Zman
2015-11-12, 05:36 PM
Spellsword
The Spellsword is a near seamless blend of mystic and warrior renown for their ability to channel their arcane magics through their blade and spending their lives focused on their own self improvement. Spellswords are naturally inclined towards spells that enhance their physical and martial prowess, learning other spells by shear necessity. Few rare spellswords posses the capacity to expand their workings to other forms of magecraft.
The Spellsword
Spells Per Day
Level
Features
1st
2nd
3rd
4th
5th
1st
Arcane Sword, Arcane Defenses
2nd
Fighting Style, Spell-casting, Arcane Strike
2
3rd
Arcane Tradition
3
4th
Ability Score Improvement
3
5th
Extra Attack
4
2
6th
Ability Score Improvement
4
2
7th
Arcane Tradition Feature
4
3
8th
Ability Score Improvement
4
3
9th
4
3
2
10th
Arcane Tradition Feature
4
3
2
11th
Improved Arcane Strike
4
3
3
12th
Ability Score Improvement
4
3
3
13th
4
3
3
1
14th
Ability Score Improvement
4
3
3
1
15th
Arcane Mantle
4
3
3
2
16th
Ability Score Improvement,
4
3
3
2
17th
4
3
3
3
1
18th
Arcane Tradition Feature
4
3
3
3
1
19th
Ability Score Improvement
4
3
3
3
2
20th
Arcane Might
4
3
3
3
2
Hit Points
Hit Dice: 1d8 per Spellsword level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per Spellsword level after 1st
Proficiency
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Acrobatics, Arcana, Athletics, Insight, Intimidation, and Persuasion.
Arcane Sword
As a Bonus action the Spellsword imbues his weapon(s), including ammunition, with his arcane energies. The weapon(s) count as magical. The weapon(s) gains a bonus to hit and to damage equal to 1/4 the Spellsword's class level rounded down and cannot exceed the Spellsword's Charisma Modifier. This effect lasts until the start of the Spellsword's next turn. The benefits of Arcane Sword do not stack with those granted by Magic Weapons, including the spell Magic Weapon.
Arcane Defenses
While unarmored the Spellsword's AC is equal to 10 +Dex Mod + Cha Mod. Also, as a Reaction the Spellsword can create a shield of force in either hand, it lasts until urban start of the Spellsword's next turn. The shield grants +2 AC, its bonus does not stack with a physical shield.
Arcane Strike
At 2nd level when using Arcane Blade you may sacrifice a spell slot gaining a bonus to damage on a successful hit equal to a D6 per spell level sacrificed in this way.
Fighting Style
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Archery- You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense- While you are wearing armor, you gain a +1 bonus to AC.
Dueling- When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting- When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to get this benefit.
Spell-casting Ability
Charisma is your spell-casting ability for your Spellsword. You use your Charisma whenever a spell refers to your spell-casting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Spellsword spell you cast and when making an attack roll with one.
Spell Save DC= 8 + your proficiency bonus + your Charisma modifier
Spell Attack Modifier = your proficiency bonus + your Charisma modifier
A spellsword knows a number of Cantrips equal to their Charisma Modifier. A Spellsword knows a number of spells equal to their Spellsword level, these spells must be 1st level or higher, of a level the Spellsword can cast, and must be chosen from the Spellsword's spell-list.
Spell-casting Focus
You can attune a weapon to act as an arcane focus. While held the weapon allows the Spellsword to use the arcane focus to complete somatic components for spells drawn from the Spellsword list. Two weapons or a weapon and a shield can be attuned this way. Any weapon or shield so attuned can be summoned from anywhere to the Spellsword's hand so long as it is on the same plane as the Spellsword.
Arcane Tradition
At level 3 a Spellsword is able to pick their arcane tradition.
WIP
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you cant increase an ability score above 20 using this feature.
Improved Arcane Strike
At 11th level a Spellsword's Arcane Strike Damage dice increase to D10s.
Arcane Mantle
At 15th level a Spellsword gains advantage on saving throws against spells and magical effects.
Arcane Might
At 20th level a Spellsword gains the ability to concentrate on two spells at once. The total levels of spells, the value to all concentrated spell levels added together, cannot exceed 5. While concentrating on two spells at once the Spellsword has disadvantage on Constitution saves for concentration.
