The Spellsword Class for 5th Edition Dungeons & Dragons

by Smug Coffee Man

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The Spellsword

Spellsword

Wearing half-plate covered in glowing inscriptions, a warrior swings a sword which erupts into a cone of flames as it strikes its foe, incinerating a horde of goblins behind the bugbear he split in half. Chanting as the inscriptions flare with magic power, his body blurs and what's left of the horde charges.

With a chant and a splay of her hands, an elvish woman in leather armor unleashes a barrage of ice blades at a human bandit, the blades digging into his flesh. She then turns to a gnome, pointing her rapier at him as his body glows with arcane power before growing in size.

These are Spellswords, warriors who have truly fused the arcane with the mundane. Rather than choose between the study of spells and blade, these jacks of all trades have opted to forgo true mastery in favor of versatility. Spellswords mix the power of martial swordplay with the creativity of magical power, weaving spells in between deft strikes.

Of Book and Blade

Spellswords divide their focus between the arcane tomes of a Wizard and the bladework of a Fighter, fusing the two combat styles to create something new and unique. Not as frail as a Bladesinger, but not as clever as a Battlemaster, Spellswords are truly the idea of versatility over mastery personified.

Spellswords spend years of their life training with a weapon and with magic, and then more still fusing the two into a cohesive and effective fighting style. Through this, they can duck and weave through the battlefield, going from trained swordsman to skilled mage in an instant and causing chaos on the battlefield.

Impatient Warriors

Lacking the dedication in one art, Spellswords are often impatient and on the move. They tend to always be going somewhere or doing something, trying to uncover new spells or new ways to use weapons and working them into their fighting style.

As such, Spellswords are naturally suited to adventuring due to their want to travel and dislike of staying in place too long. It's not uncommon to see Spellswords as hired guards for caravans, the pay good and constant travel useful - to say nothing of the magics they have.

Blade-Using Blasters

Most Spellswords favor Evocation magic in general, preferring to use magic as a gap-closer so they can strike with their blades.

Still, some might throw in a dash of Abjuration, Conjuration, or even Transmutation magic to augment themselves and their allies instead, more directly mixing might with magic.

Regardless, Spellswords know that only through balancing their two talents can they reach the apex of their power, and most are careful in what spells they learn and prepare every day.

“A Spellsword isn't just a wizard who swings a blade haphazardly or a warrior who slings random spells, he is an arcane warrior who mixes control with might.” — Mordenkainen

Note - any time you see SCoC, it refers to Smug's Compendium of Changes

Martial Mentor

A Spellsword has a mentor who taught their martial techniques. These mentors range from grizzled veterans to those whose job it is to instruct others in the martial arts.

What was your mentor like? What prompted them to teach you? Why did you seek them out to start your training?

d6 Martial Mentor
1 A dueling instructor who frequently works for nobles saw my innate talent and decided to teach me.
2 I paid a retired adventurer to teach me.
3 A military veteran who was a family friend saw my potential and taught me.
4 I was part of a town guard, where I received basic training.
5 I'm self taught, and not half bad - if I do say so myself. Still, I have much to learn.
6 I grew up on the streets; learning how to defend myself was imperative to my survival, and a kindly old man took pity on me and taught me his skills.

Magical Mentor

Spellswords also have a mentor who taught them how to use their magic. Like Wizards, Spellswords learn their magic rather than having it granted to them or having innate magical power.

What was your teacher like? What magic did they specialize in? How did they come to find you - or did you find them?

d6 Magical Mentor
1 My teacher was an elven Bladesinger who taught me some of his techniques.
2 My mentor was an eccentric old wizard who taught me for his own amusement.
3 I was taught by my tribe's shaman, learning the mystic arts to protect myself.
4 I won a bet with a Wizard, and as reward he taught me some of his magic.
5 I taught myself through extensive study and practice.
6 I was taught how to cast magic so that I could work within a criminal syndicate.

Weapon of Choice

Spellswords all favor a specific weapon that they channel their magic into. This is usually tied to their fighting style, and each Spellsword has a favored weapon.

