Base Class: Fighter
The Spearhand Mystic is a dynamic fighter subclass that harnesses the elegance and lethality of the Duospear, a double-bladed spear imbued with magical resonance. This subclass emphasizes unparalleled agility and the power of swift, unexpected strikes, allowing its practitioners to teleport short distances with uncanny ease. As a Spearhand Mystic, warriors blend martial prowess with mystical finesse, executing fluid maneuvers that confound and overwhelm foes. With their mastery of both the Duospear and enhanced movement, they become a whirlwind of strikes on the battlefield, seamlessly shifting positions to evade danger and deliver devastating counterattacks, embodying the perfect fusion of combat artistry and arcane knowledge.
Level 3: Spellcasting
You have learned to cast spells.
Cantrips. You know two cantrips of your choice from the Wizard spell list. Whenever you gain a Fighter level, you can replace one of these cantrips with another cantrip of your choice from the Wizard spell list.
When you reach Fighter level 10, you learn another Wizard cantrip of your choice.
Spell Slots. The Spearhand Mystic Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
—Spell Slots per Spell Level— | |||||
---|---|---|---|---|---|
Fighter Level | Spells Prepared | 1 | 2 | 3 | 4 |
3 | 3 | 2 | — | — | — |
4 | 4 | 3 | — | — | — |
5 | 4 | 3 | — | — | — |
6 | 4 | 3 | — | — | — |
7 | 5 | 4 | 2 | — | — |
8 | 6 | 4 | 2 | — | — |
9 | 6 | 4 | 2 | — | — |
10 | 7 | 4 | 3 | — | — |
11 | 8 | 4 | 3 | — | — |
12 | 8 | 4 | 3 | — | — |
13 | 9 | 4 | 3 | 2 | — |
14 | 10 | 4 | 3 | 2 | — |
15 | 10 | 4 | 3 | 2 | — |
16 | 11 | 4 | 3 | 3 | — |
17 | 11 | 4 | 3 | 3 | — |
18 | 11 | 4 | 3 | 3 | — |
19 | 12 | 4 | 3 | 3 | 1 |
20 | 13 | 4 | 3 | 3 | 1 |
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Wizard spell list.
The number of spells on your list increases as you gain Fighter levels, as shown in the Prepared Spells column of the Spearhand Mystic Spellcasting table. Whenever that number increases, choose additional spells from the Wizard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Fighter, your list of prepared spells can include five Wizard spells of levels 1 and 2 in any combination.
Changing Your Prepared Spells. Whenever you gain a Fighter level, you can replace one spell on your list with another Wizard spell for which you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.
Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Wizard spells.
Level 3: War Bond
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. The bond fails if another Fighter is bonded to the weapon or if the weapon is a magic item to which someone else is attuned.
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you have the Incapacitated condition. If it is on the same plane of existence, you can summon that weapon as a Bonus Action, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but you can summon only one at a time with a Bonus Action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Level 7: War Magic
When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Wizard cantrips that has a casting time of an action.
Level 7: Way of the Duospear
Starting at 7th level, your mastery of the Duospear allows you to perform extraordinary feats of agility and precision. You gain the following abilities:
Spear Rider: As an action, you can throw your Duospear into the air and then leap onto it, riding it for a moment. You can use this ability to travel in a straight line up to 30 feet. When you land, you can make one attack with your Duospear as part of this action. If your Duospear is caught or blocked before it lands, you fall safely to the ground in the closest unoccupied space.
Teleporting Strike: When you throw your Duospear, you can use your bonus action to teleport to the location where it lands. This teleportation occurs before the spear impacts, allowing for a surprise attack. When you arrive, you can make a melee weapon attack against a creature within reach, adding an additional 1d6 force damage due to the magical energy shifting you through space.
These abilities highlight your unique connection with your weapon, enhancing your nimbleness and making you a formidable presence on the battlefield. As a Spearhand Mystic, your movements are as fluid and unpredictable as the wind, catching your foes off-guard with every strike.
Level 10: Weakening Strike
You learn how to make your weapon strikes undercut a creature’s ability to withstand your spells. When you hit a creature with an attack using a weapon, that creature has Disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Level 15: Arcane Redirection
When you use your Action Surge, you can teleport up to 30 feet to an unoccupied space you can see. You can teleport before or after the additional action.
Teleport Tolerance
You've mastered the teleport so much that you don't even get sick when traveling far distances with it. You now always have Misty Step, Blink, and Dimension Door always prepared.

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