Base Class: Wizard
A spellsword user casts their magic through their swords gaining a +2 bonus to spell attacks/ save DC when casting through a sword.
Spellsword Training
2nd-level spellsword feature
You gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.
Skeleton Companion
2nd-level Necromancer Spellsword feature
Skeleton: You call forth a skeletal companion from your past to fight with you. It will last until it dies, can be brought back to life by focusing on it for 1 minutes. At 8th-level you gain a second skeleton companion, At 12th-level gain a total of 3 Skeleton Companions.
6th-level Necromancer Spellsword feature
Warhorse Skeleton: Summon a Warhorse Skeleton as a ridable mount.
10th-level Necromancer Spellsword feature
Minotaur Skeleton: Summon a Minotaur Skeleton
14th-level Necromancer Spellsword feature
Giant Skeleton: Replace your Minotaur Skeleton with a Giant Skeleton.
Additional Skeleton
Summon a second Skeleton
Giant Skeleton
Summon a Giant Skeleton replacing you Minotaur Skeleton.
Minotaur Skeleton
Summon a Minotaur skeleton
Skeleton Companion
Summon a skeleton companion to fight with you, He will stay with you until he dies. You can focus on it for 10 minutes to resurrect it at half HP.
Third Skeleton
Summon another Skeleton for a total of 3 skeletons.
Warhorse Skeleton
Summon a warhorse skeleton until it dies or you send it away. If the warhorse dies the body disintegrates and you have to summon it again.
It takes 1 hour to summon the Warhorse Skeleton.
Extra Attack
6th-level Spellsword feature
You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Slashing Wind
10th-level Necromancer Spellsword feature
You strike the air with a sword to send a slashing wind attack in a line of 20ft hitting a max of 3 targets standing within 5ft of each other for 1d8 add INT modifier (Minimum +1) and proficiency bonus.
Radiating Strike
14th-level Necromancer Spellsword feature
You lunge forward up to 10ft choose to imbue your blade with any damage type to add to your next attack dealing 3d10 add INT modifier (Minimum +1) and proficiency bonus. If the target creature dies they explode in a 20ft radius that deals 2d12 of the chosen damage type. All creatures make a INT saving throw against your save DC. On a successful save they take half damage. You are un effected by the explosion (Unless you are vulnerable to the damage type).
Comments