What weapon does your character favor? Why do they prefer it to others? Who trained them to use it?

d6 Weapon
1 Longsword. One-handed combat that leaves my offhand free for spellcasting is practical and powerful.
2 Greataxe. My foes will feel the sharpness of my blade and the might of my magic in one strike!
3 Rapier. A mix of quick movement and flourishing somatic components make up my fighting style.
4 Dagger. I use two at once, stabbing foes and launching magic directly into their vitals with explosive results.
5 Mace. Heavy strikes mixed with powerful magic makes for powerful blows.
6 Warhammer. I strike with crushing force and blast my foes with lightning magic.
The Spellsword
Level Proficiency Bonus Features Strikes Known Spells Known 1st 2nd 3rd 4th 5th
1st +2 Fighting Style, Tactical Prowess - - - - - - -
2nd +2 Spellblade, Spellcasting, Martial Strikes 1 4 2 - - - -
3rd +2 Channel Spell, Spellsword Style 1 5 3 - - - -
4th +2 Ability Score Improvement, Martial Versatility 1 6 3 - - - -
5th +3 Extra Attack 1 7 4 2 - - -
6th +3 Superior Concentration (1 Use) 1 8 4 2 - - -
7th +3 Spellsword Style Feature 2 9 4 3 - - -
8th +3 Ability Score Improvement 2 10 4 3 - - -
9th +4 - 2 11 4 3 2 - -
10th +4 Ability Score Improvement 2 12 4 3 2 - -
11th +4 Spellsword Style Feature 2 13 4 3 3 - -
12th +4 Ability Score Improvement 2 14 4 3 3 - -
13th +5 - 3 15 4 3 3 1 -
14th +5 Improved Tactical Prowess, Spellguard 3 16 4 3 3 1 -
15th +5 Spellsword Style Feature 3 17 4 3 3 2 -
16th +5 Ability Score Improvement 3 18 4 3 3 2 -
17th +6 - 3 19 4 3 3 3 1
18th +6 Superior Concentration (2 Uses) 3 20 4 3 3 3 1
19th +6 Ability Score Improvement 3 21 4 3 3 3 2
20th +6 Might and Magic Mastery, Multiple Channel Spell 3 22 4 3 3 3 2
Multiclassing

Ability Score Minimum: Strength or Dexterity 13, Intelligence 13
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.
Armor: light armor, medium armor
Weapons: Simple Weapons, Martial Weapons

Creating a Spellsword

When creating a Spellsword, you should consider your character's preference in combat. Do they lean harder into their swordplay? Do they prefer to sling spells, supplementing them with defensive bladework? Or do they find a balance between the two?

Why have you become and adventurer? Do you simply seek to test yourself, or maybe you want to show off your skills? Perhaps your mentor sent you on a quest to prove the fruits of your training?

Quick Build

You can make a Spellsword quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, followed by Intelligence and Constitution. Second, choose the Sage background.

Class Features

  • Hit dice: 1d8 per Spellsword level.
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per spellsword level after 1st.

Proficiencies

Armor: Light armor, Medium armor
Weapons: Simple wepaons, Martial Weapons
Tools: one of your choice.
Saving Throws: Strength, Intelligence
Skills: Any three of your choice.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) any two simple weapons of your choice or (b) a martial weapon
  • (a) a light crossbow and 20 bolts or (b) five javelins
  • (a) leather armor or (b) a chain shirt
  • (a) an explorer's pack or (b) a scholar's pack
  • A Spellbook

Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

Fighting Style

Beginning at 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Arcane Warrior

You learn two cantrips of your choice from the wizard spell list. They count as spellsword spells for you, and Intelligence is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the wizard spell list.

Brutish Fighting

You learn one Martial Strike of your choice from among those available to the Fighter class. If a Strike you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Superior Technique

You learn one maneuver of your choice from among those available to the Fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

You gain one maneuver die, which is a d6 (this die is added to any maneuver dice you have from another source). This die is used to fuel your maneuvers. A maneuver die is expended when you use it. You regain your expended maneuver dice when you finish a short or long rest.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Tactical Prowess

Also at 1st level, you learn how to apply your sharp mind to battle tactics. You add your Intelligence Modifier to your Initiative Rolls.

Additionally, you can replace one Attack you make with the Attack Action to analyze an enemy. Make an Intelligence (Investigation) skill check against one creature within 15 feet of you, contested by a Charisma (Deception) skill check from the target creature. If it fails the contest, the next attack a creature other than you makes against it adds half of your Intelligence Modifier (rounded down, minimum 1) to its Attack and Damage Rolls. You may do so a number of times equal to your Proficiency Bonus, and regain all expended uses at the end of a Long Rest.

At 14th level, this bonus increases to your full Intelligence Modifier.

