in a 10 feet radius around the target, excluding it. Affected creatures can attempt a Constitution saving throw against your Spellsword spell save DC, taking half damage on a success. **At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, both instances of damage increase by 1d6, and the target is pushed an additional 5 feet for each slot level above 3rd. #### Spike of Dis *4th-level Conjuration, Warlock* ___ - **Casting Time:** 1 Action - **Range:** 5 feet - **Components:** V, M (any weapon) - **Duration:** 1 round ___ You call forth power and metal called from the Iron City, imbuing your weapon, then bring it down with a brutal overhead strike. Make a melee weapon attack against a creature within range, dealing damage as normal and an additional 2d12 magical physical damage on hit, appropriate for the weapon you are using. On a hit or a miss, the summoned material travels to the ground then shoots upwards as thin barbed spikes in the 5-foot square attacked. Any creature occupying that space must succeed on a Dexterity saving throw or take 2d12 magical piercing damage and be restrained until the end of its turn. The creature can use its action attempt a Strength saving throw against your Spellsword save DC to free itself. **At Higher Levels** When you cast this spell using a spell slot of 5th level or higher, the damage of the weapon attack and area of effect increases by 1d12 for each slot level above the fourth. #### Acheron's Maelstrom *5th-level Transmutation, Warlock* ___ - **Casting Time:** 1 Action - **Range:** 5 feet - **Components:** V, M (any weapon) - **Duration:** Instantaneous ___ Your weapon starts to glisten with black blood, and you use it to make 20 strikes at a target within range. These count as weapon attacks. You learn the target's AC. Subtract the target's AC from 20 + your spell attack modifier and record that value. The target takes 2d6 necrotic damage, plus an additional number of d6s equal to the number recorded. \pagebreakNum ## Wizard/Sorcerer Spells If you chose the Sorcerer or the Wizard class to qualify for the Spellsword Prestige Class, the following spells are added to the Sorcerer or the Wizard Spell list for you: ___ #### Wrought Wound *1st-level Necromancy, Sorcerer, Warlock, Wizard* #### Spell Flux *2nd-level abjuration* ___ - **Casting Time:** 1 Bonus Action - **Range:** Range - **Components:** V, M (a vial of ink) - **Duration:** 1 minute, concentration ___ You start projecting a protective magical force which emanates from your hand. You gain a +2 bonus to your AC and your dexterity saving throws (as per half cover), but cannot use your hand in any other way, except for somatic components of spells you cast. You also gain no benefit from wielding a shield. If a ranged spell attack hits the spell flux (the attack would have hit your original AC but misses your AC with the +2 bonus from cover) you can use your reaction to deflect the blow. Make a ranged spell attack on a creature of your choice within 30 feet of you, dealing the damage and effect of the original attack on a hit. If you lose concentration on this spell before the end of its duration, you can reweave the lingering magical energies on a subsequent turn using your bonus action. The spell's effects resume without having to recast it, until the original duration ends or you lose concentration again. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the bonuses increases by +1, up to +5 when using a spell slot of 5th level, granting you the benefit of three-quarters cover. Additionally, as your AC increases by using spell slots of a higher level, so does the "range" in which you can reflect a spell if it misses you. ___ #### Arcane Joust *3rd-level Evocation, Sorcerer, Wizard* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** instantaneous ___ You take a step back before flashing forward with a blur of speed. All creatures in a 30 feet long and 5 feet wide area emanating from you in a direction you choose must make a Dexterity saving throw. On a fail, they take 3d10 magical piercing damage, or half as much damage on a success. Teleport to a location within 5 feet of the creature farthest from you effected by the spell. Make an melee attack roll against the target dealing weapon damage as normal and an additional 3d10 magical physical damage on a hit. **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, both the instances of damage increase by 1d10 for each slot level above the third. \columnbreak
#### Acidwrought Glaive *4th-level conjuration, Sorcerer, Wizard* ___ - **Casting Time:** 1 bonus action - **Range:** self - **Components:** V, S - **Duration:** 1 minute concentration ___ You slam your hands into the ground, and draw out a demonic emerald blade. The weapon functions as a Glaive, letting you make melee weapon attacks with a reach of 10 feet with your Attack action, but it deals acid damage on hit instead, equal to 2d10 plus your Strength modifier. If the Glaive is used to make weapon attacks, it is affected by the Great Weapon Fighting fighting style, and the Extra Attack feature. It can also be used to make Attacks of Opportunity. Alternatively, you can use your action to end the spell, compressing the weapon in your hands and detonating it, forcing creatures in a 20 feet cone to succeed on a Dexterity saving throw or take 6d10 acid damage. On a success a creature takes half damage **At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, the detonation damage the spell deals increases by 1d10 for each slot level above the fourth. Additionally, when you cast this spell using a spell slot of 5th level or higher, the weapon's damage die increases by 1d10 for every two slot levels above the 4th. #### Rimestrike *5th-level