Spellsword
Despite the raging battle that surrounds the dwarf, his focus is unerring. With pinpoint accuracy, he throws a bolt of flame at an enemy that had wrestled his friend to the ground. Mustering the magical energy within himself, the dwarf shouts an incantation and a volley of glowing bolts of arcane energy emerges from his armored hand, each aimed at the enemy sergeant who is shouting orders at his men.
The elven woman unsheathed her hand-blades and whispered a spell below her breath. "There is arcane residue here. We are on the necromancer's trail." Running a blade over the invisible residue gave her valuable information about her quarry's powers - such foul magic could not be allowed to endure.
The spellsword mixes martial prowess with arcane spellcasting in combat. They are versatile warriors who can fill almost any role in an adventuring party.
- Training locations
- Common professions
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Creating a Spellsword
When creating a Spellsword, think about where you received your training and what drives you to adventure. Do you want to finish the magical research you started at your school, or are you driven by hatred for some kind of monster that you seek vengeance on?
For a quick build, follow these suggestions. First, Intelligence should be your highest ability score, followed by either Strength or Dexterity depending on what types of weapons you want to focus on, followed by Constitution. Second, choose the Soldier or Sage background. Third, take the Booming Blade and Firebolt cantrips, and the Burning Hands and Shield spells.
The Spellsword Table
Level | Proficiency Bonus | Features | Cantrips known | Spells known | 1st-level slots | 2nd-level slots | 3rd-level slots | 4th-level slots | 5th-level slots |
---|---|---|---|---|---|---|---|---|---|
1 | +2 | Spellcasting, Spellsword Defense | 2 | 2 | 2 | - | - | - | - |
2 | +2 | Potency | 2 | 2 | 2 | - | - | - | - |
3 | +2 | Spellsword Style | 2 | 3 | 3 | - | - | - | - |
4 | +2 | Ability Score Increase | 3 | 3 | 3 | - | - | - | - |
5 | +3 | Extra Attack | 3 | 4 | 4 | 2 | - | - | - |
6 | +3 | Spellsword Style Feature | 3 | 4 | 4 | 2 | - | - | - |
7 | +3 | Focused Mind | 3 | 5 | 4 | 3 | - | - | - |
8 | +3 | Ability Score Increase | 3 | 5 | 4 | 3 | - | - | - |
9 | +4 | - | 3 | 6 | 4 | 3 | 2 | - | - |
10 | +4 | Spellsword Style Feature | 4 | 6 | 4 | 3 | 2 | - | - |
11 | +4 | Latent Power | 4 | 7 | 4 | 3 | 3 | - | - |
12 | +4 | Ability Score Increase | 4 | 7 | 4 | 3 | 3 | - | - |
13 | +5 | - | 4 | 8 | 4 | 3 | 3 | 1 | - |
14 | +5 | Spellsword Style Feature | 4 | 8 | 4 | 3 | 3 | 1 | - |
15 | +5 | Second Chance | 5 | 9 | 4 | 3 | 3 | 2 | - |
16 | +5 | Ability Score Increase | 5 | 9 | 4 | 3 | 3 | 2 | - |
17 | +6 | - | 5 | 10 | 4 | 3 | 3 | 2 | 1 |
18 | +6 | Quick Casting | 5 | 10 | 4 | 3 | 3 | 2 | 1 |
19 | +6 | Ability Score Increase | 5 | 11 | 4 | 3 | 3 | 2 | 2 |
20 | +6 | Master of Sword and Sorcery | 5 | 12 | 4 | 3 | 3 | 2 | 2 |
Spellsword 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 level: 1d8 (or 5) + your Constitution modifier per Spellsword level after 1st
Proficiencies
Armor: None
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two from Acrobatics, Athletics, Arcana, History, Nature, Investigation, Religion, Perception, Insight, Stealth.
Multiclassing
In order to qualify for multiclassing as a Spellsword, you require an Intelligence of 13 or higher, as well as either Strength or Dexterity at 13 or higher.
If the Spellsword is not your initial class, you do not gain any proficiencies with skills or saving throws.
