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The Spellsword

W
hether it is a long-lived elf soldier mastering
the blade and the spell over the course of
centuries, a human pushing his physical and
mental capabilities to the limit, or a
dragonborn using hidden arcane arts to be a
truly devastating warrior on the battlefield, all
Spellswords strive to perfect the unique art of
combining the brutality of melee with the power of the arcane
in ways no one thought possible.
Weapon and Spell Combined
Fluff here
Ceaseless Training
More fluff here
Creating a Spellsword
Even more fluff here

Quick Build
You can make a Spellsword quickly by following these
suggestions. First, Intelligence should be your highest score,
followed by either Strength or Dexterity, depending upon
what sort of weapon you wish to use. Second, choose the
acolyte background.

Class Features
As a Spellsword, you gain the following class features.
HIT POINTS
Hit Dice: 1d8 per Spellsword level
Hit Points at 1st level: 8 + your Constitution modifier
Hit Points at higher levels: 1d8 (or 5) + your
Constitution mod per Spellsword level after 1st
PROFICIENCIES
Armor: Light armor, Medium armor, shields
Weapons: All simple weapons, all martial weapons
Tools: None

Saving Throws: Constitution and Intelligence


Skills: Choose two from Arcana, Athletics, Acrobatics,
History, Survival, and Perception
EQUIPMENT
You start with the following equipment, in addition to the
items granted by your background:
(a) a martial weapon or (b) a longbow with 20 arrows
(a) a suit of studded leather armor or (b) a suit of leather
armor and a shield
(a) a explorer's pack or (b) a dungeoneer's pack
A shortsword

Spellsword 1
The Spellsword
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
1st +2 Spellcasting, Spell Focus 2 — — — — — —
2nd +2 Fighting Style, Spellsword Archetype 2 2 2 — — — —
3rd +2 Spellsword Expertise 3 3 3 — — — —
4th +2 Ability Score Improvement 3 4 3 — — — —
5th +3 Extra Attack 3 5 4 2 — — —
6th +3 Intuitive Mind 3 6 4 2 — — —
7th +3 Archetype Boon 3 7 4 3 — — —
8th +3 Ability Score Improvement 4 8 4 3 — — —
9th +4 - 4 9 4 3 2 — —
10th +4 Greater Focus 4 10 4 3 2 — —
11th +4 Spell Recovery 4 11 4 3 3 — —
12th +4 Ability Score Improvement 4 11 4 3 3 — —
13th +5 - 4 12 4 4 3 1 —
14th +5 Mind Above Body 5 12 4 4 3 1 —
15th +5 Archetype Boon 5 13 4 4 3 2 —
16th +5 Ability Score Improvement 5 13 4 4 3 2 —
17th +6 - 5 14 4 4 4 3 1
18th +6 Improved Spell Recovery 5 14 4 4 4 3 1
19th +6 Ability Score Improvement 5 15 4 4 4 3 2
20th +6 Archetype Boon 5 15 4 4 4 3 2

Spellcasting Spell Save DC = 8 + your Proficiency bonus + your


As a student of arcane magic, you commit all your knowledge Intelligence modifier
of spells to memory. Through rigorous training, experience,
and a form of shorthand memorization, you can call upon this Spell Attack Modifier = your Proficiency bonus + your
knowledge at any time, even during the heat of battle. See Ch. Intelligence modifier
10 of the Player's Handbook for the general rules of
spellcasting. Below is a list of all spells a Spellsword can
learn. For more information on the spells themselves (unless Ritual Casting
otherwise noted), check Ch. 11 of the Player's Handbook for You can cast any Spellsword spell you know as a ritual if that
more information. spell has the ritual tag.
Spellcasting Ability Cantrips
Intelligence is your spellcasting ability for your Spellsword At 1st level, you know 2 cantrips of your choice from the
spells. The magic comes from years of study, memorization, Spellsword spell list. You learn additional cantrips of your
and customization of the arcane arts to combine their choice at higher levels, as shown on the Spellsword level list.
energies with your weapon. You use your Intelligence
whenever a spell refers to your spellcasting ability. In Spell Slots
addition, you use your Intelligence modifier when setting the Beginning at 2nd level, your knowledge of the arcane arts
saving throw DC for a Spellsword spell you cast and when grows, allowing you to cast spells of 1st level and higher.
making an attack roll with one. Refer to the Spellsword table to see how many spell slots you
have, and when you gain more of them.

