Base Class: Fighter
User of Magic and blades
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and Spells Listing for the sorcerer spell list.
Cantrips
You learn three cantrips of your choice from the sorcerer spell list. You learn another sorcerer cantrip of your choice at 10th level.
Spell Slots
The Spellsword Spellcasting table shows how many spell slots you have to cast your sorcerer 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 magic missile and have a 1st-level and a 2nd-level spell slot available, you can cast magic missile using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level sorcerer spells of your choice, two of which you must choose from the evocation and conjuration spells on the sorcerer spell list.
The Spells Known column of the Spellsword Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an evocation or conjuration 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 enchantment or illusion spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Constitution is your spellcasting ability for your sorcerer spells. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution 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 Construction modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier
Spellsword Spellcasting
|
ROGUE LEVEL |
CANTRIPS KNOWN |
SPELLS KNOWN |
— SPELL SLOTS PER SPELL LEVEL — |
|||
|---|---|---|---|---|---|---|
|
1ST |
2ND |
3RD |
4TH |
|||
|
3rd |
3 |
3 |
2 |
— |
— |
— |
|
4th |
3 |
4 |
3 |
— |
— |
— |
|
5th |
3 |
4 |
3 |
— |
— |
— |
|
6th |
3 |
4 |
3 |
— |
— |
— |
|
7th |
3 |
5 |
4 |
2 |
— |
— |
|
8th |
3 |
6 |
4 |
2 |
— |
— |
|
9th |
3 |
6 |
4 |
2 |
— |
— |
|
10th |
4 |
7 |
4 |
3 |
— |
— |
|
11th |
4 |
8 |
4 |
3 |
— |
— |
|
12th |
4 |
8 |
4 |
3 |
— |
— |
|
13th |
4 |
9 |
4 |
3 |
2 |
— |
|
14th |
4 |
10 |
4 |
3 |
2 |
— |
|
15th |
4 |
10 |
4 |
3 |
2 |
— |
|
16th |
4 |
11 |
4 |
3 |
3 |
— |
|
17th |
4 |
11 |
4 |
3 |
3 |
— |
|
18th |
4 |
11 |
4 |
3 |
3 |
— |
|
19th |
4 |
12 |
4 |
3 |
3 |
1 |
|
20th |
4 |
13 |
4 |
3 |
3 |
1 |
Arcane Smite
When you reach 3rd level, once on your turn, when you hit a creature or object with a melee weapon attack, you can expend one spell slot to deal acid, cold, fire, force, lightning, poison, psychic, or thunder damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage type depends on the numbers rolled on the d8s. Choose one of the d8s. The number rolled on that die determines the attack’s damage type, as shown below.
| d8 | Damage Type |
|---|---|
| 1 | Acid |
| 2 | Cold |
| 3 | Fire |
| 4 | Force |
| 5 | Lightning |
| 6 | Poison |
| 7 | Psychic |
| 8 | Thunder |
Channel Spell
At 7th level, you can channel spell you can cast using a spell slot that takes 1 action into your simple or martial melee weapon worth at least 1 sp. As a bonus action you use a spell slot just as if you had cast the spell, but instead channel it into your weapon. While a spell is being channeled you must concentrate on it until it is discharged from your weapon.The channeled spell affects the next target that you successfully hit with a melee attack with this weapon. Even if the spell normally affects an area or multiple targets it affects only the target hit by the melee weapon attack. Damage from a spell is triggered on a hit and subject to critical hit rules even if the spell normally has a saving throw. The damage type(s) remains as listed in the spell. If the spell has a saving throw and does effects other than damage the target attempts to save against the other effects as if it were cast normally. The spell is discharged from the weapon, which can then hold an other spell. If the discharged spell has a duration longer than instantaneous that requires concentration you must continue to maintain concentration on it after it is discharged. You can channel your spells into only one weapon at a time. A weapon can only hold one spell at a time. Spells channeled into a weapon are lost if not discharged within 1 min, you lose concentration, or you end your turn without the weapon in your possession. A spells duration begins when it is discharged, not when it is channeled.
Endure Magic
Beginning at 10th level, you can add your CON to your INT, WIS, and CHA saving throws against spells and magical effects.
Channel Cantrip
At 15th level, as a bonus action you can channel some of the power of a cantrip into your melee weapon. When channeled this way the cantrip is treated as if it was cast by a level 1 character. All others rules of Channel Spell apply.
Magic Counterstrike
At 18th level, when a creature or object hits you with a spell or magical effect that requires a saving throw to take half damage and you succeed on the save, as a reaction you may force it to make a save against your spell save DC on a failure it takes force damage equal to the amount of damage you took.
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