Dhavaer
2015-04-27, 01:43 AM
Spellsword
Some sorcerers have a more difficult time with their magic than others. It expresses itself rarely and weakly, and even when they gain control of it they can manage only a few of the simplest spells. Some are satisfied with their minor magic - it was free, after all - but some go searching for a way to unlock it and find the key in blood and steel: the way of the spellsword. Spellswords learn to channel their magic through their blades and bodies, never reaching the highest peaks of sorcery but strengthening their bodies and minds with their magic.
Level
Proficiency Bonus
Features
Cantrips Known
Spells Known
1st
2nd
3rd
4th
5th
1st
+2
Fighting Style, Steel Focus
2
-
-
-
-
-
-
2nd
+2
Arcane Strike
2
2
2
-
-
-
-
3rd
+2
Reaving Strike
2
3
3
-
-
-
-
4th
+2
Ability Score Improvement
3
3
3
-
-
-
-
5th
+3
Extra Attack
3
4
4
2
-
-
-
6th
+3
Arcane Resistance
3
4
4
2
-
-
-
7th
+3
War Magic
3
5
4
3
-
-
-
8th
+3
Ability Score Improvement
3
5
4
3
-
-
-
9th
+4
-
3
6
4
3
2
-
-
10th
+4
Eldritch Strike
4
6
4
3
2
-
-
11th
+4
Improved Arcane Strike
4
7
4
3
3
-
-
12th
+4
Ability Score Improvement
4
7
4
3
3
-
-
13th
+5
-
4
8
4
3
3
1
-
14th
+5
Bursting of Bonds
4
8
4
3
3
1
-
15th
+5
Arcane Charge
4
9
4
3
3
2
-
16th
+5
Ability Score Improvement
4
9
4
3
3
2
-
17th
+6
-
4
10
4
3
3
3
1
18th
+6
Improved War Magic
4
10
4
3
3
3
1
19th
+6
Ability Score Improvement
4
11
4
3
3
3
2
20th
+6
Forceful Strike
4
11
4
3
3
3
2
Class features
As a spellsword you gain the following class features.
Hit Dice: 1d10 per level
Hit Points at 1st level: 10 + your Constitution modifier
Hit Points at higher levels: 1d10 (or 6) + your constitution modifier for every spellsword level after first
Proficiencies
Armour: Light armour, medium armour, heavy armour, shields
Weapons: Simple Weapons, Martial weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills:Choose two from: Acrobatics, Arcana, Athletics, Deception, Intimidation, Persuasion
Equipment
You start with either 5d4*10gp or the following equipment, in addition to the equipment granted by your background:
A martial weapon and (a) a shield or (b) two simple weapons
(a) Five javelins or (b) two simple weapons
(a) an explorer's pack or (b) a dungeoneer's pack
(a) scale mail or (b) chain mail
Cantrips
At 1st level, you know two cantrips from the spellsword spell list. You learn additional cantrips of your choice at higher levels, as shown in the cantrips known column of the Spellsword table.
Fighting Style
You adopt a particular style of fighting as your specialty. You may choose between Defence, Duelling or Great Weapon Fighting. See the Fighter class description for more information.
Steel Bond
You know a ritual that forges a magical bond between you and a weapon. The ritual takes 1 hour and can be done over a short rest. You must be holding the weapon throughout the ritual. Once you have bonded with the weapon, you are constantly aware of its precise location as long as it is on the same plane as you. You can use it as an arcane focus, and it is considered a magical weapon for purposes of resistance or immunity while you are wielding it. You can be bonded to only one weapon at a time, other than your unarmed strike which is always considered bonded.
Spellcasting
Like a sorcerer, you carry a font of magic inside you, but yours is deeper and restrained, coming out as much in your physical actions as your spells. When you reach 2nd level, it has emerged enough for you to cast spells other than cantrips. See chapter 10 of the Players Handbook for the general rules of spellcasting.