Spellblade

At 2nd level, you learn how to transform a melee weapon into a focus for your spells. By spending 1 hour during a Long Rest focusing your arcane power on a Simple or Martial Melee Weapon with which you are proficient, you can transform that weapon into your Spellblade. Your Spellblade can be used as a focus for your Spellsword spells. At 5th level, it counts as magical for piercing resistance and immunity.

You can only have one Spellblade at a time; if you create another Spellblade, the first one loses the benefits of this feature.

Spellcasting

Starting at 2nd level, you have learned to fuse magic and martial prowess. See chapter 10 of the Player's Handbook for the general rules of spellcasting and Appendix A of this document for the Spellsword Spell List.

Spellbook

At 2nd level, you have a spellbook containing four 1st-level Spellsword spells of your choice from the Spellsword Spell List. Your spellbook is the repository of the spellsword spells you know.

Preparing and Casting Spells

The Spellsword 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.

You prepare the list of Spellsword spells that are available for you to cast. To do so, choose a number of Spellsword spells from your spellbook equal to your Intelligence modifier + half of your Spellsword level (rounded up, minimum 1). The spells must be of a level for which you have spell slots.

For example, if you're a 3rd-level Spellsword, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Spellsword spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your Spellsword spells, since you learn your Spellsword spells through dedicated 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 Spellsword 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

Ritual Casting

You can cast a Spellsword spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Learning 1st level Spells and Higher

Each time you gain a Spellsword level, you can add one Spellsword spell of your choice from the Spellsword spell list to your spellbook. Alternatively, you may learn a Wizard spell from the school granted by your Spellsword Style and it counts as a Spellsword spell for you. Each of these spells must be of a level for which you have spell slots, as shown on the Spellsword table. On your adventures, you might find other spells that you can add to your spellbook (see "Your Spellbook").

If you gain Wizard levels, you may use the same Spellbook for your Wizard and Spellsword spells.

Your Spellbook

The spells that you add to your spellbook as you gain levels reflect your research and training in the arcane. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.
Your spellbook doesn't contain cantrips.

Your Spellbook (Continued)

Copying a Spell into the Book. When you find a spellsword spell of 1st level or higher or a wizard spell of the school granted by your spellsword style you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.

Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the caster who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Copying from a Spell Scroll. A wizard or spellsword spell on a spell scroll can be copied just as spells in spellbooks can be copied. When you copy a spell from a spell scroll, you must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

Replacing the Book. You can copy a spell from your own spellbook into another book — for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.
If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal.

The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap. It might even be something like wraps on your arm with the spells written onto them. Consult your DM if you wish to use something more unconventional.

Martial Strikes

Also at 2nd level, you learn to leverage your overwhelming might into special attacks called Martial Strikes. These strikes replace one attack you make with the Attack Action. You may only use a Strike once per turn and you cannot use a Strike and a Maneuver on the same attack.

You learn one strike of your choice from the list below.

You learn an additional strike of your choice at 7th and 13th level.

Saving Throws. Most Strikes require your target to make a saving throw to avoid that Strike. The saving throw DC is calculated as follows:

Strike save DC= 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Strikes

The strikes are presented in alphabetical order.

Charge. Cannot be used with a Ranged Weapon. You move up to half of your movement speed towards a creature that you can see. If you get within 5 feet of that creature, you can make an attack against them with advantage.

You can move up to your full movement speed when you reach 18th level in the fighter class.

Cleave. Must be wielding a Melee Weapon with the two-handed property to use. Each creature within cone with a maximum length and width of 10 feet in front of you must make a Dexterity Saving Throw as you swing your weapon in front of you. Creatures take a roll of your weapon's damage dice and the next attack made against them has advantage on a failed save or take half as much damage and the next attack made against them does not have advantage on a successful save.

The length and width of the cone increase to 20 feet when you reach 18th level in the fighter class.

Convince. If you fail a Persuasion Skill Check, you can use this Strike to re-roll that check and must use the new result.

When you reach 18th level in the fighter class, you gain a bonus to the re-rolled check equal to your Strength or Dexterity Modifier (you choose which when you learn this Strike).

Crush. Cannot be used with Ranged weapons. Each creature within a 15-foot radius circle that begins in front of you must make a Dexterity Saving Throw as you slam your weapon or a fist into the ground in front of you. Creatures take a roll of your weapon or unarmed strike's damage dice and are knocked prone on a failed save or half as much damage and are not knocked prone on a successful save.