Blade Ward
Eldritch Blast
Light
Mage Hand
Prestigitation
Catapult
Detect Magic
Expeditious Retreat
Feather Fall
Magic Missile
Shield
Blurr
Enhance Ability
Magic Weapon
CounterSpell
Dispel Magic
Fly
Haste
Banishment
Otiluke's Resilient Sphere
Telekinesis
Wall of Force
The Spellsword is a near seamless blend of mystic and warrior renown for their ability to channel their arcane magics through their blade and spending their lives focused on their own self improvement. Spellswords are naturally inclined towards spells that enhance their physical and martial prowess, learning other spells by shear necessity. Few rare spellswords posses the capacity to expand their workings to other forms of magecraft.
The Spellsword
Spells Per Day
Level
Features
1st
2nd
3rd
4th
5th
1st
Arcane Sword, Arcane Defenses
2nd
Fighting Style, Spell-casting, Arcane Strike
2
3rd
Arcane Tradition
3
4th
Ability Score Improvement
3
5th
Extra Attack
4
2
6th
Ability Score Improvement
4
2
7th
Arcane Tradition Feature
4
3
8th
Ability Score Improvement
4
3
9th
4
3
2
10th
Arcane Tradition Feature
4
3
2
11th
Improved Arcane Strike
4
3
3
12th
Ability Score Improvement
4
3
3
13th
4
3
3
1
14th
Ability Score Improvement
4
3
3
1
15th
Arcane Mantle
4
3
3
2
16th
Ability Score Improvement,
4
3
3
2
17th
4
3
3
3
1
18th
Arcane Tradition Feature
4
3
3
3
1
19th
Ability Score Improvement
4
3
3
3
2
20th
Arcane Might
4
3
3
3
2
Hit Points
Hit Dice: 1d8 per Spellsword level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per Spellsword level after 1st
Proficiency
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Acrobatics, Arcana, Athletics, Insight, Intimidation, and Persuasion.
Arcane Sword
As a Bonus action the Spellsword imbues his weapon(s), including ammunition, with his arcane energies. The weapon(s) count as magical. The weapon(s) gains a bonus to hit and to damage equal to 1/4 the Spellsword's class level rounded down and cannot exceed the Spellsword's Charisma Modifier. This effect lasts until the start of the Spellsword's next turn. The benefits of Arcane Sword do not stack with those granted by Magic Weapons, including the spell Magic Weapon.
Arcane Defenses
While unarmored the Spellsword's AC is equal to 10 +Dex Mod + Cha Mod. Also, as a Reaction the Spellsword can create a shield of force in either hand, it lasts until urban start of the Spellsword's next turn. The shield grants +2 AC, its bonus does not stack with a physical shield.
Arcane Strike
At 2nd level when using Arcane Blade you may sacrifice a spell slot gaining a bonus to damage on a successful hit equal to a D6 per spell level sacrificed in this way.
Fighting Style
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Archery- You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense- While you are wearing armor, you gain a +1 bonus to AC.
Dueling- When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting- When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to get this benefit.
Spell-casting Ability
Charisma is your spell-casting ability for your Spellsword. You use your Charisma whenever a spell refers to your spell-casting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Spellsword spell you cast and when making an attack roll with one.
Spell Save DC= 8 + your proficiency bonus + your Charisma modifier
Spell Attack Modifier = your proficiency bonus + your Charisma modifier
A spellsword knows a number of Cantrips equal to their Charisma Modifier. A Spellsword knows a number of spells equal to their Spellsword level, these spells must be 1st level or higher, of a level the Spellsword can cast, and must be chosen from the Spellsword's spell-list.
Spell-casting Focus
You can attune a weapon to act as an arcane focus. While held the weapon allows the Spellsword to use the arcane focus to complete somatic components for spells drawn from the Spellsword list. Two weapons or a weapon and a shield can be attuned this way. Any weapon or shield so attuned can be summoned from anywhere to the Spellsword's hand so long as it is on the same plane as the Spellsword.
Arcane Tradition
At level 3 a Spellsword is able to pick their arcane tradition.
WIP
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you cant increase an ability score above 20 using this feature.
Improved Arcane Strike
At 11th level a Spellsword's Arcane Strike Damage dice increase to D10s.
Arcane Mantle
At 15th level a Spellsword gains advantage on saving throws against spells and magical effects.
Arcane Might
At 20th level a Spellsword gains the ability to concentrate on two spells at once. The total levels of spells, the value to all concentrated spell levels added together, cannot exceed 5. While concentrating on two spells at once the Spellsword has disadvantage on Constitution saves for concentration.
Blade Ward
Eldritch Blast
Light
Mage Hand
Prestigitation
Catapult
Detect Magic
Expeditious Retreat
Feather Fall
Magic Missile
Shield
Blurr
Enhance Ability
Magic Weapon
CounterSpell
Dispel Magic
Fly
Haste
Banishment
Otiluke's Resilient Sphere
Telekinesis
Wall of Force