2 Spellsword
Spells Known of 1st Level and Higher Spellsword Expertise
Beginning at 2nd level, you know two 1st level spells of your At 3rd level, choose two of your skill proficiencies, or one of
choice from the Spellsword spell list. The Spells Known your skill proficiencies and a proficiency with tools if you
column of the Spellsword table shows when you learn more have earned any. Your proficiency bonus is doubled for any
Spellsword spells of your choice. Each of these spells must ability check you make that uses either of the chosen
be of a level for which you have spell slots. For instance, when proficiencies.
you reach 5th level in this class, you can learn one new spell
of 1st or 2nd level.
Ability Score Improvement
Learning New Spells and Forgetting Old When you reach 4th level, and again at 8th, 12th, 16th and
Ones 19th level, you can increase one ability score of your choice
As you level and continue your training as a Spellsword, you by 2, or you can increase two ability scores of your choice by
may find that some spells that were useful in the beginning of 1. As normal, you can't increase an ability score above 20
your training no longer benefit you. When you level up over using this feature.
the course of a long rest, you may change up to two spells
from your Spells Known list for two new ones from the same Extra Attack
list. Beginning at 5th level, you can attack twice, instead of once,
Spell Focus whenever you take the Attack action on your turn.
You can perform the somatic components of spells even when Intuitive Mind
you have weapons or a shield in one or both hands. By 6th level, your studies of battle and combat grant you as
Spellsword Archetypes even faster reaction time. You may use your Intelligence
modifier instead of your Dexterity modifier for when you roll
Beginning at second level, you have gleamed new ways to Initiative.
further enhance your martial and arcane prowess through the
fires of battle. Choose one of three options: Swordmage, Greater Focus
Duskblade, or Magus, and refer to the archetypes below as to At 10th level, you've learned how to maintain focus on any
the benefits they grant you. spell you cast. You have advantage on Constitution saving
Your choice grants you features at 2nd level and again at throws that you make to maintain your concentration on a
7th, 15th, and 20th level. spell when you take damage.
Fighting Style Spell Recovery
At 2nd level, you adopt a particular style of fighting as your At 11th level, you have attained a small level of understanding
specialty. Choose one of the following options. You can’t take over how the body and magical energies interact, and even
a Fighting Style option more than once, even if you later get during a short break you can regain some of that lost magical
to choose again. energy. Whenever you take a short rest, you regain 1 spell slot
Dueling of your choice, so long as that spell is 3rd level or lower. Once
When you are wielding a melee weapon in one hand and no you use this feature, you can't use it again until you take a
other weapons, you gain a +2 bonus to damage rolls with that long rest.
weapon.
Mind Above Body
Great Weapon Fighting At 14th level, your mind can intuit the angles and reactions
When you roll a 1 or 2 on a damage die for an attack you needed to dodge out of the way of a pwoerful blow. You may
make with a melee weapon that you are wielding with two use your Intelligence saving throw instead of your Dexterity
hands, you can reroll the die and must use the new roll, even saving throw when you would normally have to make a
if the new roll is a 1 or 2. The weapon must have the two- Dexterity saving throw.
handed or versatile property for you to gain this benefit. This
can only apply to the physical damage die from your weapon,
not to the added magic damage if you use Arcane Channeling.
Protection
When a creature you see attacks a target other than you that
is within 5 feet of you, you can use your reaction to impose
disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your
ability modifier to the damage of the second attack.