The radius of the circle increases to 30 feet at 18th level in the fighter class.

Dash. Cannot be used with Ranged weapons. You move up to half of your movement speed + 5 feet in a straight line in front of you. Each creature that you pass through make a Dexterity Saving Throw as you cut down any foes in your way. Creatures take a roll of your weapon or unarmed strike's damage dice + your strength or dexterity modifier (you choose which when you choose this Strike) on a failed save or half as much damage on a successful save.

The radius of the circle increases to 30 feet at 18th level in the fighter class.

Deflect. Cannot be used with Ranged weapons. When you would take damage from a ranged weapon attack, you can roll 1d10 + your Strength Modifier and reduce the damage taken by that much. If you reduce the damage to 0, you can use your reaction to force a creature within 15 feet of you to take the damage you would have instead.

When you reach 18th level in the fighter class, you can also use this feature against ranged spell attacks.

Endure. If you fail a Saving Throw, you can use this Strike to re-roll that check and must use the new result.

When you reach 18th level in the fighter class, you gain a bonus to the re-rolled saving throw equal to your Strength or Dexterity Modifier (you choose which when you learn this Strike).

Impose. If you fail an Intimidation Skill Check, you can use this Strike to re-roll that check and must use the new result.

When you reach 18th level in the fighter class, you gain a bonus to the re-rolled check equal to your Strength or Dexterity Modifier (you choose which when you learn this Strike).

Knockback. You can use this Strike to force a creature make a Strength saving throw. The creature takes a roll of your weapon's damage dice on a failed save and is pushed back 15 feet in a straight line or takes half as much damage and is not pushed back on a successful save.

The distance the target is pushed back is increased to 30 feet when you reach 18th level in the fighter class.

Overcome. If you fail an Athletics Skill Check, you can use this Strike to re-roll that check and must use the new result.

When you reach 18th level in the fighter class, you gain a bonus to the re-rolled check equal to your Strength or Dexterity Modifier (you choose which when you learn this Strike).

Pillar. Must be wielding a Melee Weapon with the reach property or a ranged weapon to use. Each creature within a line with a width of 5 feet and length of 15 feet in front of you must make a Dexterity Saving Throw as you unleash a straight thrust or shot in front of you. Creatures take a roll of your weapon's damage dice on a failed save or half as much on a successful one. Ranged Weapons instead treat the length of this Strike as half of their effective range rounded down to the nearest 5, to a minimum of 15 feet.

The length and width of the line increase to 25 feet when you reach 18th level in the fighter class. Ranged Weapons instead use their full effective range at 18th level in the fighter class.

Pull. Must be wielding a Ranged Weapon or a weapon with the Thrown property to use. You can use this Strike to force a creature make a Strength saving throw as you fire a projectile with a line attached to drag a foe towards you. The creature takes a roll of your weapon's damage dice on a failed save and is pulled 15 feet in a straight line towards you or takes half as much damage and is not pulled towards you on a successful save.

React. If you fail a Perception Skill Check, you can use this Strike to re-roll that check and must use the new result.

When you reach 18th level in the fighter class, you gain a bonus to the re-rolled check equal to your Strength or Dexterity Modifier (you choose which when you learn this Strike).

The distance the target is pushed back is increased to 30 feet when you reach 18th level in the fighter class.

Shove. You can use this Strike to force a creature make a Strength saving throw. The creature takes a roll of your weapon's damage dice on a failed save and is pushed 5 feet to the left or right (your choice) or takes half as much damage and is not pushed on a successful save.

The distance the target is pushed is increased to 10 feet when you reach 18th level in the fighter class.

Volley. Must be wielding a Ranged Weapon to use. Choose one creature. That creature and each creature within a 15 foot radius centered on that creature must make a Dexterity Saving Throw as you fire a volley of shots at the creatures. Creatures take a roll of your weapon's damage dice on a failed save or half as much on a successful one.

The radius of this feature increases to 30 feet when you reach 18th level in the fighter class.

Whirlwind. Must be wielding a Melee Weapon to use. Each creature within a 5 foot radius centered on you must make a Dexterity Saving Throw as you spin your weapons around you. Creatures take a roll of your weapon's damage dice on a failed save or half as much on a successful one.

The radius of this feature increases to 15 feet when you reach 18th level in the fighter class.

