Fighter
Base Class: Fighter

A Spellsword is a talented fighter, whose latent magical affinity often emerges in the heat of battle. In a desperate moment you reach within yourself for anything that might turn the tide of battle, and find a spark. Arcane energy surges forth, guiding your blade, empowering your strikes, and bolstering your defenses.

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 sorcerer spell list.

Cantrips

You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.

Spell Slots

The Spellsword Spellcasting table shows how many spell slots you have to cast your 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 sorcerer spells of your choice, two of which you must choose from the abjuration and evocation 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 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.

Additionally, whenever you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also 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

Charisma is your spellcasting ability for your sorcerer spells, since you draw your magic from within, using your innate arcane power to influence the world around you. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellsword Spellcasting

FIGHTER LEVEL

CANTRIPS

KNOWN

SPELLS

KNOWN

— SPELL SLOTS PER SPELL LEVEL —

1ST

2ND

3RD

4TH

3rd

2

3

2

—

—

—

4th

2

4

3

—

—

—

5th

2

4

3

—

—

—

6th

2

4

3

—

—

—

7th

2

5

4

2

—

—

8th

2

6

4

2

—

—

9th

2

6

4

2

—

—

10th

3

7

4

3

—

—

11th

3

8

4

3

—

—

12th

3

8

4

3

—

—

13th

3

9

4

3

2

—

14th

3

10

4

3

2

—

15th

3

10

4

3

2

—

16th

3

11

4

3

3

—

17th

3

11

4

3

3

—

18th

3

11

4

3

3

—

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

 

Bonus Proficiencies

Whether through careful study, disciplined practice, internal reflection, or zealous battlefield experimentation, your efforts to understand your new arcane abilities are rewarded.

When you choose this archetype at 3rd level you gain proficiency in the Arcana skill as well as one of the following skills of your choice: History, Insight, Investigation, or Perception.

Weapon Focus

At 3rd level you learn a ritual that creates an arcane 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 with a weapon, it can be used as a spellcasting focus for your sorcerer spells.

You can only maintain this bond with one weapon at a time. Attempting to bond with a second weapon severs your connection to the first.

Spell Strike

Beginning at 7th level you learn how to harness the power of raw magic to aid you in combat. When you hit an enemy with a weapon attack you may expend one spell slot to deal an additional 1d8 force damage. This damage increases to 2d8 at 15th level.

 A non-magic weapon used with this feature counts as a magic weapon for the purpose of bypassing resistances.

Arcane Reflex

At 10th level you’re able to channel some of the power from your spells into a protective aura, quickening your reflexes and strengthening your defenses. Whenever you use your action to cast a spell, you gain a temporary +1 bonus to AC.

This effect lasts until the start of your next turn.

Mystic Reserve

At 15th level you gain reserve spell slots equal to 2 plus your Spellcasting ability modifier.

These spell slots can only be used with the Spell Strike feature.

Mystic Reserve spell slots replenish after completing a long rest.

Improved Mystic Reserve

At 18th level Mystic Reserve spell slots refresh after completing a short or long rest.

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