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Unchained Spellsword
\pagebreak # Introduction This document exists as one of several that is a way to completely overhault the way Dungeons & Dragons 2024 handles its progresssion and power level. The name comes from older editions of Dungeons & Dragons such as 3rd Edition and similar spinoff games, and aims to empower classes and make D&D 2024 a better feeling game to play for Players. ##### References to Other Documentation The following abbreviations are used to reference official Dungeons & Dragons 5th Edition and 2024 expansion documents as well as other documents I have created. - AAG: Astral Adventurer's Guide - BMT: Book of Many Things - DMG14: Dungeon Master's Guide (2014) - DMG24: Dungeon Master's Guide 2024 - EEPC: Elemental Evil Player's Companion - EFA: Eberron: Forge of the Artificer - EGW: Explorer's Guide to Wildemount - ERLW: Eberron: Rising From the Last War - FRHoF: Forgotten Realms: Heroes of Faerun - FTD: Fizzban's Treasury of Dragons - GGR: Guildmaster's Guide to Ravnica - IDRotF: Icewind Dale: Rime of the Frostmaiden - MCoC: [Magniloth's Compendium of Changes](https://www.gmbinder.com/share/-OHOVns3oJ5U6OvncOXv "title") - MOT: Mythic Odysseys of Theros - MPMM: Mordenkainen Presents: Monsters of the Multiverse - MM25: Monster Manual 2025 - MTF: Mordenkainen's Tome of Foes - PHB14: Player's Handbook (2014) - PHB24: Player's Handbook 2024 - SCAG: Sword Coast Adventurer's Guide - SCC: Strixhaven: A Curriculum of Chaos - SCoC: [Smug's Compendium of Changes](https://www.gmbinder.com/share/-MxWM7sDsRlqNvXYUhOd "title") - SatO: Sigil and the Outlands - TCE: Tasha's Cauldron of Everything - TDSCR: Tal'Dorei Campaign Setting Reborn - UCR: [Unchained Rules](https://www.gmbinder.com/share/-ObEeel4hexs05f7FWl0 "Title") - VGM: Volo's Guide to Monsters - VRGR: Van Richten's Guide to Ravenloft - XGE: Xanathar's Guide to Everything - XUA25ApS: Unearthed Arcana 2025: Apocalyptic Subclasses - XUA25ArS: Unearthed Arcana 2025: Arcane Subclasses - XUA25P: Unearthed Arcana 2024: The Psion - XUA25PU: Unearthed Arcana 2025: The Psion Update - XUA25SU: Unearthed Arcana 2025: Subclasses Update \columnbreak ## How to Use To use this Document, simply use it in place of the normal Dungeons & Dragons 2024 Class this document is named after. Game Masters should **increase the CR of all Encounters by +1 from the normal calculations** to account for the greater power of these Classes.
Note that the Unchained Class documents do not include any of the Spells listed in their Spells appendix, should they have one. These are found in official documentation from Wizards of the Coast, their affliates, or within other Homebrew documents found on the References to Other Documentation list to the left. Purchase official products from Wizards of the Coast to gain access to that content if it is from an official source, or via other homebrew documents linked in that list.
If a document does not list an Unchained Class in the list of Classes or Subclasses that can learn or prepare that Spell, then the list found in the appropriate appendix in that Unchained Class's Document takes priority. \pagebreakNum # Unchained Spellsword Wearing half-plate covered in glowing inscriptions, a warrior swings a sword which erupts into a cone of flames as it strikes its foe, incinerating a horde of goblins behind the bugbear he split in half. Chanting as the inscriptions flare with magic power, his body blurs and what's left of the horde charges.
With a chant and a splay of her hands, an elvish woman in leather armor unleashes a barrage of ice blades at a human bandit, the blades digging into his flesh. She then turns to a gnome, pointing her rapier at him as his body glows with arcane power before growing in size.
These are Unchained Spellswords, warriors who have truly fused the arcane with the mundane. Rather than choose between the study of spells and blade, these jacks of all trades have opted to forgo true mastery in favor of versatility. Unchained Spellswords mix the power of martial swordplay with the creativity of magical power, weaving spells in between deft strikes. ### Of Book and Blade Unchained Spellswords divide their focus between the arcane tomes of a Wizard and the bladework of a Fighter, fusing the two combat styles to create something new and unique. Not as frail as a Bladesinger, but not as clever as a Battlemaster, Unchained Spellswords are truly the idea of versatility over mastery personified.
Unchained Spellswords spend years of their life training with a weapon and with magic, and then more still fusing the two into a cohesive and effective fighting style. Through this, they can duck and weave through the battlefield, going from trained swordsman to skilled mage in an instant and causing chaos on the battlefield. ### Impatient Warriors Lacking the dedication in one art, Unchained Spellswords are often impatient and on the move. They tend to always be going somewhere or doing something, trying to uncover new spells or new ways to use weapons and working them into their fighting style.
As such, Unchained Spellswords are naturally suited to adventuring due to their want to travel and dislike of staying in place too long. It's not uncommon to see Unchained Spellswords as hired guards for caravans, the pay good and constant travel useful - to say nothing of the magics they have. \columnbreak ### Blade-Using Blasters Most Unchained Spellswords favor Evocation magic in general, preferring to use magic as a gap-closer so they can strike with their blades.
Still, some might throw in a dash of Abjuration, Conjuration, or even Transmutation magic to augment themselves and their allies instead, more directly mixing might with magic.
Regardless, Unchained Spellswords know that only through balancing their two talents can they reach the apex of their power, and most are careful in what spells they learn and prepare every day. \pagebreakNum ### Martial Mentor An Unchained Spellsword has a mentor who taught their martial techniques. These mentors range from grizzled veterans to those whose job it is to instruct others in the martial arts.
