Base Class: Fighter
Often compared to Eldritch Knights, Spellswords are in fact more akin to sorcerers who have committed themselves to a martial path. They tap into the innate magic of their bodies to bolster their options and power in combat. They are flexible and can adapt to many battlefield situations, often surprising friend and foe alike with their mixed barrages of steel and spell.
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 ranger and sorcerer spell lists.
Cantrips
You learn three cantrips of your choice from the ranger and sorcerer spell lists. You learn an additional ranger or sorcerer cantrip of your choice at 10th level.
Spell Slots
The Spellsword Spellcasting table shows how many spell slots you have to cast your ranger and sorcerer spell lists 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 ranger and/or sorcerer spell lists of your choice.
The Spells Known column of the Spellsword Spellcasting table shows when you learn more ranger and/or sorcerer spell lists of 1st level or higher. Each of these spells 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 can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the ranger or sorcerer spell lists you know with another spell of your choice from the ranger or sorcerer spell lists. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Constitution is your spellcasting ability for your wizard spells, since you channel the magic deep within your body. 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 ranger or sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Constitution modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier
Spellsword Spellcasting
|
Fighter 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 |
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 |
8 |
4 |
3 |
— |
— |
|
13th |
4 |
9 |
4 |
3 |
2 |
— |
|
14th |
4 |
9 |
4 |
3 |
2 |
— |
|
15th |
4 |
10 |
4 |
3 |
2 |
— |
|
16th |
4 |
10 |
4 |
3 |
3 |
— |
|
17th |
4 |
11 |
4 |
3 |
3 |
— |
|
18th |
4 |
11 |
4 |
3 |
3 |
— |
|
19th |
4 |
12 |
4 |
3 |
3 |
1 |
|
20th |
4 |
12 |
4 |
3 |
3 |
1 |
Weapon Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and one 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 a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Cascade
Beginning at 7th level, when you use your Attack action, you can replace one of your weapon attacks with casting a cantrip. The cantrip you cast using this feature can target more than one creature.
Empowered Strikes
At 10th level, you learn how to channel your inner strength into every strike and spell. Once per turn when you hit a creature with a weapon attack or spell, you can add your Constitution modifier to the damage dealt.
Tide of Magic
At 15th level, whenever you use the additional action from your Action Surge to cast a spell of level one or higher, that spell gains the benefits of being cast at one level higher than the spell slot you use.
Improved Cascade
Starting at 18th level, when you use your Cascade feature to substitute a weapon attack with a cantrip, you can instead substitute that weapon attack with a spell that costs one action or bonus action. You can only do this once per turn.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
12/21/2019 4:33:52 AM
|
8
|
1
|
--
|
Coming Soon
|
|
|
8/1/2022 12:52:15 PM
|
280
|
28
|
--
|
Coming Soon
|
|
|
9/19/2022 2:26:38 PM
|
272
|
0
|
--
|
Coming Soon
|
Comments