Base Class: Sorcerer
The Spellsword is a soul chosen by the raw elements of the world. Their body and blade becomes infused with the will and power of magic's very essence. The Spellsword is a servant and voice to these elements; just as fire brings destruction and rebirth, as ice brings order and stagnation, or lightning brings wrath and presence, the Spellsword bring their voices to the world.
The Spellsword is a Sorcerer with light martial elements. They are able to store spells in their weapon, granting them bonus type damage and the ability to expend this spell with additional versatility.
Additional Spells
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown below. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
1st Level - Zephyr Strike, Wrathful Smite
3rd Level - Flame Blade, Enthrall
5th Level - Elemental Weapon, Thunder Step
7th Level - Elemental Bane, Otiluke's Resilient Sphere
9th Level - Flame Strike, Steel Wind Strike
In Service of the Elements
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with light armor, medium armor, shields, and martial weapons.
Spellbound
Starting at 1st level, Your magic is imbued into your weaponry, allowing you to store and cast your spells with it. As an action, you can Spellbound one weapon with a range of 5 feet that you can touch and are proficient with. A weapon can be Spellbound with any spell you known and stays Spellbound with this spell until expelled, voluntarily dismissed, or upon taking a long or short rest. If voluntarily dismissed or dismissed by a rest, any consumed material component is returned. This spell is Spellbound to your weapon is cast into it at any available level (expending the appropriate spell slot, and any verbal, somatic, and material components). Spells with casting times longer than an action or bonus action require additional time to Spellbound equal to its casting time. You can have a number of Spellbounds equal to 1 at 1st level, increasing to 2 at 6th level, 3 at 14th level and 4 at 18th level. A spell that is currently Spellbound to a weapon cannot be cast by other methods.
When you make an attack using a Spellbound weapon you gain the following benefits:
- You can use your Charisma modifier, instead of Strength or Dexterity, for attack and damage rolls for magical weapons.
- Your weapon attacks deal an additional 1d4 damage for each Spellbound on your weapon. The damage type of each d4 is determined by the spells used for the Spellbound, choosing a damage type that each spell could deal. For spells has no listed damage type, you may choice Piercing, Slashing, or Bludgeoning. This additional damage is considered magical for the purpose of overcoming resistance.
Expelling Spellbound
Starting at 1st level, Once per turn, when you hit a creature with a melee weapon attack, you can expel Spellbound on your weapon, allowing you to cast the spell in addition to the weapon's damage. When Expelling a Spellbound, you may do one of the following as part of your action for the turn:
- Cast the spell used for the Spellbound. You may spend 2 Sorcery points to make it so that being within 5 feet of a hostile creature doesn’t impose disadvantage on this spell's ranged attack rolls.
- Cast the spell used for the Spellbound as a Focused Spellbound. Spells cast this way have a range of touch, must target the enemy hit with your melee attack, and all area of effect or terrain created by the spell is resized to only occupy the space of the target or yourself. The target automatically fails any saving throw that is part of the casting of this spell.
The spell's level is determined by the spell slot used during its Spellbound and does not need verbal, somatic, or material components for this casting. After you Expel a Spellbound, the Spellbound is consumed and the spell used to create it no longer considered Spellbound to your weapon. You cannot Expel a Spellbound and cast a spell as a bonus action in the same turn.
Enhanced Weaponry
Starting at 1st level, whenever you cast a spell that summons a weapon with a range of 5 feet, you may instead have your Spellbound weapon transform into that spell's weapon for the duration of the spell, allowing it to contain your Spellbounds.
Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Second Ignition
Starting at 6th, you may your reaction and spend 2 Sorcery Point to use the Expel a Spellbound an additional time this turn.
Elemental Emphasis
When you roll for initiative, you can spend 2 Sorcery Points to increase each Spellbound's additional melee damage by 1d4 for one minute.
Once per turn, when you hit a creature with a melee weapon attack, you can spend 1 Sorcery Points to increase each Spellbound's additional melee damage 1d4 for this action.
Empowered Focus
Starting at 18th level, once per long rest, when you Expel a Spellbound to cast a Focused Spellbound, you can maximize the damage of the spell.
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