What was your mentor like? What prompted them to teach you? Why did you seek them out to start your training? | d6 | Martial Mentor | |:---:|:-----------:| | 1 | A dueling instructor who frequently works for nobles saw my innate talent and decided to teach me. | | 2 | I paid a retired adventurer to teach me. | | 3 | A military veteran who was a family friend saw my potential and taught me. | | 4 | I was part of a town guard, where I received basic training. | | 5 | I'm self taught, and not half bad - if I do say so myself. Still, I have much to learn. | | 6 | I grew up on the streets; learning how to defend myself was imperative to my survival, and a kindly old man took pity on me and taught me his skills. | \columnbreak ### Magical Mentor Unchained Spellswords also have a mentor who taught them how to use their magic. Like Wizards, Unchained Spellswords learn their magic rather than having it granted to them or having innate magical power.
What was your teacher like? What magic did they specialize in? How did they come to find you - or did you find them? | d6 | Magical Mentor | |:---:|:-----------:| | 1 | My teacher was an elven Bladesinger who taught me some of his techniques. | | 2 | My mentor was an eccentric old wizard who taught me for his own amusement. | | 3 | I was taught by my tribe's shaman, learning the mystic arts to protect myself. | | 4 | I won a bet with a Wizard, and as reward he taught me some of his magic. | | 5 | I taught myself through extensive study and practice. | | 6 | I was taught how to cast magic so that I could work within a criminal syndicate. | \pagebreakNum ### Weapon of Choice Unchained Spellswords all favor a specific weapon that they channel their magic into. This is usually tied to their fighting style, and each Unchained Spellsword has a favored weapon.
What weapon does your character favor? Why do they prefer it to others? Who trained them to use it? | d6 | Weapon | |:---:|:-----------:| | 1 | Longsword. One-handed combat that leaves my offhand free for spellcasting is practical and powerful. | | 2 | Greataxe. My foes will feel the sharpness of my blade and the might of my magic in one strike! | | 3 | Rapier. A mix of quick movement and flourishing somatic components make up my fighting style. | | 4 | Dagger. I use two at once, stabbing foes and launching magic directly into their vitals with explosive results. | | 5 | Mace. Heavy strikes mixed with powerful magic makes for powerful blows. | | 6 | Warhammer. I strike with crushing force and blast my foes with lightning magic. | \pagebreakNum
##### The Unchained Spellsword | Level | Proficiency Bonus | Features | Maneuvers Known | Maneuver Dice | Cantrips Known | Spells Learned* | Prepared Spells | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Fighting Style, Martial Maneuvers, Spellblade, Spellcasting, Unchained Spellsword Subclass | 2 | 2 | 2 | 3 | 2 | 2 | - | - | - | - | | 2nd | +2 | Channel Spell, Expertise | 2 | 2 | 2 | 4 | 3 | 2 | - | - | - | - | | 3rd | +2 | Martial Knowledge, Tactical Prowess | 2 | 2 | 2 | 5 | 4 | 3 | - | - | - | - | | 4th | +2 | Ability Score Improvement | 2 | 2 | 2 | 6 | 5 | 3 | - | - | - | - | | 5th | +3 | Extra Attack, Power Attack, Subclass Feature | 4 | 4 | 2 | 7 | 6 | 4 | 2 | - | - | - | | 6th | +3 | - | 4 | 4 | 2 | 8 | 7 | 4 | 2 | - | - | - | | 7th | +3 | Superior Concentration (1 Use) | 4 | 4 | 2 | 9 | 8 | 4 | 3 | - | - | - | | 8th | +3 | Ability Score Improvement | 4 | 4 | 2 | 10 | 9 | 4 | 3 | - | - | - | | 9th | +4 | Expertise | 4 | 4 | 2 | 11 | 10 | 4 | 3 | 2 | - | - | | 10th | +4 | Subclass Feature | 6 | 6 | 3 | 12 | 10 | 4 | 3 | 2 | - | - | | 11th | +4 | Improved Extra Attack, Peak Performance, Superior Concentration (2 Uses) | 6 | 6 | 3 | 13 | 11 | 4 | 3 | 3 | - | - | | 12th | +4 | Ability Score Improvement | 6 | 6 | 3 | 14 | 11 | 4 | 3 | 3 | - | - | | 13th | +5 | - | 6 | 6 | 3 | 15 | 12 | 4 | 3 | 3 | 1 | - | | 14th | +5 | Antimagic | 6 | 6 | 4 | 16 | 12 | 4 | 3 | 3 | 1 | - | | 15th | +5 | - | 8 | 8 | 4 | 17 | 13 | 4 | 3 | 3 | 2 | - | | 16th | +5 | Ability Score Improvement | 8 | 8 | 4 | 18 | 13 | 4 | 3 | 3 | 2 | - | | 17th | +6 | - | 8 | 8 | 4 | 19 | 14 | 4 | 3 | 3 | 3 | 1 | | 18th | +6 | Superior Concentration (3 Uses) | 8 | 8 | 4 | 20 | 14 | 4 | 3 | 3 | 3 | 1 | | 19th | +6 | Epic Boon | 8 | 8 | 4 | 21 | 15 | 4 | 3 | 3 | 3 | 2 | | 20th | +6 | Master of Spell and Sword, Multiple Channel Spell | 8 | 8 | 4 | 22 | 15 | 4 | 3 | 3 | 3 | 2 |
**NOTE: This refers to the Spells added to your Spellbook by gaining an Unchained Spellsword Level. You may still add additional Spells to your Spellbook by scribing them as described later* ##### Multiclassing **Ability Score Minimum:** Strength 13, Intelligence 13
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.
**Armor:** Light Armor, Medium Armor
**Weapons:** Martial Weapons \pagebreakNum ### Creating an Unchained Spellsword When creating an Unchained Spellsword, you should consider your character's preference in combat. Do they lean harder into their swordplay? Do they prefer to sling spells, supplementing them with defensive bladework? Or do they find a balance between the two?
Why have you become and adventurer? Do you simply seek to test yourself, or maybe you want to show off your skills? Perhaps your mentor sent you on a quest to prove the fruits of your training? #### Quick Build You can make an Unchained Spellsword quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, followed by Intelligence and Constitution. Second, choose the Sage background. ## Class Features - **Hit dice:** 1d8 per Unchained Spellsword level.