Like with the Artificer, you add half your levels (rounded up) to determine your available spell slots when you are multiclassing.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (if proficient) (a) leather armor or (b) scale mail or (c) chain mail
- (a) a martial weapon or (b) two simple weapons
- (a) a shield or (b) a simple weapon
- (a) a scholar's pack or (b) an explorer's pack
Spellsword Defense
Level 1 Spellsword feature
Spellswords have many ways of defending themselves, each effective in their own right. Choose one of the following features. You only gain the benefit of the chosen feature while you do not wear heavier armor than the feature gives you proficiency with.
- Warding Tattoos (none): Your AC becomes 10 + dex + int, and your movement speed increases by 10 feet.
- Skirmisher (light): You can take the Disengage action as a bonus action on your turn.
- Dragoon (light, medium, shields): When a creature hits you with an attack, you add your proficiency bonus to your AC against all attacks made by that creature until the start of your next turn.
- Juggernaut (light, medium, heavy, shields): You gain 1 extra hit point for each level you have in this class.
When you gain a level that gives you an Ability Score Increase from this class, you can change this choice. This represents your training regimen evolving to face new challenges.
Spellcasting
1st-level Spellsword Feature
Spell Slots
The Spellsword table shows how many spell slots you have to cast your Spellsword spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.
Cantrips
At 1st level, you know two cantrips of your choice from the Spellsword spell list. You learn additional cantrips of your choice at higher level, as shown in the Cantrips Known column of the Spellsword table.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the Spellsword spell list.
The spells known column of the Spellsword table shows when you learn more Spellsword spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, whenever you gain a level in this class, you can choose one of the spellsword spells you know and replace it with another spell from the spellsword spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your Spellsword spells. You use Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Spellsword spell you cast and when making an attack roll for one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spellcasting Focus
In addition to ordinary arcane foci, you can use any weapon you are proficient with as an arcane focus for your spellsword spells.
Potency
2nd-level Spellsword Feature
Your magic lingers, enhancing your abilities after the spell has been cast. You gain one Potency for every level of spell slot you spend. The maximum Potency you can have at any one time equals your level in this class, and you can never spend more than your Proficiency Bonus. If a Potency-spending feature forces a creature to make a saving throw, it uses your spell save DC. Your Potency resets to 0 when you finish a long rest.
Burst of Clarity: When you make an ability check that includes your proficiency bonus, you can spend a Potency to gain advantage on that check.
Arcane Lashing: When you hit with a weapon attack, you can spend Potency to deal an additional 1d6 force damage per Potency spent.
Spellsword Style
3rd-level Spellsword Feature
What kind of spellsword you are determines your combat style. Choose one of the subclasses detailed below.
You gain features from your Style at 3rd, 6th, 10th, and 14th level.
Ability Score Increase
4th-level Spellsword Feature
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 can’t increase an ability score above 20 using this feature.
You can forgo taking this feature to take a feat of your choice instead and you gain this feature again at 8th, 12th, 16th, and 19th level.
Additionally, whenever you reach a level that lets you grants this feature, you can replace a cantrip you learned from this class with another from this class' spell list.
Extra Attack
5th-level Spellsword Feature
When you take the Attack action on your turn, you can make two attacks, and you can replace one of them with a cantrip. The cantrip must have a casting time of 1 Action.
Focused Mind
7th-level Spellsword Feature
Your potency helps you focus on your spells. When you make a Constitution saving throw to maintain concentration on one of your spells, you can spend a Potency to treat the d20 roll as equal to your Spellsword level. You make this choice after you see the result.
Latent Power
11th-level Spellsword Feature
The damage of your Arcane Lashing increases to 1d8 per Potency spent, and if you counterspell a spell, dispel a magic effect, or break a caster's concentration on a spell, you gain Potency equal to that spell's level.
Additionally, when you finish a long rest, you start with 2d4 Potency instead of 0.
Second Chance
15th-level Spellsword Feature
You can now use Focused Mind on any saving throw you make.
Quick Casting
18th-level Spellsword feature
While you have more than half your maximum Potency, you can cast levelled spells with a casting time of an action as a bonus action.