Channel Spell

At 3rd level, when you cast a spell, you can choose to expend the spell slot and infuse it into your Spellblade rather than cast it normally. If you do this, the next time you deal damage with a Melee attack using your Spellblade, the target of the attack also becomes the target of that spell and the spell is cast. It makes any saving throw as normal (if the spell requires an attack roll from you, you make this roll instead), and if it resists or is immune to the damage of the spell (if the spell deals damage) it resists it as normal.

If the spell does not have a saving throw or does not require a spell attack roll (such as Sleep), it cannot be used with this feature. When a spell is used with this feature, it is cast at its lowest level and cannot be upcast.

Spellsword Style

At 3rd level, you adopt a special style of fighting called a Spellsword Style. You gain additional features from this style at 7th, 11th, and 15th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Martial Versatility

At 4th level and again whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do the following, as you shift the focus of your martial practice:

  • Replace a fighting style you know with another fighting style available to spellswords.
  • You can replace one battle maneuver or martial strike you know with a different maneuver or strike.
  • If you have any Arcane Shot options from the Arcane Marksman Fighter archetype, you can replace one of those options with a different one.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. If you know a Cantrip, you can replace one of these attacks with a use of that Cantrip.

Superior Concentration (1 Use)

At 6th level, when you fail a Constitution Saving Throw to maintain concentration on a spell, you can re-roll that saving throw and must use the new result.

You must finish a Short or Long Rest to use this feature again. At 18th level, you can use this feature twice before needing to finish a Short or Long Rest to use it again.

Spellguard

At 14th level, you gain the ability to protect yourself from enemy spells. If you succeed on a Saving Throw against a spell that deals damage, you take no damage from that spell.

Additionally, if you do so, you can use your reaction to absorb some of the magic of that spell and recover a 1st or 2nd-level spell slot. You must finish a Short or Long Rest to do so again.

Might and Magic Mastery

At 20th level, you attain mastery over martial combat and magical power. Your Strength and Intelligence scores increase by 2. Your maximum for those scores is now 22.

Multiple Channel Spell

At 20th level, you can channel up to two spells into your spellblade. You choose what order these two spells are channeled in. Each spell is triggered by a separate attack.

You must finish a Long Rest to use this feature again.

Blast Style

Those who subscribe to Blast Style focus on weaving Evocation magic into their bladework, striking down foes with potent magical blasts and furious bladework. A Blast Style Spellsword will likely have an aggressive and fiery personality to match the magics they use.

Style School

Starting at 3rd level, you can take Evocation spells from the Wizard Spell List when you gain a level in the Spellsword class and copy them into your Spellbook. You treat these spells as spellsword spells.

Style Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Style Spells table. These spells count as spellsword spells for you, but they don't count against the number of spellsword spells you prepare. When you gain a level in the Spellsword class, you can replace one of these spells with an Evocation spell from the Wizard spell list.

Spellsword Level Spells
3rd burning hands, magic missile
5th scorching ray, shadowy surge (SCoC)
9th corrosive touch (SCoC), fireball
15th acid rain (SCoC), ice storm
17th cone of cold, electrocution (SCoC)

Elemental Smite

Beginning at 3rd level, when you deal damage with your spellblade, you can expend a 1st-level spell slot to deal an extra 2d6 damage of one of the following types (you choose which when you use this feature): acid, cold, fire, lightning, or thunder. You can spend higher-level spell slots to deal additional damage of this type, 1d6 per spell slot beyond first to a maximum of 6d6 damage.

Explosive Channel

At 7th level, when you miss with an attack using your spellblade while it has a spell stored in it from your Channel Spell feature, you can use your reaction to cause the spell to go off anyway. If you do, the target has advantage on its saving throw against that spell. If the spell instead requires you to make a spell attack roll, you have disadvantage on that spell attack roll.

You can use this feature a number of times equal to your Proficiency Bonus and recover all expended uses at the end of a Long Rest.

Improved Elemental Smite

At 11th level, the dice used by your Elemental Smite feature are d8s.

Additionally, all attacks you make with your spellblade deal an additional 1d8 damage (you choose the type from the list granted by your Elemental Smite feature when you deal this damage).

Superior Channel

At 15th level, when you use your Channel Spell feature, you can spend a higher-level spell slot to cast the channeled spell at a higher level if it would increase the spell's damage.

You must finish a Short or Long Rest to use this feature again.

Dangerous Style

A Spellsword who uses the Dangerous Style slays their foes then brings their corpses back to fight alongside them. Like necromancers, they are generally viewed with distrust and contempt, but their effectiveness on the front lines of battle is never to be underestimated.