- **Hit Points at 1st Level:** 8 + your Constitution modifier
- **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per Unchained Spellsword level after 1st. #### Proficiencies **Armor:** Light armor, Medium Armor
**Weapons:** Simple wepaons, Martial Weapons
**Tools:** one of your choice.
**Saving Throws:** Strength, Intelligence
**Skills:** Choose any three skills. #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* Leather Armor, a Longsword, a Scholar's Pack, a Spellbook, and 35 GP - *(b)* 150 GP \pagebreakNum ### Fighting Style At 1st level, you have honed your martial prowess and gain a Fighting Style feat of your choice from the 2024 Player's Handbook or the [Unchained Rules](https://www.gmbinder.com/share/-ObEeel4hexs05f7FWl0 "Title") document. Instead of choosing one of those feats, you can choose the option below.
**Arcane Warrior.** You learn one Unchained Wizard cantrip of your choice. Fire Bolt is recommended. The chosen cantrip counts as an Unchained Spellsword spell for you, and Intelligence is your spellcasting ability for it. Whenever you gain an Unchained Spellsword level, you can replace this cantrip with another Unchained Wizard cantrip.
Whenever you gain an Unchained Spellsword level, you can replace the feat you chose with a different Fighting Style feat. ### Martial Maneuvers At 1st level, your experience on the battlefield has refined your fighting techniques. You learn maneuvers that are fueled by special dice called Maneuver Dice.
**Maneuvers.** You learn two maneuvers of your choice from the "Maneuver Options" section later in this feature's description. Many maneuvers enhance an attack in some way. You can use only one maneuver per Round, and cannot use a maneuver on the same Attack you would use a Weapon Mastery Property, Martial Strike, the Power Attack Class Feature, an attack you would apply Unchained Paladin's Divine Smite Class Feature to, an attack you would apply Unchained Ranger's Hunter's Mark Damage Die to, or an attack you would apply Unchained Rogue's Sneak Attack Class Feature to.
You learn two additional maneuvers of your choice when you reach levels 5, 10, and 15 in the Class you gained your Maneuvers from. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
**Maneuver Dice.** You have two Maneuver Dice, which are d6s. A Maneuver Die is expended when you use it. You regain half of your expended Maneuver Dice (minimum 1) when you finish a Short Rest and all of your expended Maneuver Dice when you finish a Long Rest.
You gain two additional Maneuver Dice when you reach levels 5 (four dice total), 10 (six dice total) and 15 (eight dice total) in the class you gained your Maneuver Dice from.
**Saving Throws.** If a maneuver requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier (your choice) and Proficiency Bonus. \columnbreak #### Maneuver Options The Martial Maneuvers are presented here in Alphabetical order.
**Ambush.** When you make a Dexterity (Stealth) check or an Initiative roll, you can expend one Maneuver Die and add the die to the roll, unless you have the Incapacitated condition.
**Bait and Switch.** When you're within 5 feet of a creature on your turn, you can expend one Maneuver Die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and doesn't have the Incapacitated condition. This movement doesn't provoke Opportunity Attacks. Roll the Maneuver Die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
**Commander's Strike.** When you take the Attack action on your turn, you can replace one of your attacks to direct one of your companions to strike. When you do so, choose a willing creature who can see or hear you and expend one Maneuver Die. That creature can immediately use its Reaction to make one attack with a weapon or an Unarmed Strike, adding the Maneuver Die to the attack's damage roll on a hit.
**Commanding Presence.** When you make a Charisma (Intimidation, Performance, or Persuasion) check, you can expend one Maneuver Die and add that die to the roll.
**Disarming Attack.** When you hit a creature with an attack roll, you can expend one Maneuver Die to attempt to disarm the target. Add the Maneuver Die roll to the attack's damage roll. The target must succeed on a Strength saving throw or drop one object of your choice that it's holding, with the object landing in its space.
**Distracting Strike.** When you hit a creature with an attack roll, you can expend one Maneuver Die to distract the target. Add the Maneuver Die roll to the attack's damage roll. The next attack roll against the target by an attacker other than you has Advantage if the attack is made before the start of your next turn.
**Evasive Footwork.** As a Bonus Action, you can expend one Maneuver Die and take the Disengage action. You also roll the die and add the number rolled to your AC until the start of your next turn.
**Feinting Attack.** As a Bonus Action, you can expend one Maneuver Die to feint, choosing one creature within 5 feet of yourself as your target. You have Advantage on your next attack roll against that target this turn. If that attack hits, add the Maneuver Die to the attack's damage roll.
**Goading Attack.** When you hit a creature with an attack roll, you can expend one Maneuver Die to attempt to goad the target into attacking you. Add the Maneuver Die to the attack's damage roll. The target must succeed on a Wisdom saving throw or have Disadvantage on attack rolls against targets other than you until the end of your next turn. \pagebreakNum
**Lunging Attack.** As a Bonus Action, you can expend one Maneuver Die and take the Dash action. If you move at least 5 feet in a straight line immediately before hitting with a melee attack as part of the Attack action on this turn, you can add the Maneuver Die to the attack's damage roll.
**Maneuvering Attack.** When you hit a creature with an attack roll, you can expend one Maneuver Die to maneuver one of your comrades into another position. Add the Maneuver Die roll to the attack's damage roll, and choose a willing creature who can see or hear you. That creature can use its Reaction to move up to half its Speed without provoking an Opportunity Attack from the target of your attack.
**Menacing Attack.** When you hit a creature with an attack roll, you can expend one Maneuver Die to attempt to frighten the target. Add the Maneuver Die to the attack's damage roll. The target must succeed on a Wisdom saving throw or have the Frightened condition until the end of your next turn.
**Parry.** When another creature damages you with a melee attack roll, you can take a Reaction and expend one Maneuver Die to reduce the damage by the number you roll on your Maneuver Die plus your Strength or Dexterity modifier (your choice).
**Precision Attack.** When you miss with an attack roll, you can expend one Maneuver Die, roll that die, and add it to the attack roll, potentially causing the attack to hit.
**Pushing Attack.** When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Maneuver Die to attempt to drive the target back. Add the Maneuver Die to the attack's damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet directly away from you.
**Rally.** As a Bonus Action, you can expend one Maneuver Die to bolster the resolve of a companion. Choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains Temporary Hit Points equal to the Maneuver Die roll plus half your Unchained Monk level (round down).