Spellsword 3
Improved Spell Recovery Swordmage Aegis Buff
Beginning at 15th level, your augmentation of the Aegis
By 15th level, you have attained an even greater level of grows. So long as you are conscious, you have advantage on
understanding over how the body and magical energies saving throws against spells. In addition, as a reaction you
interact, and how resting – even for short bursts – can let you may transfer this benefit to an ally you can see within 60 feet
regain some of the expended energies. Whenever you take a of you until the beginning of your next turn, when the Aegis
short rest, you regain 1d4 spell slots of your choice, up to 5th transfers back to you.
level. Once you use this feature, you can't use it again until
you take a long rest. This replaces the Spell Recovery class Swordmage Dual Aegis
feature gained at level 10. 20th level you have unlocked how to grant more allies the
benefits of your Aegis. You may now grant the benefits of the
Spellsword Archetypes Aegis to up to two allies within 60 feet of you.
You devote your studies of the arcane to one unique twist to Duskblade
them, gaining further insight into previously hidden benefits
and effects that were hidden from other magic-users. Choose You focus your training on ways to deal as much damage with
one from the list below: your spells as possible, granting access to spells that are
otherwise not known to you.
The Swordmage Expanded Spell List
You focus your training on spells to aid and protect, unlocking When you choose this archetype 2nd level, you can select two
spells that normally can not be cast by someone of the arcane spells of your choice from the Sorcerer, Wizard, or Warlock
arts, and ways to amplify them. spell list and add them to your own. These spells do not count
against your normal limit of spells known. You may choose
Armor Proficiency another two spells at 7th and 15th level.
When you take this archetype at 2nd level, you gain
proficiency with heavy armor. Arcane Might
At 2nd level, when you hit a creature with a melee weapon
Swordmage Aegis attack, you can expend one spell slot to deal force damage to
You have gleamed forth how to protect both yourself and your the target, in addition to the weapon's damage. The extra
allies with your magics. If you can normally cast a spell that damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell
has a casting range of Self, you may instead cast it on an ally level higher than 1st, to a maximum of 5d8.
that you can see within 60 feet of you. You must otherwise
meet the normal casting requirements of the spell in terms of Arcane Channeling
components. At 7th level you have mastered how to entwine the power of
In addition, you gain a +1 bonus to AC while the Aegis is your magic into your weapon. As a bonus action, you can
applied to you. This bonus increases to +2 at 15th level. channel the effects of a spell into your weapon. When your
weapon hits, all spell attack rolls for the imbued spell hit the
Swordmage Aegis Maneuvers target automatically and are considered part of the weapon
Beginning at 7th level, your continued studies have let your attack. The target takes weapon damage and is subject to the
figure out new ways to use your Aegis. You may expend a effects of the spell, expending that spell slot accordingly. The
spell slot to perform one of the maneuvers listed below. opponent can still roll to save versus whatever other effects
the spell has, with the spell DC being as if you had cast the
You magically empower the defenses of an ally. As a spell normally.
reaction you may transfer your Aegis to grant them If the spell would have an area of effect around it, it is
resistance to all types of damage other than Psychic centered on the opponent you hit. If the spell is a cone attack,
damage until the beginning of your next turn. it originates from the square you are standing in, with the
first person hit being the foe you struck with the weapon.
This can only be used once per round, and can only be
As a reaction, you may force a foe you see within 60 feet of channeled into one weapon at a time. The spell used must be
you to have Disadvantage on their attacks until the end of of 1st level or higher, as cantrips do not possess the magical
the foe's turn. power to be infused into a weapon in this manner.

As a reaction, you may magically force a foe to target you


instead of an ally that you are standing next to. The foe
must make an Intelligence saving throw versus your Spell
Save DC. If they fail, they must spend the rest of their turn
attacking you and no one else, tricking them into thinking
you are the biggest threat in the fight.

As a Move action, you may teleport up to 60 feet, so long


as you can see your destination.

