Sword Saint Fighter

by KrilltheKill

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Sword Saint Fighter

The Sword Saint figher is an archetype focused on empowering their melee strikes with magic spells, being able to cast from the list of spells from the wizard or the cleric depending on their chosen Path.

Sword Saint Path

When you choose the Sword Saint archetype at 3rd level, you also choose a Sword Saint Path, the Path of Arcana. or the Path of the Priest.

Path of Arcana

The Path of Arcana is focused on arcane knowledge and magic, when choosing this path your Spellcasting Ability is Intelligence and you can choose your spells from the wizard spell list.

Path of the Priest

The Path of the Priest is focused on the godly wisdom and the defending of a god's domain. Whichever god you may choose, this path gives you some of the features of a cleric. When choosing this path your Spellcasting Ability is Wisdom and you can choose your spells for the cleric spell list.

Subclass Features

The Sword Saint has some unique features that differentiate them from the other fighter archetypes, even if they're simmilar to the Edlritch Knight.

Spellcasting

Cantrips. You learn the shocking grasp cantrip and one other cantrip with the range of either touch or self.

Spell Slots. The Sword Saint table shows how many spell slots of 1st level or higher you gain per fighter level.

Spells Known of 1st-level and Higher. You choose three spells of the spell list given by your Sword Saint Path of 1st level when you choose this archetype, and one additional spell when you reach 4th level in the Fighter class and then every 2 subsequent levels, having to choose a spell from the list of spells given by your Sword Saint Path of a level that you have spell slots in.

Spellcasting Ability. Your spellcasting ability is defined by your chosen Sword Saint Path, being Wisdom or Intelligence.


  • Spell Save DC = 8 + Proficiency Bonus + Spellcasting Ability Modifier
  • Spell Attack Modifier = Proficiency Bonus + Spellcasting Ability Modifier
Sword Saint
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th
3rd +2 Imbue Weapon 3 2
4th +2 4 3
5th +3 4 3
6th +3 5 3 2
7th +3 Greater Imbuement 5 4 2
8th +3 6 4 2
9th +4 6 4 3
10th +4 Sword Dance 7 4 3 1
11th +4 7 4 3 1
12th +4 8 4 3 2
13th +5 8 4 3 2
14th +5 9 4 3 2 1
15th +5 Spellstriker 9 4 3 3 1
16th +5 10 4 3 3 1
17th +6 10 4 3 3 1
18th +6 Greater Spellstriker 11 4 3 3 1
19th +6 11 4 3 3 1
20th +6 12 5 3 3 2

Imbue Weapon

At 3rd level, you can use your action to imbue a spell or cantrip onto your weapon, as long as it has a range of touch and casting time of an action or bonus action. When you next hit an attack with your imbued weapon, add the damage and effects of the spell to the damage roll of your weapon.

If the spell calls for a saving throw, any effects apart from the damage will only take effect if the target of your attack fails the saving throw.

Greater Imbuement

At 7th level you can also imbue ranged spells or cantrips, but you do not gain that range with your melee attacks and still need to make weapon attack rolls. Additionally, you can make a single attack with your bonus action whenever you imbue your weapon with a spell.

Spells with an area of effect greater than 5ft. deal half as much damage, and your melee attacks do not have an area of effect after imbuing an AoE spell into it.

Sword Dance

At 10th level you can imbue spells in the place of an attack during an attack action, instead of using an entire action.

Spellstriker

At 15th level you can add half of your spellcasting ability modifier (rounded up) to your attack rolls. You can't add this same bonus to your damage rolls.

Greater Spellstriker

At 18th you can add your whole spellcasting ability modifier to your attack rolls. You can't add this same bonus to your damage rolls.

 

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