**Riposte.** When a creature misses you with a melee attack roll, you can take a Reaction and expend one Maneuver Die to make a melee attack roll with a weapon or an Unarmed Strike against the creature. If you hit, add the Maneuver Die to the attack's damage.
**Sweeping Attack.** When you hit a creature with a melee attack roll using a weapon or an Unarmed Strike, you can expend one Maneuver Die to attempt to damage another creature. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your Maneuver Die. The damage is of the same type dealt by the original attack. \columnbreak
**Tactical Assessment.** When you make an Intelligence (History or Investigation) check or a Wisdom (Insight) check, you can expend one Maneuver Die and add that die to the ability check.
**Trip Attack.** When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Maneuver Die and add the die to the attack's damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or have the Prone condition. ### Spellblade At 1st level, you learn how to transform a Simple or Martial Melee Weapon into a focus for your spells. When you gain this Feature, and again when you finish a Short or Long Rest, you can focus your arcane power on a Simple or Martial Melee Weapon with which you are proficient that lacks the Special Property and transform that weapon into your Spellblade. Your Spellblade can be used as a focus for your Unchained Spellsword spells, and you can use Intelligence instead of Strength or Dexterity for its Attack and Damage rolls.
You can only have one Spellblade at a time; if you create another Spellblade, the first one loses the benefits of this feature. \pagebreakNum ### Spellcasting At 1st level, You have learned how to channel magical energy through objects. See the 2024 Player's Handbook for the rules on spellcasting. The information below details how you use those rules with Unchained Spellsword Spells, which appear in the Unchained Spellsword spell list found on page 19 of this document.
**Cantrips.** You know two Unchained Spellsword cantrips of your choice. Blade Ward (MCoC) and Booming Blade (TCE) are recommended.
Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Unchained Spellsword cantrip of your choice.
When you reach Unchained Spellsword levels 10 and 14, you learn another Unchained Spellsword cantrip of your choice, as shown in the Cantrips column of the Revised Unchained Spellsword Features table.
**Spellbook.** Your study of magic has culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the book's appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine.
The book contains the level 1+ spells you know. It starts with three level 1 Unchained Spellsword spells of your choice. Absorb Elements (XGE), Burning Hands, and Shield (MCoC) are recommended.
Whenever you gain an Unchained Spellsword level after 1, add one Unchained 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 in the Unchained Spellsword Features table. The spells are the culmination of arcane research you do regularly.
If another Unchained Spellsword feature adds spells to your Spellbook, those spells don't count against the number of spells you can prepare at that Unchained Spellsword Level with this feature, but those spells otherwise count as Unchained Spellsword spells for you.
**Spell Slots.** The Unchained Spellsword Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a Long Rest. \columnbreak
**Prepared Spells of Level 1+.** You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots.
The number of spells on your list increases as you gain Unchained Spellsword levels, as shown in the Prepared Spells column of the Unchained Spellsword Features table. Whenever that number increases, choose additional Unchained Spellsword Spells until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Unchained Spellsword, your list of prepared spells can include six Unchained Spellsword Spells of levels 1 and 2 in any combination, chosen from your spellbook.
If another Unchained Spellsword feature gives you spells that you always have prepared, those don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Unchained Spellsword Spells for you.
**Ritual Casting.** You can cast an Unchained Spellsword spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
**Changing Your Prepared Spells.** Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with spells from your spellbook.
**Spellcasting Ability.** Intelligence is your spellcasting ability for your Unchained Spellsword Spells.
**Spellcasting Focus.** You can use an Arcane Focus, your Spellbook, or your Spellblade as a Spellcasting Focus for your Unchained Spellsword spells. \pagebreakNum > ##### Expanding and Replacing a Spellbook >The spells you add to your spellbook as you gain levels reflect your ongoing magical research, but you might find other spells during your adventures that you can add to the book. You could discover an Unchained Spellsword spell on a Spell Scroll, for example, and then copy it into your spellbook. >
>
>**Copying a Spell into the Book.** When you find a level 1+ Unchained Spellsword spell, you can copy it into your spellbook if it's of a level you can prepare and if you have time to copy it. For each level of the spell, the transcription takes 2 hours and costs 50 GP. Afterward you can prepare the spell like the other spells in your spellbook. >
>
>**Copying the Book.** You can copy a spell from your spellbook into another book. This is like copying a new spell into your spellbook but faster, since you already know how to cast the spell. You need spend only 1 hour and 10 GP for each level of the copied spell. >
>If you lose your spellbook, you can use the same procedure to transcribe the Unchained Spellsword spells that you have prepared into a new spellbook. Filling out the remainder of the new book requires you to find new spells to do so. For this reason, many Unchained Spellswords keep a backup spellbook. ### Unchained Spellsword Subclass At 1st Level, you gain an Unchained Spellsword subclass of your choice. A subclass is a specialization that grants you features at certain Unchained Spellsword levels. For the rest of your career, you gain each of your subclass's features that are of your Unchained Spellsword level or lower. ### Channel Spell At 2nd level, when you cast an Unchained Spellsword spell of Level 1+, you can choose to expend the spell slot and infuse it into your Spellblade rather than cast it normally. If you do this, the next time you deal damage with a Melee attack using your Spellblade, the target of the attack also becomes the target of that spell and the spell is cast. It makes any saving throw as normal (if the spell requires an attack roll from you, you make this roll instead), and if it resists or is immune to the damage of the spell (if the spell deals damage) it resists it as normal.
If the spell does not have a saving throw or does not require a spell attack roll, it cannot be used with this feature. When a spell is used with this feature, it is cast at its lowest level and cannot be upcast. This Feature cannot be used on the same Attack as a Martial Maneuver, Martial Strike, Divine Smite, Hunter's Mark, or Power Attack.
You can use this feature a number of times equal to your Intelligence Modifier (minimum once), and regain all expended uses when you finish a Long Rest. \columnbreak ### Expertise At 2nd Level, you gain Expertise in one of your skill proficiencies of your choice. Arcana is recommended if you have proficiency in it.