Master of Sword and Sorcery
20th-level Spellsword feature
You have become the paragon of blending swordplay with the magical arts. Your Intelligence and Constitution scores increase by 4. Your maximum for those scores are now 24.
Spellsword Styles
Level 3: style spells, one expertise, defining way to spend Potency
Level 6: defensive benefit
Level 11: offensive upgrade
Level 15: capstone
Magehunter
Sometimes the best defense is a good offense. A magehunter glides in and out of combat in order to reach enemy spellcasters and stop them from casting their spells. Some magehunters wield curved hand-blades with fluid slashes, others wear armor and smash the wands of their enemies to splinters with heavy maces.
Magehunter Spells
3rd-level Magehunter feature
You learn additional spells as you reach certain levels in this class. The spells count as Spellsword spells for you, but they do not count against the number of spellsword spells you know.
Spellsword level | Spell |
---|---|
3 | Detect Magic |
5 | Silence |
9 | Counterspell |
13 | Dimension Door |
17 | Circle of Power |
Stalking the Arcane
3rd-level Magehunter feature
You have learned to step through space itself to find your quarry. As a bonus action, you can spend Potency to teleport to an unoccupied space you can see within 10 feet per Potency spent.
When you hit a creature that is concentrating on a spell with Arcane Lashing, they have disadvantage on the saving throw they make to maintain its concentration.
Additionally, you gain expertise in Arcana.
Warding Incantations
6th-level Magehunter feature
While you benefit from your chosen Spellsword Defense feature, you have advantage on saving throws versus spells and other magical effects.
Distracting Strikes
10th-level Magehunter feature
After you use Stalking the Arcane, you have advantage on the next weapon attack you make before the end of your turn.
Additionally, you can also add your proficiency bonus to any ability checks you make as part of the Counterspell or Dispel Magic spells and you have advantage on attacks against creatures who are concentrating on spells.
Mana Break
14th-level Magehunter feature
When a creature within your reach casts a spell, you can use your reaction and spend 3 Potency to make a melee attack against that creature. If the attack hits, the creature must make a concentration check against the damage dealt or the spell they are casting fizzles.
Battlemage
The battlemage is a front-line fighter who decimates their enemies with devastating elemental magic. They are in high demand by military forces, where they are not seldom promoted to positions of command. A single skilled battlemage can wipe out an entire enemy squadron, if left undisturbed.
Battlemage Spells
3rd-level Battlemage feature
You learn additional spells as you reach certain levels in this class. The spells count as Spellsword spells for you, but they do not count against the number of spellsword spells you know.
Spellsword level | Spell |
---|---|
3 | Shield |
5 | Elemental Blast |
9 | Lightning Bolt |
13 | Fire Shield |
17 | Destructive Wave |
Training in War and Magic
3rd-level Battlemage feature
You gain proficiency with heavy armor and you gain 1 extra Hit Point for each level you take in this class.
Additionally, you gain expertise in Athletics.
Arcane Surge
3rd-level Battlemage feature
After casting a levelled spell using your Action, you can spend 1 Potency to make a weapon attack as a Bonus Action.
Magical Absorption
6th-level Battlemage feature
While you benefit from your chosen Spellsword Defense feature, you have resistance to all damage from spells and you automatically succeed on saving throws against your own spells.
Influx of Magic
10th-level Battlemage feature
When you take the attack action, you can replace both attacks with spellsword cantrips.
When you use Arcane Surge, you can cast a cantrip as a bonus action.
Bursting with Energy
14th-level Battlemage feature
All damage dealt by Arcane Lashing and your spells explode.
Field Medic
Supporting their comrades on the front lines, the field medic is a defensive caster who bolsters their allies with magical healing and wards. Field Medics are always in high demand by all who are going into danger.
Field Medic Spells
3rd-level Field Medic feature
You learn additional spells as you reach certain levels in this class. The spells count as Spellsword spells for you, but they do not count against the number of spellsword spells you know.