Spell Slots. Spell slots are shown on the Spellsword table. You regain all your expended spell slots with a long rest.
Spells Known. At second level you learn two 1st level spells from the Spellsword spell list. As you gain levels you can learn new spells, which may be of any level you have slots for. When you gain a level, you may replace one spell you know with another, which can be from any level you have slots for.
Spellcasting Ability. Charisma is your spellcasting ability.
Arcane Strike
Starting at 2nd level, when you hit a creature with a melee attack with your bonded weapon you can expend one spell slot to deal force damage in addition to the attack's normal damage. The extra damage is 1d8 plus 1d8 per level of the spell slot, to a maximum of 5d8.
Reaving Strike
Starting at 3rd level, when an attack which you have used your Arcane Strike ability on kills a creature other than an undead or construct, you gain 1d4 hit points plus 1 additional hit points per level of the spell and become one day younger.
Extra Attack
At 5th level you can attack twice instead of once when using the Attack action on your turn.
Arcane Resistance
At 6th level you gain a bonus to your saves equal to your Charisma modifier as long as you are conscious.
War Magic
As the Fighter ability
Eldritch Strike
At 10th level, you gain Eldritch Strike as the Fighter ability
Improved Arcane Strike
At 11th level, all your melee attacks with your bonded weapon deal an extra 1d8 force damage. This counts as using Arcane Strike for the purposes of your Reaving Strike ability, and stacks with the extra damage from Arcane Strike.
Bursting of Bonds
At 14th level you can use your action to get an additional saving throw against an ongoing effect that is affecting you. You may still use this ability if the condition prevents you from taking actions, but you may only use it on your turn, and doing so consumes your action, bonus action, reaction and movement. You can use this ability a number of times equal to your Charisma modifier (minimum 1). Uses refesh on a long rest.
Arcane Charge
At 15th level you can use your Arcane Strike ability before making your attack. If you do so, you may teleport 10 feet per level of the solt your expended before attacking.
Improved War Magic
As the Fighter ability
Forceful Strike
At 20th level, if you use your Arcane Strike ability before making your attack, you add your Charisma modifier to the attack roll.
Cantrips
Acid Splash
Blade Ward
Chill Touch
Create Bonfire
Control Flames
Dancing Lights
Fire Bolt
Frostbite
Gust
Light
Mage Hand
Mending
Mold earth
Poison Spray
Prestidigitation
Ray of Frost
Shape Water
Shocking Grasp
Thunderclap
True Strike
1st Level
Burning Hands
Catapult
Chromatic Orb
Detect Magic
Earth Tremor
Expeditious Retreat
False Life
Feather Fall
Heroism
Ice Knife
Jump
Magic Missile
Searing Smite
Shield
Thunderous Smite
Thunderwave
Witch Bolt
Wrathful Smite
2nd Level
Aganazzer's Scorcher
Alter Self
Blindness/Deafness
Blur
Darkvision
Dust Devil
Enhance Ability
Enlarge/Reduce
Earthbind
Gust of Wind
Hold Person
Invisibility
Levitate
Magic Weapon
Maximilian's Earthern Grasp
Mirror Image
Misty Step
Pyrotechnics
Snilloc's Snowball Swarm
Scorching Ray
See Invisibility
Shatter
Spider Climb
Warding Wind
Web
3rd Level
Blink
Counterspell
Daylight
Dispel Magic
Elemental Weapon
Erupting Earth
Fear
Fireball
Flame Arrows
Fly
Gaseous Form
Haste
Lightning Bolt
Melf's Minute Meteors
Protection from Energy
Sleet Storm
Slow
Wall of Water
Water Breathing
Water Walk
4th Level
Banishment
Blight
Dimension Door
Greater Invisibility
Staggering Smite
Stoneskin
Storm Sphere
Vitrolic Sphere
Wall of Fire
Watery Sphere
5th Level
Banishing Smite
Cloudkill
Cone of Cold
Control Winds
Destructive Wave
Hold Monster
Immolation
Telekinesis
Wall of Stone
Some sorcerers have a more difficult time with their magic than others. It expresses itself rarely and weakly, and even when they gain control of it they can manage only a few of the simplest spells. Some are satisfied with their minor magic - it was free, after all - but some go searching for a way to unlock it and find the key in blood and steel: the way of the spellsword. Spellswords learn to channel their magic through their blades and bodies, never reaching the highest peaks of sorcery but strengthening their bodies and minds with their magic.