At Unchained Spellsword level 9, you gain Expertise in one more of your skill proficiencies of your choice.
When you gain a Level in the Unchained Spellsword Class, you can exchange your Expertise in one skill proficiency with Expertise in another of your skill proficiencies. ### Martial Knowledge At 3rd Level, and again at 10th Level, you gain proficiency in one skill of your choice.
Additionally, you gain Expertise in one of your skills of your choice in which you are Proficient. At Unchained Spellsword Level 10, you gain Expertise in a second skill proficiency of your choice. ### Tactical Prowess At 3rd Level, you now add your Strength Modifier (minimum +1) to all Intelligence (Arcana), Wisdom (Nature), and Wisdom (Religion) Skill Checks you make. ### Ability Score Improvement When you reach Unchained Spellsword Level 4, and again at Unchained Spellsword Levels 8, 12, and 16, you gain the Ability Score Improvement Feat as well as one other feat of your choice for which you qualify. ### Extra Attack At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. If you know a Cantrip, you can replace one of these attacks with a use of that Cantrip. ### Power Attack At 5th Level, when you deal damage with Weapon Attack or Unarmed Strike, you can choose to deal extra damage equal to your Proficiency Bonus. You can only use this Feature Once per Round, and you cannot use Power Attack on the same Attack you would use a Weapon Mastery Property, Martial Maneuver, Martial Strike, an attack you would apply Unchained Unchained Paladin's Divine Smite Class Feature to, an attack you would apply Unchained Ranger's Hunter's Mark Damage Die to, or an attack you would apply Unchained Rogue's Sneak Attack Class Feature to. \pagebreakNum ### Superior Concentration At 7th level, when you fail a Constitution Saving Throw to maintain concentration on a spell, you can re-roll that saving throw once and add your Intelligence Modifier (minimum +1) to the roll. You must use the new result.
You can use this feature once, and must finish a Long Rest to use this feature again.
You gain an additional use of this feature at Unchained Spellsword Levels 11 (two uses) and 18 (three uses). ### Improved Extra Attack At 11th level, you can attack three times, instead of once or twice, whenever you take the Attack action on your turn. If you know a Cantrip, you can replace one of these attacks with a use of that Cantrip. However, each Attack Roll you make beyond the first with the Attack Action suffers a -1 penalty that stacks with itself. ### Peak Performance At 11th level, you reach peak physical performance. You now age slower, with every ten years counting as one for you.
Additionally, you are immune to magical aging and your Strength, Dexterity, and Constitution scores and Hit Point Maximum cannot be reduced by any means. ### Antimagic At 14th level, you always have the Counterspell (MCoC) and Dispel Magic Spells prepared, and can cast each spell once without expending a Spell Slot.
Once you cast either Spell using this Feature, you cannot do so again until you finish a Long Rest. ### Epic Boon At 19th level, you gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Spell Recall is recommended. ### Master of Spell and Sword At 20th level, you attain mastery over martial combat and magical power. Your Strength and Intelligence scores increase by 4, to a maximum of 26. ### Multiple Channel Spell At 20th level, you can channel up to two spells into your Spellblade when you use your Channel Spell Unchained Spellsword Class Feature. You choose what order these two spells are channeled in. Each spell is triggered by a separate attack.
You must finish a Long Rest to use this feature again. \pagebreakNum ## Blast Style Those who subscribe to Blast Style focus on weaving Evocation magic into their bladework, striking down foes with potent magical blasts and furious bladework. A Blast Style Unchained Spellsword will likely have an aggressive and fiery personality to match the magics they use. ### Blast Spells At 1st Level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Blast Spells table. These spells count as Unchained Spellsword spells for you, but they don't count against the number of Unchained Spellsword spells you prepare. When you gain a level in the Unchained Spellsword class, you can replace one of these spells with an Evocation spell from the Wizard spell list. | Unchained Spellsword Level | Spells | |:---:|:-----------:| | 1st | Burning Hands | | 5th | Scorching Ray | | 9th | Fireball (MCoC) | | 13th | Wall of Fire | | 17th | Cone of Flames (MCoC) | ### Elemental Smite At 1st level, once per round, when you hit with a Melee Attack using your Spellblade, you can deal an additional 1d6 damage of one of the following types (you choose which when you score the hit): Cold, Fire, Lightning, Thunder. You cannot use this Subclass Feature on the same Attack you use a Martial Maneuver, Martial Strike, Divine Smite, Hunter's Mark, or Power Attack Feature on. ### Explosive Channel At 5th level, when you miss with an attack using your spellblade while it has a spell stored in it from your Channel Spell feature, you can use your reaction to cause the spell to go off anyway. If you do, the target has advantage on its saving throw against that spell. If the spell instead requires you to make a spell attack roll, you have disadvantage on that spell attack roll.
You can use this feature a number of times equal to your Intelligence Modifier (minimum once) and recover all expended uses at the end of a Long Rest. \columnbreak ### Improved Elemental Smite At 10th level, the damage dealt by your Elemental Smite feature is 1d8. ### Superior Channel At 15th level, when you use your Channel Spell feature with a Spell of Level 1+ that has a casting time of 1 Action, a duration of Instantaneous, and deals damage, you can spend a higher-level spell slot to cast the channeled spell at a higher level if it would increase the spell's damage.
You must finish a Short or Long Rest to use this feature again. \pagebreakNum ## Bullwark Style An Unchained Spellsword who relies on the Bullwark Style is all about absolute defense. They make use of abjuration magic to protect themselves and their allies and to trap their foes. They also know how to make use of heavy armor to protect themselves. ### Bullwark Spells At 1st Level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Bullwark Spells table. These spells count as Unchained Spellsword spells for you, but they don't count against the number of Unchained Spellsword spells you prepare. When you gain a level in the Unchained Spellsword class, you can replace one of these spells with an Abjuration spell from the Wizard spell list. | Unchained Spellsword Level | Spells | |:---:|:-----------:| | 1st | Shield (MCoC) | | 5th | Arcane Vigor | | 9th | Protection From Energy | | 13th | Otiluke's Resilient Sphere | | 17th | Circle of Power | ### Bullwark's Equipment At 1st level, you gain Proficiency with Heavy Armor and Shields. ### Shared Protection At 1st level, you can cast the Shield (MCoC) Spell with a Range of 15 feet rather than Self, allowing you to grant another creature its benefits. At Unchained Spellsword Level 15, the Range of Shield (MCoC) when cast with this Feature increases to 30 feet.