Spellsword level | Spell |
---|---|
3 | Cure Wounds |
5 | Aid |
9 | Mass Healing Word |
13 | Death Ward |
17 | Greater Restoration |
Mystical Aegis
3rd-level Field Medic feature
You can use your residual magic to weave protective magic around your allies. As a bonus action, you can spend Potency to grant Temporary Hit Points to a creature within 30 feet of you that you can see, equal to 1d6 per Potency spent + your Intelligence modifier.
Field Hospital Training
3rd-level Field Medic feature
You learn the Guidance and Resistance cantrips, and you gain Expertise in Medicine.
Battlefield Beacon
6th-level Field Medic feature
You are a lighthouse of courage on the battlefield. You gain proficiency in Wisdom saving throws. If you already have that proficiency, you can choose another saving throw to gain proficiency in. Additionally, when you use Mystical Aegis, you can end an effect that causes the target to be Charmed or Frightened.
Strengthened Aegis
10th-level Field Medic feature
Mystical Aegis now gives temporary hit points equal to 1d10 per Potency plus your Intelligence modifier, and you can end a spell effect on the target of a level up to the number of Potency spent.
Additionally, you can use Mystical Aegis as a reaction when an ally within 30 feet of you takes damage, applying the temporary hit points before the damage.
Rally to the Flag
14th-level Field Medic feature
Once per long rest, you can use an action to rally your friends to you. Each creature of your choice within 30 feet are cleansed of any effects that cause them to be Charmed or Frightened, and can use their reaction to move up to their movement speed towards you without provoking opportunity attacks, and if they end up within 5 feet of you, they gain 2d6 + your level + your Intelligence modifier of Temporary Hit Points.
Shadowcrawler
Lurking in the darkness, the shadowcrawler terrifies their enemies with horrific illusions before lunging at them.
Shadowcrawler Spells
3rd-level Shadowcrawler feature
You learn additional spells as you reach certain levels in this class. The spells count as Spellsword spells for you, but they do not count against the number of spellsword spells you know.
Spellsword level | Spell |
---|---|
3 | Silent Image |
5 | Blur |
9 | Hypnotic Pattern |
13 | Greater Invisibility |
17 | Seeming |
Flash of Despair
3rd-level Shadowcrawler feature
When you cast a leveled spell of the Illusion school, you can spend Potency to strike fear into creatures who can see it. A number of creatures up to the amount of Potency you spend must make Wisdom saving throws against your spell save DC or be Frightened of you (or your illusion, if the spell conjures one) for up to 1 minute. They can repeat this save at the end of their turns, ending the effect on a success. If an affected creature takes damage the effect instantly ends.
Born of Darkness
3rd-level Shadowcrawler feature
You gain expertise in Stealth, and you can Hide as a bonus action while you are in dim light or darkness.
Additionally, you gain 60 feet of darkvision. If you already had darkvision from your race, its radius increases by 30 feet.
Guarded Psyche
6th-level Shadowcrawler feature
You are immune to the Frightened condition, and you have resistance to Psychic damage.
Additionally, you can forgo any verbal components of Illusion spells you cast.
Mindrending Horror
10th-level Shadowcrawler feature
You have advantage on attack rolls against any creature that is frightened of you or one of your illusions, and creatures who fail their save against your Flash of Despair take 1d8 psychic damage for every level of the spell that caused it.
Assault Consciousness
14th-level Shadowcrawler feature
As an action, you can unleash a storm of psychic tendrils that confuse your enemies to attack each other. All creatures of your choice within 30 feet must succeed on an Intelligence saving throw. On a failure, creatures take 4d10 psychic damage and must use their reaction to attack another targeted creature if they are able. On a successful save, they take half damage, and do not need to attack, but they are still a valid target for those who failed their save.
Once you use this feature, you cannot do it again until you finish a long rest, unless you spend 5 Potency to do so.
Spellbow
The spellbow is a master archer who has learned to use their arrows to deliver deadly spells. Staying in the backline, Spellbows can turn even the toughest enemies into pincushions with their magical arrows.
While some of the Spellbow features refer to bows and arrows, they are intended to function with all ranged weapons that use ammunition.
Spellbow spells
3rd-level Spellbow feature
You learn additional spells as you reach certain levels in this class. The spells count as Spellsword spells for you, but it doesnt count against the number of spellsword spells you know.
