Base Class: Fighter
While some warriors become Eldritch Knights, studying the arcane arts as an alternative to martial practice, the Spellsword harnesses the inner power of their soul to blend magic and blade work into a singular, fluid technique. While their magic may not be as diverse as a Bladesinger, Eldritch Knight or any other student of the arcane- Spellswords make up for it by focusing their abilities into powerful Styles that turn average warriors into heroes capable of legendary feats.
Mana Pool and Blade Styles
When you choose this archetype at 3rd level, you learn Blade Styles that are fueled by Mana, the power of which is represented with Mana dice.
Blade Styles. You learn one style of your choice, all of which are detailed under "Styles" below. A Blade Style boosts your combat prowess by tapping into your inner Mana. A Style lasts for 1 minute unless you are incapacitated, killed, or use a different Blade Style.
You learn two additional Blade Styles of your choice at 7th, 10th, and 15th level.
Mana Pool. You have a pool of Mana represented by dice, which are d8s. A Mana die is expended when you activate the Blade Style, but not when you use it for an effect caused by the Blade Style. For example, you would mark off a use of your Mana dice to activate the Searing Spinel Blade Style, but not for when roll a Mana die to lower your opponent's Attack Rolls and Saving throws. You regain all of your expended Mana dice when you finish a long rest.
You gain another Mana die at 7th level and one more at 15th level.
Blade Styles
The styles are presented in alphabetical order.
Anchoring Amethyst
As a Bonus Action, you can activate this Blade Style for 1 Minute. When you hit a creature with a melee attack, roll a Mana dice. The creature's AC is lowered by the number rolled and their movement is halved until the end of your next turn.
Enduring Emerald
As a Bonus Action, you can activate this Blade Style for 1 Minute. You gain resistance to bludgeoning, piercing, and slashing damage, immunity to the Prone condition, effects that would force you to move X number of feet, and you can use a reaction when you take damage to reduce the damage taken equal to a roll of your Mana Die plus your Constitution Modifier.
Lashing Lapis
As a Bonus Action, you can activate this Blade Style for 1 Minute. Whenever you make a melee attack, roll a Mana dice. Your melee attack roll gains a bonus to hit equal to the amount rolled on the Mana dice. Also, your melee attacks can no longer be affected by advantage or disadvantage.
Rending Ruby
As a Bonus Action, you can activate this Blade Style for 1 Minute. You gain an extra melee attack on each of your turns, and your melee attacks ignore a creature's damage resistance, treating immunity to a damage type as resistance, and resistance to a damage type as dealing normal damage.
Searing Spinel
As a Bonus Action, you can activate this Blade Style for 1 Minute. When you hit a creature with a melee attack, roll a Mana dice. The creature's Attack Rolls and Saving Throw DCs (if any) are lowered by the number rolled until the end of your next turn.
Shimmering Sapphire
As a Bonus Action, you can activate this Blade Style for 1 Minute. When you activate this Blade Style, roll a Mana dice. While this Style is active, your AC increases by the amount rolled on the Mana dice, difficult terrain no longer slows down your movement, and your movement speed is increased by 20ft.
Zealous Zircon
As a Bonus Action, you can activate this Blade Style for 1 Minute. Creatures within 30ft of you have disadvantage on attack rolls against you, and whenever you make an Ability Check or Saving Throw- you can roll a Mana Dice and add it to the Check or Save.
Mana Blade
Starting at 7th level, your Melee Attacks now deal an extra damage type based on your active Blade Style equal to one roll of your Mana die.
- Anchoring Amythest (Necrotic)
- Enduring Emerald (Acid)
- Lashing Lapis (Lightning)
- Rending Ruby (Force)
- Searing Spinel (Fire)
- Shimmering Sapphire (Cold)
- Zealous Zircon (Radiant)
Improved Mana Pool
At 10th level, your Mana dice turn into d10s. At 18th level, they turn into d12s.
Mana Spark
Starting at 15th level, when you roll initiative and have no Mana dice remaining, you regain one use of your Mana die.
Improved Mana Pool
At 18th level, your Mana dice turn into d12s.
-
View User Profile
-
Send Message
Posted Nov 1, 2022Love this
-
View User Profile
-
Send Message
Posted Nov 1, 2022Suh