You can cast Shield (MCoC) in this way a number of times equal to your Intelligence Modifier (minimum once), and regain all expended uses when you finish a Long Rest. ### Bullwark Aura At 5th level, while you do not have the Incapacitated or Unconscious Conditions, you and any allied creatures within a 10-foot emanation of you add your Intelligence Modifier (Minimum +1) to any Saving Throws they make, and half of this value (round down, minimum +1) to their AC against any Spell Attacks made against them.
At Unchained Spellsword Level 15, the Emanation increases to 30 feet. \columnbreak ### Reactive Bullwark At 10th level, when you succeed on a Saving Throw or an Attack made against you misses, you can use a Reaction to cause the creature that made the attack or forced you to make the Saving Throw to take Force Damage equal to 1d8 plus your Intelligence Modifier plus half of your Unchained Spellsword Level.
You may use this feature a number of times equal to your Intelligence Modifier (minimum once), and regain all expended uses when you finish a Long Rest. ### Unbreakable Bullwark At 15th level, if a creature within your Bullwark Aura would take damage from a Spell or other magical effect, it rolls 1d8 plus your Intelligence Modifier and reduces the damage they take by the amount rolled. \pagebreakNum ## Dangerous Style An Unchained Spellsword who uses the Dangerous Style slays their foes then brings their corpses back to fight alongside them. Like necromancers, they are generally viewed with distrust and contempt, but their effectiveness on the front lines of battle is never to be underestimated. ### Dangerous Spells At 1st Level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Dangerous Spells table. These spells count as Unchained Spellsword spells for you, but they don't count against the number of Unchained Spellsword spells you prepare. When you gain a level in the Unchained Spellsword class, you can replace one of these spells with a Necromancy spell from the Wizard spell list. | Unchained Spellsword Level | Spells | |:---:|:-----------:| | 1st | Inflict Wounds | | 5th | Ectoplasmic trail (XUA25PU) | | 9th | Vampiric Touch | | 13th | Shadow of Moil (XGE) | | 17th | Enervation (XGE) | ### Dangerous Bite At 1st level, attacks with your Spellblade deal an additional 1d4 Necrotic damage.
At Spellblade Level 10, this damage increases to 2d4. ### Dangerous Resilience At 5th level, if you would be reduced to 0 HP, you can make a constitution saving throw equal to 5 + the damage you took from the attack. On a success, you are reduced to 1 HP instead.
You may use this feature a number of times equal to your Intelligence Modifier (minimum once), and regain all expended uses when you finish a Long Rest. \columnbreak ### Dangerous Horde At 10th level, if you reduce a creature to 0 HP with your Spellblade or an Unchained Spellsword Spell that deals Necrotic damage, you can use your reaction to raise it as a Zombie (MM25) under your control. You may only have one zombie created in this way under your control at a time; if you try to create another one, the previous zombie is reduced to 0 hit points and turns to ash.
You may use this feature a number of times equal to your Intelligence Modifier (minimum once), and recover all expended uses when you finish a Long Rest. ### Dangerous Plague At 15th level, when a creature would be reduced to 0 HP by a Zombie under your control, you can use your reaction to force the target to make a Constitution Saving Throw against your spell save DC instead. On a failure, they are transformed into a Zombie under your control. On a success, they are reduced to 0 HP as normal. Zombies created in this way are reduced to 0 HP and turn to ash when there are no more creatures hostile to you and your allies within 30 feet of it.
You may use this feature once, and regain the ability to do so when you finish a Long Rest. \pagebreakNum ## Enthralling Style An Unchained Spellsword who pursues the Enthralling Style uses Enchantment magic to distract their foes in battle and dull their minds before striking them while they're least prepared. Many often practice dance as part of their martial training, their movements captivating or distracting to others. ### Enthralling Spells At 1st Level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Enthralling Spells table. These spells count as Unchained Spellsword spells for you, but they don't count against the number of Unchained Spellsword spells you prepare. When you gain a level in the Unchained Spellsword class, you can replace one of these spells with an Enchantment spell from the Wizard spell list. | Unchained Spellsword Level | Spells | |:---:|:-----------:| | 1st | Compelled Duel | | 5th | Enthrall | | 9th | Antagonize (BMT) | | 13th | Compulsion | | 17th | Geas | ### Enthralling Performance At 1st level, you gain Proficiency in the Performance Skill. You also gain Expertise in the Performance Skill.
If you already have Expertise in the Performance Skill, you gain Expertise in another Skill you have Proficiency in instead. ### Enthralling Duel At 1st level, when you cast the Level 1 Spell Compelled Duel, you do not need to maintain Concentration on the spell, and it has a Duration of 1 Minute. If you cast the Spell again however, its effects immediately end on the previous creature you cast it on. ### Deadly Display At 5th level, if you make an Attack a gainst a creature with your Spellblade, it cannot target you with Opportunity Attacks until the start of your next Turn. ### Enthralling Words At 5th level, you add your Intelligence Modifier (minimum +1) to any Charisma (Deception) or Charisma (Persuasion) Skill Checks you make against a creature that has been Charmed by you or that is under the effects of the Enthrall Spell that was cast as an Unchained Spellsword Spell by you. \columnbreak ### Enthralling Dance At 10th level, you can replace one Attack you make as part of the Attack Action to force all creatures of your choice within a 15-foot emanation of you to make a Wisdom Saving Throw against your Spell Save DC or be Charmed by you for 1 Minute. Any creature you or your companions are fighting automatically has Advantage on this save, and if you or your companions make an attack against a creature Charmed by this feature, the Charmed Condition instantly ends for that creature.
A Creature charmed in this way views you as it did before it was Charmed when the effect ends.
