Fighter
Base Class: Fighter

 

Spellswords are adept at all types of weapons and armor utilization, and are extremely versatile in combat situations.

Nimbler and more athletic than your normal spellcaster, and better suited for battle magic than the Paladin, the attacks of a Spellsword are unpredictable. Spellswords are great students of combat and magic. Serving as warrior-mages, they dedicate their lives to learning both the art of war and the ethereal ways of power.

Spellcasting

When you take this subclass at 3rd level, you gain the ability to cast spells. See Spell Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The Spellsword Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.

The Spells Known column of the Spellsword Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spellls.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellsword Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

3

2

—

—

—

4th

2

4

3

—

—

—

5th

2

4

3

—

—

—

6th

2

4

3

—

—

—

7th

2

5

4

2

—

—

8th

2

6

4

2

—

—

9th

2

6

4

2

—

—

10th

3

7

4

3

—

—

11th

3

8

4

3

—

—

12th

3

8

4

3

—

—

13th

3

9

4

3

2

—

14th

3

10

4

3

2

—

15th

3

10

4

3

2

—

16th

3

11

4

3

3

—

17th

3

11

4

3

3

—

18th

3

11

4

3

3

—

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Weapon Magic

At 3rd level, you can use your bonus action to magically create a melee weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see the Weapons section for weapon options). This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. This weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

Additionally, you learn a ritual that creates a bond between yourself and one magic weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as an action on your turn, causing it to teleport instantly to your hand.

Also, as long as you're within 60 feet of the weapon, you can dismiss the weapon, shunting it into an extradimensional space (no action required), and when you use your bonus action to summon a weapon with this feature, your bonded weapon appears in your hand instead. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being bonded if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Versatile Form

Beginning at 3rd level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a short or long rest.

Arcane Charge

At 7th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.

Spellsword Strike

At 10th level, when you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Improved Versatile Form

Starting at 15th level, you can use your Versatile Form feature to cast a spell, instead of only cantrips.

Superior Form

Starting at 18th level, when you use your Versatile Form feature you can take the Attack action as a bonus action instead of only 1 attack.

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