Level
Proficiency Bonus
Features
Cantrips Known
Spells Known
1st
2nd
3rd
4th
5th
1st
+2
Fighting Style, Steel Focus
2
-
-
-
-
-
-
2nd
+2
Arcane Strike
2
2
2
-
-
-
-
3rd
+2
Reaving Strike
2
3
3
-
-
-
-
4th
+2
Ability Score Improvement
3
3
3
-
-
-
-
5th
+3
Extra Attack
3
4
4
2
-
-
-
6th
+3
Arcane Resistance
3
4
4
2
-
-
-
7th
+3
War Magic
3
5
4
3
-
-
-
8th
+3
Ability Score Improvement
3
5
4
3
-
-
-
9th
+4
-
3
6
4
3
2
-
-
10th
+4
Eldritch Strike
4
6
4
3
2
-
-
11th
+4
Improved Arcane Strike
4
7
4
3
3
-
-
12th
+4
Ability Score Improvement
4
7
4
3
3
-
-
13th
+5
-
4
8
4
3
3
1
-
14th
+5
Bursting of Bonds
4
8
4
3
3
1
-
15th
+5
Arcane Charge
4
9
4
3
3
2
-
16th
+5
Ability Score Improvement
4
9
4
3
3
2
-
17th
+6
-
4
10
4
3
3
3
1
18th
+6
Improved War Magic
4
10
4
3
3
3
1
19th
+6
Ability Score Improvement
4
11
4
3
3
3
2
20th
+6
Forceful Strike
4
11
4
3
3
3
2
Class features
As a spellsword you gain the following class features.
Hit Dice: 1d10 per level
Hit Points at 1st level: 10 + your Constitution modifier
Hit Points at higher levels: 1d10 (or 6) + your constitution modifier for every spellsword level after first
Proficiencies
Armour: Light armour, medium armour, heavy armour, shields
Weapons: Simple Weapons, Martial weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills:Choose two from: Acrobatics, Arcana, Athletics, Deception, Intimidation, Persuasion
Equipment
You start with either 5d4*10gp or the following equipment, in addition to the equipment granted by your background:
A martial weapon and (a) a shield or (b) two simple weapons
(a) Five javelins or (b) two simple weapons
(a) an explorer's pack or (b) a dungeoneer's pack
(a) scale mail or (b) chain mail
Cantrips
At 1st level, you know two cantrips from the spellsword spell list. You learn additional cantrips of your choice at higher levels, as shown in the cantrips known column of the Spellsword table.
Fighting Style
You adopt a particular style of fighting as your specialty. You may choose between Defence, Duelling or Great Weapon Fighting. See the Fighter class description for more information.
Steel Bond
You know a ritual that forges a magical bond between you and a weapon. The ritual takes 1 hour and can be done over a short rest. You must be holding the weapon throughout the ritual. Once you have bonded with the weapon, you are constantly aware of its precise location as long as it is on the same plane as you. You can use it as an arcane focus, and it is considered a magical weapon for purposes of resistance or immunity while you are wielding it. You can be bonded to only one weapon at a time, other than your unarmed strike which is always considered bonded.
Spellcasting
Like a sorcerer, you carry a font of magic inside you, but yours is deeper and restrained, coming out as much in your physical actions as your spells. When you reach 2nd level, it has emerged enough for you to cast spells other than cantrips. See chapter 10 of the Players Handbook for the general rules of spellcasting.
Spell Slots. Spell slots are shown on the Spellsword table. You regain all your expended spell slots with a long rest.
