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.

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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

LevelProficiency BonusFeaturesCantrips knownSpells known1st-level slots2nd-level slots3rd-level slots4th-level slots5th-level slots
1+2Spellcasting, Spellsword Defense222----
2+2Potency222----
3+2Spellsword Style233----
4+2Ability Score Increase333----
5+3Extra Attack3442---
6+3Spellsword Style Feature3442---
7+3Focused Mind3543---
8+3Ability Score Increase3543---
9+4-36432--
10+4Spellsword Style Feature46432--
11+4Latent Power47433--
12+4Ability Score Increase47433--
13+5-484331-
14+5Spellsword Style Feature484331-
15+5Second Chance594332-
16+5Ability Score Increase594332-
17+6-51043321
18+6Quick Casting51043321
19+6Ability Score Increase51143322
20+6Master of Sword and Sorcery51243322

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 levelSpell
3Detect Magic
5Silence
9Counterspell
13Dimension Door
17Circle 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 levelSpell
3Shield
5Elemental Blast
9Lightning Bolt
13Fire Shield
17Destructive 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 levelSpell
3Cure Wounds
5Aid
9Mass Healing Word
13Death Ward
17Greater 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 levelSpell
3Silent Image
5Blur
9Hypnotic Pattern
13Greater Invisibility
17Seeming

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 levelSpell
3Hunter's Mark
5Melf's Acid Arrow
9Lightning Arrow
13Locate Creature
17Conjure 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
CantripsAcid 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
1Absorb 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
2Aganazzar'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
3Bind 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
4Alessa'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
5Banishing Smite, Bigby's Hand, Cone of Cold, Far Step, Hold Monster, Maelstrom, Passwall, Steel Wind Strike, Teleportation Circle, Wall of Force