Base Class: Fighter
Spellswords combine the martial mastery of a fighter with a basic knowledge of the arcane arts. This allows for a versatile and unpredictable fighting style capable of devastating multiple foes at once or dealing high damage to a single target. Spellswords are capable of changing their armaments at a moments notice, always being prepared for whatever encounter awaits them.
Cantrip Caster
Beginning when you choose this archetype at 3rd level, you discover that you have an affinity for magic. You start with three cantrips: Shocking grasp and two others from the Wizard spell list.
Cantrips
You learn another Wizard cantrip at 10th, 15th, 18th level. In addition, when taking the attack action you may cast a cantrip instead of making one of your attacks.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your
spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Arcane Armaments
At 3rd level, you learn a ritual to create a magical bond between yourself and one weapon. Performing the ritual takes 1 hour, which can be done during a short rest. The weapon must be within your reach during the ritual.
Once you have created a link with a weapon it becomes much more durable. You can also summon and dismiss it as a bonus action, hiding it in a pocket dimension when it is not needed.
The amount of weapons you can bond with increases by one at 7th and 15th level.
At 10th level, if a bonded weapon is within 60ft of you, you can call it back to your hand as an action. If another creature attempts to stop it from moving they must succeed a STR check agaisnt your spell save DC. Additionally, if your weapon is in the same plane of existence as you but not within range to call it back, you can spend 1 hour performing a ritual to teleport it back to you. You can perform this ritual during a short rest.
At 15th level your arcane skill increases to the point where you can dismiss a weapon and summon another one using a single bonus action.
Arcane Dash
At 7th level, you gain the ability to instantly dash up to 60ft to an unoccupied space when using your action surge. While performing this action you can move through occupied spaces, ignore rough terrain and you do not trigger attacks of opportunity. If you pass through a creature when using this ability they take damage equal to 1d6 + your Strength modifier. If you perform a melee attack after using this action you have advantage on the attack roll.
Enhanced Armaments
At 10th level, weapons that you have bonded with are now filled with arcane energy, they are now considered magic weapons and constantly glow a color of your choice. Attacks made with enhanced weapons deal an extra force damage equal to 1d6 + your intelligence modifier.
Barrage
at 15th level you gain the ability to cast magic missile at 3rd level. You cannot perform this action again until you finish a short rest.
Arcane Surge
At 18th level your arcane skill has increased so much that you can enter a state where you continuously channel energy through your entire body. You can enter this state using a bonus action, while in this state you gain the following effects for one minute:
- You cannot cast spells or concentrate on them.
- Your weapon gain bonus damage equal to 1d6 + your intelligence modifier. This bonus damage is your choice of acid, cold, fire, lightning or poison for each attack.
- You gain temporary hit points equal to your fighter level + your proficiency modifier.
- You glow with arcane energy, shedding bright light in a 10ft radius and dim light for another 10ft after that.
This ability can be used once per long rest.
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