Evocation, Sorcerer, Wizard* ___ - **Casting Time:** 1 Bonus Action - **Range:** self - **Components:** V, M (an empty two-handed hilt) - **Duration:** 1 minute, concentration ___ You evoke the chill of the demiplane of ice blade in your hilt. The blade that extrudes from it is similar in size and shape to a greatsword, and it lasts for the Duration. You can use your action to make a single weapon attack against a target in range, dealing cold damage equal to 5d6 plus your Strength modifier. This weapon attack is affected by the Great Weapon Fighting fighting style, but not by the Extra Attack feature. You can make Attacks of Opportunity with this blade. A creature you hit with this attack on your turn is chilled - a chilled creature has its speed reduced to half and can't take reactions. The chilled condition lasts until the end of its next turn, and only one target an be chilled at a time. On a hit, you can also choose to leave the blade stuck in the target. The creature is restrained for the duration and takes 5d6 cold damage at the start of each of its turns. At the end of each of its turns, the target can make a Constitution saving throw, ending the spell on a success. A creature killed by this spell becomes a frozen statue until it thaws. **At Higher Levels:** When you cast this spell using a spell slot of 6th level or higher, both damage rolls increase by 1d6 for each slot level above the fifth. \pagebreakNum ## Afterthought, clarifications and credits After much deliberation, while I didnt specifically exclude paladins, rangers, Eldritch Knigths and Arcane Tricksters, I could not come up with a requirement that would support those classes without making fullcasters OP, so I gave up supporting them in the spell department. I tried to be as meticulous in my wordings as possible, leaving very little to GM interpretation, but here? I got nothing. I cannot tell you to not play this class with one of those, only warn you that those were not intended to be built upon, so the outcome may be... wonky at best. But then again some people would argue that paladins are the best gish in the game, and a billion ranger reworks exsist, so thats maybe okay? I dont know. ___ One thing though, the spells have been made (or modified) with explicit MADness in mind, having to balance multiple stats to allow them to be their best. But Hexblade exsists, and the list of things it can break is ever expanding. I tend to use the word "broken" as "nearly impossible to balance", and I much feel that applies here. So, just a heads up. ___ Ive tried to balance the spells in a way to fit the delayed powercurve, but without making them too strong should a GM allow picking them without multiclassing into this class.
Other than that, I will use this last page to clarify some things that may have been skimmed over (or other things as they come up in the comments): * you can only "smite" on your turn * only 1 "smite" per turn * multiple debuffs can be active at the same time, but only 1 of each kind * separate saves against the effects - this can drag down the game * if the spell says "make a whatever WEAPON attack", yes you can smite * druids not wearing metal armor is dumb, I want to see it gone to not limit the player, but I cant just "rule it away" * divine souls gets the new cleric spells * if a spell says "weapon dmg + magical physical", the "kind of physical" is the same as the weapon's damage type * Jeremy Crawford said on twitter that post-tasha booming blade works with [warcaster](https://twitter.com/JeremyECrawford/status/1326598236937674752?s=20&fbclid=IwAR1AIuXMjF8srrwZ5S3zrqbuK2Gr-GykdGHEAbKoP6SF2zSwgcMx4817McA "title"). The best wording I came up with was "Melee weapon range", it accounts for reach weapons and other circumstancial range increases (large size, bugbear limbs). > ##### Art Credits > Eldritch Knight - Obsidian Entertainment, Neverwinter Nights 2 > > Warpriest - Obsidian Entertainment, Neverwinter Nights 2 > >Savage Bard by Ron Spencer, Wizards of the Coast galleries \columnbreak One of the critique I got was that it was simply "more worth" to multiclass into paladin, no matter how MAD, no matter how it stunts you spell progression. | Old Spellsword | Level |Paladin | |:---:|:---:|:-----------:| | d8 HP | 1 |d10 HP | | Proficiencies | 1 |Proficiencies (more) | | Fighting style | 1 |Divine Sense | | - | 1 |Lay on Hands | | 1/5 Spell Progression | 2 |Fighting Style (more options) | | - | 2 |Paladin Spell acces | | - | 2| Divine Smite | | Magical Coating | 3| Sacred Oath | | - | 3 |Oath Spells | | - | 3 |Divine Health | | 2/5 Spell Progression | 4| ASI/Feat | | Extra Attack | 5 |Extra Attack |
So, I tried to use that as a template to figure out where to put stuff, how to incentivise taking more levels if there would be an overlap between features. If I modelled it right, the new one looks like this:
| New Spellsword | Level | Paladin | |:---:|:---: |:-----------:| | d8 | 1 | d10 | | Proficiencies | 1 | Proficiencies (more) | | +move/+hp | 1 | Divine Sense | | New Spells | 1 | Lay On Hands | | 1/5 Spell Progression | 2 | Fighting Style(more options) | | - | 2 | Paladin Spell Access | | - | 2 | Divine Smite | | Magical Coating | 3 | Sacred Oath | | Offensive Training (fighting style) | 3 | Oath Spells | | - | 3 | Divine Health | | 2/5 Spell Progression | 4 | ASI/Feat | | Defensive Training (partial feat) | 5 | - | | Extra Attack | 5 | Extra Attack | > ##### Mechanical credits > To Metabot and his Manual of Magical Maneuvers, spells used and modified by his permission. Check out his latest work [here](https://www.gmbinder.com/share/-L7Y2eb8A7ocr_28ySIf "title"). > > >To Keith Baker, whose Circle of the Forged inspired my not-smite, used and modified with permission.