Fighter
Base Class: Fighter

The Spellswords were an ancient warrior caste among the Mages of Thazzeran during the Demigod Wars, and although much of their history was lost to time, some still practice the nearly-forgotten techniques. Utilizing a difficult form of battle magic, spellswords intertwine the potency of magical effects with their weapons.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells 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.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

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 enchantment 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 enchantment or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

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 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

Spellsword Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

3

2

2

—

—

—

4th

3

3

3

—

—

—

5th

3

3

3

—

—

—

6th

3

3

3

—

—

—

7th

3

4

4

2

—

—

8th

3

5

4

2

—

—

9th

3

5

4

2

—

—

10th

4

6

4

3

—

—

11th

4

7

4

3

—

—

12th

4

7

4

3

—

—

13th

4

8

4

3

2

—

14th

4

9

4

3

2

—

15th

4

9

4

3

2

—

16th

4

10

4

3

3

—

17th

4

10

4

3

3

—

18th

4

10

4

3

3

—

19th

4

11

4

3

3

1

20th

5

11

4

3

3

1

Arcana Astrictus

At 3rd level, you learn the technique for imbuing magic potency to your weapon. When you use the Attack action, you can use your bonus action to infuse your weapon with the effects of one cantrip or spell you know through your Spellsword spellcasting. When you hit a creature with an attack, in addition to the attack's normal effects, the stored spell is released as if you had cast the spell using a spell slot of the level you expended. Spells requiring an attack roll automatically hit the target you hit with your weapon, but saving throws are still required as normal. Lastly, spells cast in this way cannot deal more than 1 weapon die of damage, and cantrips deal no damage, although any additional affects of the spell or cantrip still apply.

The chosen spell or cantrip must have a casting time of 1 action or bonus action. Once a spell is stored in your weapon, it remains for 1 minute or until you hit a creature with a weapon attack, although keeping the spell stored past the current turn requires concentration as if concentrating on a spell.

You can only store one spell in your weapon at a time, although you can replace individual attacks granted by the Attack action to store another spell.

Combat Cantrips

Beginning at 7th level, when you take the Attack action, you can replace one of your weapon attacks with a single attack using a cantrip that deals damage. The cantrip must have a casting time of 1 action, and if it fires multiple projectiles, rays, etc., only one is fired for each weapon attack you replace.

Scourge Arcana

At 10th level, you gain the ability to magically hone your weapon's edge beyond its physical limitations. All weapons you use are considered magical for the purposes of resistances and immunities, and once per turn when you hit a creature with a weapon attack, you deal additional force damage equal to your Intelligence modifier.

Mythic Jolt

At 15th level, you have perfected the art of magical recuperation. When you use Second Wind, you can expend a spell slot of 1st level or higher to heal yourself an extra 1d8 per level of the spell slot expended.

Improved Arcana Astrictus

Starting at 18th level, spells you cast using Arcana Astrictus now deal half their total damage dice (rounded up) instead of only 1.

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