Fighter
Base Class: Fighter

Spellswords are fighters who have learned to weave arcane power into their combat style. They treat their weapon as both a blade and a focus, striking with steel and magic in a single fluid motion.

Level 7: War Magic

When you use your action to cast a cantrip or a spell, you can make one weapon attack as a bonus action.

Level 10: Spellblade’s Resilience

When you are forced to make a saving throw against a spell, you can use your reaction to add your Intelligence modifier to the roll.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Level 15: Improved Spellstrike

When you use Spellstrike, you can replace one of your attacks with a spell of 1st level or higher that has a casting time of 1 action (instead of only a cantrip). The spell must either require an attack roll or target only yourself.

In addition, when you hit a creature with a weapon attack as part of Spellstrike, the target takes extra force damage equal to your Intelligence modifier.

Level 18: Arcane Mastery

You can now use spells of up to 3rd level with Spellstrike.

Additionally, once per long rest, when you use Spellstrike to cast a spell, you can make one additional weapon attack as part of the same Attack action.

Level 3: Spellcasting

You have learned to channel arcane magic through focused study and combat discipline.

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 abjuration 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 abjuration 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

Spellcasting Focus. You can use an arcane focus or a weapon as a spellcasting focus for your wizard spells.

Level 3: Spellstrike

When you take the Attack action on your turn, you can replace one of your attacks with a cantrip that has a casting time of 1 action and requires an attack roll (such as booming blade or fire bolt).

Level 3: Arcane Armament

As a bonus action, you can imbue one weapon you are holding with arcane energy for 1 minute. While imbued, the weapon is considered magical and deals an extra 1d4 force damage on a hit.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

The extra damage increases to 1d6 at 10th level and 1d8 at 15th level.

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