Style School

Starting at 3rd level, you can take necromancy spells from the Wizard Spell List when you gain a level in the Spellsword class and copy them into your Spellbook. You treat these spells as spellsword spells.

Style Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Style Spells table. These spells count as spellsword spells for you, but they don't count against the number of spellsword spells you prepare. When you gain a level in the Spellsword class, you can replace one of these spells with a Necromancy spell from the Wizard spell list.

Spellsword Level Spells
3rd false life, inflict wounds
5th shadowy surge (SCoC), wither and bloom
9th animate dead, summon undead
15th blight, shadow of moil
17th danse macabre, negative energy flood

Bonus Proficiencies

At 3rd level, you gain proficiency in the Intimidation and Religion skills.

Dangerous Bite

At 3rd level, attacks with your spellblade deal an additional 1d4 necrotic damage.

This damage increases to 1d6 at 7th level and 1d8 at 15th level.

Dangerous Resilience

At 7th level, if you would be reduced to 0 HP, you can make a constitution saving throw equal to 5 + the damage you took from the attack. On a success, you are reduced to 1 HP instead.

You may use this feature a number of times equal to your proficiency bonus, and recover all expended uses when you finish a Long Rest.

Dangerous Horde

At 11th level, if you kill a creature with your spellblade or a spell that deals necrotic damage, you can use your reaction to raise it as a zombie (see page 316 of the Monster Manual) under your control. You may only have one zombie created in this way under your control at a time; if you try to create another one, the previous zombie is reduced to 0 hit points and turns to dust.

You may use this feature a number of times equal to your proficiency bonus, and recover all expended uses when you finish a Long Rest.

Dangerous Shadows

At 15th level, when you would normally create a zombie or skeleton, you can instead choose to create a Shadow (see page 269 of the Monster Manual). You may only have one Shadow under your control at any given time, and if you try to create a new one the first is reduced to 0 HP and vanishes.

Dangerous Plague

Also at 15th level, when a creature would be reduced to 0 HP by a zombie under your control, you can use your reaction to force the target to make a Constitution Saving Throw against your spell save DC instead. On a failure, they are transformed into a zombie under your control. On a success, they are reduced to 0 HP as normal. Zombies created in this way automatically die after 24 hours and turn to dust.

You may use this feature a number of times equal to your proficiency bonus, and recover all expended uses when you finish a Long Rest.

Guard Style

A Spellsword who relies on the Guard Style is all about absolute defense. They make use of abjuration magic to protect themselves and their allies and to trap their foes. They also know how to make use of heavy armor to protect themselves.

Style School

Starting at 3rd level, you can take abjuration spells from the Wizard Spell List when you gain a level in the Spellsword class and copy them into your Spellbook. You treat these spells as spellsword spells.

Style Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Style Spells table. These spells count as spellsword spells for you, but they don't count against the number of spellsword spells you prepare. When you gain a level in the Spellsword class, you can replace one of these spells with an Abjuration spell from the Wizard spell list.

Spellsword Level Spells
3rd absorb elements, protection from evil and good
5th aid, protection from poison
9th counterspell, protection from energy
15th aura of life, death ward
17th circle of power, dispel evil and good

Bonus Proficiency

At 3rd level, you gain proficiency with heavy armor.

Shared Protection

At 3rd level, the absorb elements spell can be cast on other creatures within 10 feet of you. You cast it as you normally would, using a 1st-level spell slot and as a reaction with the same triggering properties except it uses your reaction instead of the other creature's reaction.

At 15th level, the range of this feature increases to 30 feet.

Guard Style Aura

At 7th level, you emit an aura in a 10-foot radius as long as you are not incapacitated or unconscious and have at least 1 hit point. Any allied creatures (including yourself) can add half of your proficiency bonus (rounded down, minimum 1) to any saving throw they make that they are not proficient in and can use their reaction gain the same bonus to their AC when they are the target of a spell attack against that spell attack, potentially turning a hit into a miss.

At 15th level, the radius of this aura increases to 30 feet.

Perfect Guard

At 11th level, your guard becomes near unbreakable. You can use a bonus action to enter Guard Stance until the start of your next turn. While in Guard Stance, you gain a bonus to your AC equal to your Proficiency Bonus, but suffer a penalty to all attack rolls equal to your Proficiency Bonus until the end of your next turn and your movement speed is reduced to 0 until the end of your next turn.