Spellsword level | Spell |
---|---|
3 | Hunter's Mark |
5 | Melf's Acid Arrow |
9 | Lightning Arrow |
13 | Locate Creature |
17 | Conjure Volley |
Volley of Splinters
3rd-level Spellbow feature
When you take the Attack action, you can forgo one attack in order to fire an arrow and use your magic to shatter it into high-speed shrapnel right after you release it. All creatures in a 30-foot cone originating from you must make a Dexterity saving throw against your spell saving throw DC. On a failure, they take 1d6 force damage per Potency spent plus your Intelligence modifier. On a successful save, creatures take half damage.
Magical Archery
3rd-level Spellbow feature
You have trained to combine your arcane knowledge with your archery. You can make the attacks for weapon cantrips, such as Booming Blade, with your ranged weapons.
Additionally, you gain expertise in Perception.
Conjured Arrows
6th-level Spellbow feature
When you attack with a ranged weapon, you can conjure arrows (or other type of ammunition) for it, letting you ignore the ammunition and loading properties. These conjured arrows are magical and can deal your choice of fire, cold, lightning, or force damage instead of the normal damage type for your weapon, and they disappear after they hit or miss a target.
If you use Arcane Lashing or Volley on Splinters with these arrows, that feature's damage type becomes that of the arrow.
Impactful Strikes
10th-level Spellbow feature
When you hit with a ranged weapon attack using your conjured arrows, you can add your Intelligence modifier to the damage dealt. Additionally, the damage dice of your Volley of Splinters increases to a d10s, and the range of its cone increases to 60ft.
Swift Conjuring
14th-level Spellbow feature
You can conjure arrows as fast as you can draw your bow. You are permanently under the effects of the Swift Quiver spell, which produces conjured arrows for you.
Magi-knight
mounted frontliner
Longstrider Find Steed Haste Find Greater Steed Steel Wind Strike
3 expertise in animal handling, find steed at prof 1/day?, mount protection with potency
6 further mount protection
10
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The Spellsword Spell List
Spell Level | Spells |
---|---|
Cantrips | Acid Splash, Blade Ward, Booming Blade, Chill Touch, Fire Bolt, Friends, Green-Flame Blade, Light, Lightning Lure, Magic Stone, Message, Mind Lash Strike, Mind Sliver, Minor Illusion, Prestidigitation, Ray of Frost, Shocking Grasp, Sword Burst, Thaumaturgy, Thunderclap |
1 | Absorb Elements, Burning Hands, Catapult, Compelled Duel, Detect Magic, Disguise Self, Ensnaring Strike, Faerie Fire, Feather Fall, Fog Cloud, Inflict Wounds, Jump, Magic Missile, Protection from Evil and Good, Searing Smite, Shield, Sleep, Thunderous Smite, Wrathful Smite |
2 | Aganazzar's Scorcher, Blur, Branding Smite, Darkvision, Dragon's Breath, Earthbind, Electrocute, Elemental Blast Enhance Ability, Enlarge/Reduce, Flaming Sphere, Heat Metal, Hold Person, Invisibility, Magic Weapon, Melf's Acid Arrow, Misty Step, Mirror Image, Scorching Ray, Shadow Blade, Sword Leap, Tasha's Mind Whip, Unstable Shield |
3 | Bind Weapon, Blinding Smite, Conjure Barrage, Counterspell, Dispel Magic, Fireball, Fly, Haste, Fear, Intellect Fortress, Lightning Bolt, Protection from Energy, Slow, Spirit Shroud, Tidal Wave, Thunder Step |
4 | Alessa's Arcane Armaments, Banishment, Dimension Door, Fire Shield, Freedom of Movement, Ice Storm, Otiluke's Resilient Sphere, Staggering Smite, Storm Sphere, Summon Geyser, Vitriolic Sphere, Wall of Fire |
5 | Banishing Smite, Bigby's Hand, Cone of Cold, Far Step, Hold Monster, Maelstrom, Passwall, Steel Wind Strike, Teleportation Circle, Wall of Force |