You can use this Feature a number of times equal to your Intelligence Modifier (Minimum Once), and regain all expended uses when you finish a Long Rest. ### Enthralling Finale At 15th level, when you reduce a creature to 0 HP with an Unchained Spellsword Spell or your Spellblade, you can choose to force all Attacks made against you until the start of your next Turn to be made with Disadvantage (no action required).
You must finish a Long Rest to use this feature again. You can also expend a Level 4+ Spell Slot (no action required) to regain a single use of this feature if you have no uses remaining. \pagebreakNum ## Fate Style An Unchained Spellsword who uses Fate Style uses Divination magic to see the strikes of their foes before they're even made and retaliate before the first blow even comes for them. ### Fate Spells At 1st Level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Fate Spells table. These spells count as Unchained Spellsword spells for you, but they don't count against the number of Unchained Spellsword spells you prepare. When you gain a level in the Unchained Spellsword class, you can replace one of these spells with a Divination spell from the Wizard spell list. | Unchained Spellsword Level | Spells | |:---:|:-----------:| | 1st | Gift of Alacrity (MCoC) | | 5th | Detect Thoughts | | 9th | Clairvoyance | | 13th | Locate Creature | | 17th | Scrying | ### Forgone Conclusion At 1st level, you add your Intelligence Modifier (minimum +1) to all Initiative Rolls you make. ### Destined Strikes At 1st level, if you miss with a Melee Attack using your Spellblade, you can use a Reaction to re-roll that attack once and add your Intelligence Modifier (if you are using Strength for your Attack and Damage Rolls) or your Strength Modifier (if you are using Intelilgence for your Attack and Damage Rolls) to the roll. You must use the new result.
You may use this feature a number of times equal to your Intelligence Modifier (minimum once), and regain all expended uses when you finish a Long Rest. ### Mirrored Fates At 5th level, if you are forced to make a Saving Throw against a Level 1+ Spell you have in your Spellbook, you do so with Advantage. If you are targeted by a Spell Attack from a Level 1+ Spell you have in your Spellbook, the attacker makes their attack at Disadvantage. \columnbreak ### Converging Fates At 10th level, when you score a hit with your Spellblade, you can sacrifice one Attack made as part of your Extra Attack feature to roll your Spellblade's Damage Dice an additional time. You do not add an Ability Score Modifier to the second roll of the Damage Dice.
You must finish a Short or Long Rest to use this Feature again. ### Will of Fate At 15th level, when a creature you can see makes a Saving Throw, Skill Check, or Attack Roll, you can make the result of the d20 check a 1 or a 20.
You must finish a Long Rest to use this feature again. You can also expend a Level 4+ Spell Slot (no action required) to regain a single use of this feature if you have no uses remaining. \pagebreakNum ## Shifter Style An Unchained Spellsword who uses Shifter Style makes use of Transmutation magic to warp themselves, their foes, and the battlefield to win fights and corner their enemies. ### Shifter Spells At 1st Level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Shifter Spells table. These spells count as Unchained Spellsword spells for you, but they don't count against the number of Unchained Spellsword spells you prepare. When you gain a level in the Unchained Spellsword class, you can replace one of these spells with a Transmutation spell from the Wizard spell list. | Unchained Spellsword Level | Spells | |:---:|:-----------:| | 1st | Zephyr Strike (XGE) | | 5th | Alter Self | | 9th | Ashardalon's Stride (FTD) | | 13th | Polymorph | | 17th | Telekinesis | ### Weapon Shifting At 1st Level, and again when you finish a Short or Long Rest, you can fuse up to two additional weapons into your spellblade. You can use a Bonus Action to shift your Spellblade into one of the weapons including its original form. Ranged Weapons cannot benefit from your Channel Spell Unchained Spellsword Class Feature. ### Transmuted Guard At 1st Level, if you are in half cover, you can use your reaction when targeted by an attack to turn that half cover into three-quarters cover until the start of your next turn.
You may use this feature a number of times equal to your Intelligence Modifier (minimum once), and regain all expended uses when you finish a Long Rest. ### Transmuted Strike At 5th level, the Damage of your Spellblade ignores Resistance and Immunity.
Additionally, you ignore the Loading and Reload properties if your Spellblade's current form has either, and your Spellblade automatically creates a piece of ammunition that vanishes upon hitting or missing a target when an attack is made with it. \columnbreak ### Transmuted Body At 10th level, when you finish a short or long rest, you can grant yourself one of the following benefits: - You gain a Swim or Climb speed (your choice) equal to your Speed. - You gain resistance to nonmagical Bludgeoning, Piercing, and Slashing damage. - You gain +1 AC. - You can take the Hide action as a bonus action. - You have advantage on saving throws against the charmed condition. - Your jumping height and distance are doubled. - While not moving, you can use a Bonus Action to gain the Invisible Condition. As soon as you move, make an Attack, or force a creature to make a Saving Throw, this invisibility ends. - You can take the Dash action as a bonus action. Each time you finish a short or long rest, you may change which benefit you gain from this feature. At Unchained Spellsword Level 15, you can grant yourself two of these benefits at the same time.
You may use this feature a number of times equal to your proficiency bonus, and recover all expended uses when you finish a Long Rest. ### Defensive Shifting At 15th level, if you take damage from a Melee Weapon Attack or Unarmed Strike, you can use your reaction to cast the Polymorph spell without expending a spell slot on either yourself or the creature that attacked you. When cast in this way, Polymorph lasts until the end of your next turn rather than its normal duration. You spend Spell Slots as normal when you cast Polymorph in this way.
If you choose yourself, you decide what beast you transform into, abiding by the rules of the Polymorph spell. If you choose the attacker, they transform into a beast of the DM's choice that has a maximum HP equal to or less than the attacker's current HP.
You must finish a Long Rest to use this feature again. \pagebreakNum ## Trickster Style An Unchained Spellsword who uses Trickster Style manipulates their foes with illusions and movement, confounding their foes with a mix of skilled swordplay, mobility, and illusion magic. ### Trickster Spells At 1st Level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Trickster Spells table. These spells count as Unchained Spellsword spells for you, but they don't count against the number of Unchained Spellsword spells you prepare. When you gain a level in the Unchained Spellsword class, you can replace one of these spells with an Illusion spell from the Wizard spell list. | Unchained Spellsword Level | Spells | |:---:|:-----------:| | 1st | Color Spray | | 5th | Blur | | 9th | Fear | | 13th | Phantasmal Killer | | 17th | Mislead | ### Spell Deflection At 1st level, if you are wielding your Spellblade and are the target of a Spell Attack, you can use a Reaction to impose Disadvantage on the Attack Roll.