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

Improved Guard Style

At 15th level, your previous abilities receive improvements.

  • The range of your Shared Protection feature is now 30 feet.
  • The radius of your Guard Style Aura is now 30 feet.
  • The penalty to attack rolls is halved (rounded up, minimum 1) and your movement speed is now halved instead of reduced to 0 when in Guard Stance.

Shifter Style

A Spellsword who uses Shifter Style makes use of Transmutation magic to warp themselves, their foes, and the battlefield to win fights and corner their enemies.

Style School

Starting at 3rd level, you can take transmutation spells from the Wizard Spell List when you gain a level in the Spellsword class and copy them into your Spellbook. You treat these spells as spellsword spells.

Style Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Style Spells table. These spells count as spellsword spells for you, but they don't count against the number of spellsword spells you prepare. When you gain a level in the Spellsword class, you can replace one of these spells with a Transmutation spell from the Wizard spell list.

Spellsword Level Spells
3rd jump, zephyr strike
5th enlarge/reduce, spike growth
9th erupting earth, haste
15th elemental bane, polymorph
17th animate objects, telekinesis

Weapon Shifting

At 3rd level, you can fuse up to two additional weapons into your spellblade. Each weapon requires 1 hour of focus during a rest to fuse into your spellblade. You can use a bonus action to shift your spellblade into one of the other weapons, but if it is a ranged weapon it cannot benefit from your Channel Spell feature.

Transmuted Guard

Also at 3rd level, if you are in half cover, you can use your reaction when targeted by an attack to turn that half cover into three-quarters cover until the start of your next turn.

You may use this feature a number of times equal to your proficiency bonus, and recover all expended uses when you finish a Long Rest.

Transmuted Strike

At 7th level, when you deal damage with your spellblade, you can change the damage type to one of the following: acid, cold, fire, lightning, or thunder. The damage remains as this type until the start of your next turn, at which point it returns to the weapon's normal damage type.

Additionally, you ignore the loading property of any ranged weapon fused into your spellblade, and if it would require ammunition and you have none left it automatically creates a piece of ammunition that vanishes upon hitting or missing a target.

Transmuted Body

At 11th level, when you finish a short or long rest, you can grant yourself one of the following benefits:

  • You gain a swimming or climbing speed (your choice) equal to your walking speed.
  • You gain resistance to one type of damage from the following list: acid, cold, fire, lightning, or thunder.
  • You gain +1 AC against melee attacks.
  • You can take the Hide action as a bonus action.
  • You have advantage on saving throws against the charmed condition.
  • Your jumping height and distance are doubled.
  • While not wielding a weapon and not moving, you are invisible. As soon as you draw a weapon or move, this invisibility ends.
  • You can take the Dash action as a bonus action.

Each time you finish a short or long rest, you may change which benefit you gain from this feature. At 15th level, you can grant yourself two of these benefits at the same time.



You may use this feature a number of times equal to your proficiency bonus, and recover all expended uses when you finish a Long Rest.

Defensive Shifting

At 15th level, if you take damage from a Melee Attack, you can use your reaction to cast the Polymorph spell without expending a spell slot on either yourself or the creature that attacked you. When cast in this way, Polymorph lasts until the end of your next turn rather than its normal duration. You spend Spell Slots as normal when you cast Polymorph in this way.

If you choose yourself, you decide what beast you transform into, abiding by the rules of the Polymorph spell. If you choose the attacker, they transform into a beast of the DM's choice that has a maximum HP equal to or less than the attacker's current HP.

You must finish a Long Rest to use this feature again.

Tricky Style

A Spellsword who uses Tricky Style manipulates their foes with illusions and movement, confounding their foes with a mix of skilled swordplay, mobility, and illusion magic.

Style School

Starting at 3rd level, you can take illusion spells from the Wizard Spell List when you gain a level in the Spellsword class and copy them into your Spellbook. You treat these spells as spellsword spells.

Style Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Style Spells table. These spells count as spellsword spells for you, but they don't count against the number of spellsword spells you prepare. When you gain a level in the Spellsword class, you can replace one of these spells with an Illusion spell from the Wizard spell list.

Spellsword Level Spells
3rd color spray, silent image
5th blur, mirror image
9th fear, major image
15th hallucinatory terrain, phantasmal killer
17th mislead, seeming

Spell Deflection

At 3rd level, if you are wielding your spellblade, it has the Finesse property, and are the target of a spell attack, you can use your reaction to impose disadvantage on that spell attack roll.