Spells Known. At second level you learn two 1st level spells from the Spellsword spell list. As you gain levels you can learn new spells, which may be of any level you have slots for. When you gain a level, you may replace one spell you know with another, which can be from any level you have slots for.
Spellcasting Ability. Charisma is your spellcasting ability.
Arcane Strike
Starting at 2nd level, when you hit a creature with a melee attack with your bonded weapon you can expend one spell slot to deal force damage in addition to the attack's normal damage. The extra damage is 1d8 plus 1d8 per level of the spell slot, to a maximum of 5d8.
Reaving Strike
Starting at 3rd level, when an attack which you have used your Arcane Strike ability on kills a creature other than an undead or construct, you gain 1d4 hit points plus 1 additional hit points per level of the spell and become one day younger.
Extra Attack
At 5th level you can attack twice instead of once when using the Attack action on your turn.
Arcane Resistance
At 6th level you gain a bonus to your saves equal to your Charisma modifier as long as you are conscious.
War Magic
As the Fighter ability
Eldritch Strike
At 10th level, you gain Eldritch Strike as the Fighter ability
Improved Arcane Strike
At 11th level, all your melee attacks with your bonded weapon deal an extra 1d8 force damage. This counts as using Arcane Strike for the purposes of your Reaving Strike ability, and stacks with the extra damage from Arcane Strike.
Bursting of Bonds
At 14th level you can use your action to get an additional saving throw against an ongoing effect that is affecting you. You may still use this ability if the condition prevents you from taking actions, but you may only use it on your turn, and doing so consumes your action, bonus action, reaction and movement. You can use this ability a number of times equal to your Charisma modifier (minimum 1). Uses refesh on a long rest.
Arcane Charge
At 15th level you can use your Arcane Strike ability before making your attack. If you do so, you may teleport 10 feet per level of the solt your expended before attacking.
Improved War Magic
As the Fighter ability
Forceful Strike
At 20th level, if you use your Arcane Strike ability before making your attack, you add your Charisma modifier to the attack roll.
Cantrips
Acid Splash
Blade Ward
Chill Touch
Create Bonfire
Control Flames
Dancing Lights
Fire Bolt
Frostbite
Gust
Light
Mage Hand
Mending
Mold earth
Poison Spray
Prestidigitation
Ray of Frost
Shape Water
Shocking Grasp
Thunderclap
True Strike
1st Level
Burning Hands
Catapult
Chromatic Orb
Detect Magic
Earth Tremor
Expeditious Retreat
False Life
Feather Fall
Heroism
Ice Knife
Jump
Magic Missile
Searing Smite
Shield
Thunderous Smite
Thunderwave
Witch Bolt
Wrathful Smite
2nd Level
Aganazzer's Scorcher
Alter Self
Blindness/Deafness
Blur
Darkvision
Dust Devil
Enhance Ability
Enlarge/Reduce
Earthbind
Gust of Wind
Hold Person
Invisibility
Levitate
Magic Weapon
Maximilian's Earthern Grasp
Mirror Image
Misty Step
Pyrotechnics
Snilloc's Snowball Swarm
Scorching Ray
See Invisibility
Shatter
Spider Climb
Warding Wind
Web
3rd Level
Blink
Counterspell
Daylight
Dispel Magic
Elemental Weapon
Erupting Earth
Fear
Fireball
Flame Arrows
Fly
Gaseous Form
Haste
Lightning Bolt
Melf's Minute Meteors
Protection from Energy
Sleet Storm
Slow
Wall of Water
Water Breathing
Water Walk
4th Level
Banishment
Blight
Dimension Door
Greater Invisibility
Staggering Smite
Stoneskin
Storm Sphere
Vitrolic Sphere
Wall of Fire
Watery Sphere
5th Level
Banishing Smite
Cloudkill
Cone of Cold
Control Winds
Destructive Wave
Hold Monster
Immolation
Telekinesis
Wall of Stone