You may use this feature a number of times equal to your Intelligence Modifier (minimum once), and regain all expended uses when you finish a Long Rest. ### Trickster's Step At 1st Level, your walking speed increases by 10 feet, and you can take the Disengage action as a Bonus Action instead. ### Twin Concentration At 5th level, you can maintain concentration on two Level 1+ Unchained Spellsword Spells at once so long as both of these spells are from the Illusion school. While doing so, any damage you take forces you to make one Constitution Saving Throw to maintain concentration on both spells. The DC of this saving throw is increased by the level of both spells; for example, if you were maintaining concentration on Blur and Major Image and took 26 damage, you would have a DC of 18 (13 + 2 + 3) for your constitution saving throw whereas if you took 9 damage you would instead use 10 and have to make a DC 15 saving throw. \columnbreak ### Magical Riposte At 10th level, when a creature misses a Spell Attack made against you or you succeed on a Saving Throw against a Spell, you can use a Reaction to cast a spell that requires a spell attack roll against the creature that made the spell attack or forced you to make the saving throw. When cast in this way, a spell is cast at its lowest level.
You may use this feature a number of times equal to your Intelligence Modifier (minimum once), and regain all expended uses when you finish a Long Rest. ### Magical Evasion At 15th level, if you fail a saving throw against a spell or other magical effect, you can choose to succeed instead. If you would take damage from that spell, you take no damage instead. If you use this feature, you cannot use your Magical Riposte feature against the same spell.
You must finish a Long Rest to use this feature again. You can also expend a Level 4+ Spell Slot (no action required) to regain a single use of this Feature if you have none remaining. \pagebreakNum
# Appendix A: Unchained Spellsword Spell List
*Note: These Spells are found in the 2024 Player's Handbook or other documents, denoted by shorthand in parenthesis which have their full names listed earlier in this document.*
## Cantrips (Level 0 Unchained Spellsword Spells) Blade Ward (MCoC)
Booming Blade (TCE)
Elementalism
Fire Bolt
Frostbite (XGE)
Green-Flame Blade (TCE)
Lightning Lure (XGE)
Mending
Prestidigitation
Resistance
Shocking Grasp
Starry Wisp
Sword Burst (TCE)
Thorn Whip
Thunderclap
True Strike \columnbreak ## Level 1 Unchained Spellsword Spells Absorb Elements (XGE)
Armor of Agathys
Burning Hands
Chilling Rebuke (MCoC)
Compelled Duel
Darkness Wave (MCoC)
Detect Magic
Ensnaring Strike
Expiditious Retreat
False Life
Fire Knife (MCoC)
Frost Fingers (MCoC)
Hellish Rebuke
Ice Knife
Identify
Jump
Lightning Knife (MCoC)
Longstrider
Magic Missile
Magnify Gravity (EGW)
Rough Waves (SCoC)
Searing Smite
Shield (MCoC)
Shocking Rebuke (MCoC)
Shower of Sparks (MCoC)
Silvery Barbs (SCoC)
Spellfire Flare (FRHoF)
Thunderous Smite
Thunderwave
Wardaway (FRHoF)
Wrathful Smite
Zephyr Strike (XGE) \pagebreakNum ## Level 2 Unchained Spellsword Spells Aganazzar's Scorcher (XGE)
Arcane Vigor
Barkskin
Blur
Cloud of Daggers
Death Armor (FRHoF)
Eliminster's Elusion (FRHoF)
Flame Blade
Freezing Ray (MCoC)
Frozen Blade (MCoC)
Kinetic Jaunt (SCC)
Magic Weapon
Mirror Image
Misty Step
Rime's Binding Ice (FTD)
Scorching Ray
Shadow Blade (XGE)
Shadowy Surge (SCoC)
Shatter
Silence
Snilloc's Snowball Swarm (XGE)
Sparking Blade (MCoC)
Sparking Ray (MCoC)
Spider Climb
Vortex Warp (SCC)
Watery Surge (SCoC)
Wristpocket (EGW) \columnbreak ## Level 3 Unchained Spellsword Spells Ashardalon's Stride (FTD)
Blinding Smite
Cacophonic Shield (FRHoF)
Counterspell (MCoC)
Dispel Magic
Elemental Weapon
Fireball (MCoC)
Haste
Ice Ball (MCoC)
Lightning Sphere (MCoC)
Protection from Energy
Pulse Wave (EGW)
Sleet Storm
Slow
Thunder Step (XGE)
Void Sphere (MCoC) \pagebreakNum ## Level 4 Unchained Spellsword Spells Backlash (FRHoF)
Fire Shield
Freedom of Movement
Gravity Sinkhole (EGW)
Ice Storm
Otiluke's Resilient Sphere
Spellfire Storm (FRHoF)
Staggering Smite
Stoneskin
Storm Shield (MCoC)
Storm Sphere (XGE)
Wall of Fire
Watery Sphere (XGE) \columnbreak ## Level 5 Unchained Spellsword Spells Banishing Smite
Bigby's Hand
Cone of Cold
Cone of Flames (MCoC)
Cone of Sparks (MCoC)
Destructive Wave
Far Step (XGE)
Freedom of the Winds (TDCSR)
Maelstrom (XGE)
Planar Binding
Steel Wind Strike
Telekinesis
Temporal Shunt (EGW)
Wall of Force (MCoC) \pagebreakNum # Credits ## Art (In Order) [kazunari (prawn10231)](https://www.pixiv.net/en/artworks/94113628 "Title") ### Other Changes: Me, SmugCoffeeMan > ##### Fan Content Policy > This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Feel free to follow me on social media!
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[Twitch](https://www.twitch.tv/smugcoffeeman"title") \pagebreakNum ## Changelog ### 1.0 - Created the document. ### 1.1 - Added some spells from FRHoF.