You may use this feature a number of times equal to your proficiency bonus, and recover all expended uses when you finish a Long Rest.

Tricky Fighting

Also at 3rd level, your walking speed increases by 10 feet, and you can take the disengage action as a bonus action instead.

Twin Concentration

At 7th level, you can maintain concentration on two spells at once so long as both of these spells are from the Illusion school. While doing so, any damage you take forces you to make one Constitution Saving Throw to maintain concentration on both spells. The DC of this saving throw is increased by the level of both spells; for example, if you were maintaining concentration on Blur and Major Image and took 26 damage, you would have a DC of 18 (13 + 2 + 3) for your constitution saving throw whereas if you took 9 damage you would instead use 10 and have to make a DC 15 saving throw.

Magical Riposte

At 11th level, when a creature misses a spell attack made against you or you succeed on a saving throw against a spell, you can use your reaction to cast a spell that requires a spell attack roll against the creature that made the spell attack or forced you to make the saving throw. When cast in this way, a spell is cast at its lowest level.

You may use this feature a number of times equal to your proficiency bonus, and recover all expended uses when you finish a Long Rest.

Magical Evasion

At 15th level, if you fail a saving throw against a spell or other magical effect, you can choose to succeed instead. If you would take damage from that spell, you take no damage instead. If you use this feature, you cannot use your Magical Riposte feature against the same spell.

You must finish a Long Rest to use this feature again.

Appendix A: Spellsword Spell List

1st Level
  • Absorb Elements (XGE)
  • Armor of Agathys
  • Burning Hands
  • Cause Fear (XGE)
  • Dissonant Whispers
  • Earth Tremor (XGE)
  • Fog Cloud
  • Grease
  • Hellish Rebuke
  • Healing Word
  • Hellish Rebuke
  • Hex
  • Ice Knife (XGE)
  • Inflict Wounds
  • Searing Smite
  • Shield
  • Thunderwave
  • Wrathful Smite
  • Zephyr Strike (XGE)
2nd Level
  • Aganazzar's Scorcher (XGE)
  • Alter Self
  • Blindness/Deafness
  • Blur
  • Branding Smite
  • Cloud of Daggers
  • Earthbind (XGE)
  • Flame Blade
  • Hold Person
  • Kinetic Jaunt (SCC)
  • Magic Weapon
  • Maximilian's Earthen Grasp (XGE)
  • Mirror Image
  • Misty Step
  • Pass Without Trace
  • Phantasmal Force
  • Rime's Binding Ice (FTD)
  • Shadow Blade (XGE)
  • Shatter
  • Silence
  • Spider Climb
  • Spike Growth
  • Vortex Warp (SCC)
  • Wither and Bloom (SCC)
3rd Level
  • Ashardalon's Stride (FTD)
  • Blinding Smite
  • Counterspell
  • Elemental Weapon
  • Erupting Earth (XGE)
  • Fear
  • Fly
  • Gaseous Form
  • Haste
  • Lightning Bolt
  • Melf's Minute Meteors (XGE)
  • Pulse Wave (EGW)
  • Sleet Storm
  • Slow
  • Thunder Step (XGE)
  • Vampiric Touch
  • Water Walk
4th Level
  • Aura of Life
  • Banishment
  • Blight
  • Confusion
  • Fire Shield
  • Freedom of Movement
  • Grasping Vine
  • Locate Creature
  • Shadow of Moil (XGE)
  • Staggering Smite
  • Storm Sphere (XGE)
  • Wall of Fire
5th Level
  • Banishing Smite
  • Conjure Volley
  • Far Step (XGE)
  • Hold Monster
  • Steel Wind Strike (XGE)
  • Temporal Shunt (EGW)
  • Wall of Force

Credits

Art (In Order)

Other

Original Prestige Class: Wizards of the Coast, Complete Warrior Sourcebook for 3.5 Dungeons & Dragons (2003)
Adaptation and class/subclass design: Me, SmugCoffeeMan

Fan Content Policy

This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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Changelog

1.01

  • Fixed flavor text.
  • Added a line that clarifies that if you gain Wizard levels, you may use the same spellbook for both sets of spells.

1.02

  • Fixed formatting.

1.03

  • You now choose three skills instead of two from a list.
  • Additionally, you choose a single Tool Proficiency.

1.04

  • New Feature - Martial Strikes
  • Updated Martial Versatility to match the other Revised classes.
  • One new fighting style.