4 Spellsword
Duskblade Cloak Empowered Brands
Beginning at 15th level, you've begun to shroud yourself in Beginning at 15th level, you may choose two marks to curse a
subtle illusions and blurred movements to make it harder to foe with whenever you brand them. In addition, you learn of
hit you. Any creature that attacks you has disadvantage on more brands to apply to a foe. Refer to below to see what you
their attack rolls. If you take damage, the magical effect fades can now apply to foes. One brand must be from the base
until the start of your next turn. This effect is disabled if you version, the other brand one of the empowered ones.
are unconscious, restrained, or otherwise unable to move.
Arcane Secrets Your brand weakens a foes defenses to a particular
At 20th level, you have gleamed forth new spells that were element. Choose one of the following: fire, cold, lightning,
previously out of reach. Choose one 6th level spell from the thunder, poison, acid, radiant, necrotic. For the next
Wizard, Sorcerer, or Warlock spell list. You may cast this spell minute, that foe takes more damage from that type of
twice per long rest. The spell may be used with Arcane damage (Immunity reduced to Resistance, Resistance to
Channeling if need be, and functions as though it were cast none, none to Vulnerability).
from a 6th level spell slot.
Your brand attracts spells to the foe, making them
Magus susceptable to magics aimed at them. For the next minute,
You focus your training on ways to augment your spells, any ranged spell attack cast on that foe has Advantage,
granting boons to allies and banes to foes. and they lose any sort of spell resistance if they have it.
Magus Brand Your brand flares with arcane might, damaging the foe
When you take this archetype at 2nd level, you learn how to occassionally. At the beginning of the foes turn, they take
brand foes with a subtle curse that makes them susceptable 2d6 Force damage.
to various things. As a bonus action, you may expend a spell
slot and mark this foe with your brand, so long as they are
within 60 feet of you and you can see them. The brand can do Twincast
various things, and you may choose one of them below. Only At 20th level you have learned how to entwine your spells
one brand can be applied at a time to a foe, and they cannot together and cast them in rapid succession. As an Action, you
stack. may cast two cantrips - even the same ones - that normally
have a casting time of one Action. If you use this feature, you
cannot Quicken Spell afterward, as your body needs a
The brand flares with magical power whenever an ally hits moment to adjust to the rapid-fire usage of these spells
the foe, amplifying the damage dealt. For the next minute, performed in quick succession.
if you or an ally hit the foe with an attack, the branded
target takes extra Force damage equal to your Intelligence
modifier.

The foe feels their senses dull, slowing their reaction time.
For the next minute, the foe loses their Reaction
capabilities.

The magical brand flares brightly, signaling where they


are at at all times. For the next minute, the foe cannot hide
or turn invisible.
If the foe should die while still branded, you can shift the
brand to a new foe as a bonus action, so long as the new
target is within 60 feet of the old one.
Quicken Spell
When you take this archetype at 7th level, you may cast any
spell you know that normally takes an Action of casting as a
bonus action. You can only do this once per short or long rest.
This increases to 2 per short or long rest at 15th level, and 3
per short or long rest at 20th level.

Spellsword 5
5th Level
Duskblade Spell List Cone of Cold
Cantrips (0 Level) Creation
Acid Splash Dream
Fire Bolt Mislead
Light Wall of Force
Mage Hand Seeming
Prestidigitation Multiclassing into Spellsword
Ray of Frost Requirements: 13 Strength, 13 Intelligence
Shocking Grasp
True Strike Proficiencies Gained: Light armor, Medium armor,
Eldritch Blast simple weapons, martial weapons
Greenflame Blade *
Lightning Lure *
Sword Burst *
Booming Blade *
The * means it originates from the Sword Coast Adventure
Guide book.
1st Level
Burning Hands
Color Spray
Chromatic Orb
Detect Magic
Disguise Self
Inflict Wounds
Mage Armor
Magic Missile
Shield
Silent Image
Thunderwave
2nd Level
Blur
Flaming Sphere
Levitate
Invisibility
Melf's Acid Arrow
Mirror Image
Ray of Enfeeblement
Scorching Ray
Shatter
3rd Level
Blink
Counterspell
Dispel Magic
Fireball
Fly
Haste
Major Image
Sleet Storm
Lightning Bolt
4th Level
Fabricate
Fire Shield
Ice Storm
Stoneskin
Hallucinatory Terrain
Banishment
Blight
Otiluke's Resilient Sphere
5th Level
Spellsword
6

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