Spellsword Class - 5e

by SirMaximusKaiser

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Spellsword Multiclass

Spellsword Table
Level Features Spellsword Cantrips Known
1st Spellcasting, Spellsword Philosophy 1
2nd Action Surge 1
3rd Philosophy Feature 2
4th Ability Score Increase 2
5th Extra Attack 2
6th Ability Score Increase 3
7th Philosophy Feature 3
8th Ability Score Increase 3
9th Indomitable 3
10th Philosophy Feature 3

Class Features

This is intended to be a class in which one only multiclasses into, thus each feature only applies to characters higher than 1st level and proficiencies and traits are all gained rather than normal multiclassing rules. As a Spellsword, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Spellsword level
  • Hit Points: 1d10 (or 6) + your Constitution modifier per Spellsword level.

Proficiencies


  • Armor: light armor
  • Weapons: pick two from dagger, short sword, rapier, and long sword
  • Tools: none

  • Skills: Choose one from the following skills: Acrobatics, Athletics, Insight, Investigation, Magical Creatures.

Equipment

You gain the following equipment:

  • (a) two Goblin silver weapons with which you are proficient or (b) one Goblin silver weapon with which you are proficient and a shield
  • (a) armor with which you are proficient

Spellcasting

Cantrips

At 1st Level, you learn 1 Cantrip from Booming Blade, Green-Flame Blade, and Sword Burst. You learn another one at 3rd level and yet another at 6th level.

Spell Slots

Add half your levels (rounded up) in the spellsword multiclass to the appropriate levels from other classes to determine your available spell slots.

For example, if you are 8th level Willpower caster and 3rd level Spellsword, your spell slots are the same as an 10th level Sorcerer.

Spells Known of 1st Level and Higher

You learn an additional Sorcerer spell of your choice at each level except the 1st. Each of these Spells must be of a level for which you have Spell Slots and must be from either the Charms or Jinxes, Hexes, and Curses school of magic.

Spellcasting Ability

This is the same as your base class.

Spellcasting Weapon

You may use a weapon that is made of Goblin Silver to cast spells from the Charms or Jinxes, Hexes, and Curses school of magic. Any spell that is cast in this way has its Range and Target modified:

  • Spells that require the caster to make an attack roll now have the Range of Touch and Target a single Target.
  • Spells that require the Target to make a saving throw now have the Range of Self (15 foot cone).

Additionally, you can perform the somatic components of spells even when you have weapons, wand, and/or shield in one or both hands.

Spellstrike

At 1st level, the Spellsword learns how to wield magic and weapons at the same time. As an action, the Spellsword may first make a melee weapon attack, then cast a spell from their weapon with a casting time of 1 action or less. In addition, if the weapon attack hits, the spell attack rolls against Dragons are made with disadvantage rather than not affecting them at all.

Spellsword Philosophy

At 1st level you unlock the powers of your Spellsword Philosophy. This grants you features at 1st, 3rd, 7th and 10th level.

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Ability Score Increase

When you reach 4th Level, and again at 6th and 8th 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.

Extra Attack

Beginning at 5th Level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks. You cannot attack twice with your Spellstrike ability.

Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

Spellsword Philosophy

At 1st level, Spellswords devote themselves to a Philosophy. Each Philosophy focuses on one of the three schools of Spellsword thought: Magic, Swordplay, and Defense.

Magic

The wizards and witches of this philosophy see the sword as new and potent way to deliver their magic, giving a heavy emphasis on delivering as much damage as quickly as possible.

Improved Spellstrike

At 1st level, a Spellsword of this philosophy learns to capitalize on their spellstrikes. When you make a spellstrike, if the melee weapon attack hits the target, the spell attack roll may be made with advantage (normal attack roll for Dragons) and any saving throws from this spell are made with disadvantage.

You can use this feature a number of times per day equal to your spell attack modifier.

Overcharge Spell

Starting at 3rd level, you learn to focus all of your might into one strike. When you cast a spell, you may choose to deal maximum damage instead of rolling for damage. Once you use this feature, you cannot use it again until you finish a short or long rest.

Dazed Foe

Starting at 3rd level, if you deal damage to an enemy on your turn, you can take a bonus action on the same turn to take the Disengage action.

Potent Cantrip

Starting at 7th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip or you miss the attack roll, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.

Magically Guided Strike

Starting at 10th level, you learn to use your magic to all but ensure accuracy. When you make an attack roll, you can gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

You may use this feature a number of times per long rest that is equal to your proficiency bonus.

Swordplay

The followers of this philosophy see the sword as more than a tool, but and extension of themselves. Much like how magic enhances them, magic enhances their sword.

Bonus Proficiencies

At 1st level you gain proficiency in medium armor and great sword.

Bladedance

Starting at 1st level, you can invoke an ancient magic called the Bladedance, provided that you aren't wearing heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

You can use a bonus action to start the Bladedance, which lasts for 1 minute. It ends early if you are incapacitated, or if you don heavy armor or a shield. You can also dismiss the Bladedance at any time (no action required).

While your Bladedance is active, you gain the following benefits:

  • You gain a bonus to your AC equal to your Spellcasting modifier (minimum of +1)
  • Your walking speed increases by 10 feet.
  • If you are wearing light armor, you have advantage on Dexterity (Acrobatics) checks.
  • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Spellcasting modifier (minimum of +1).

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

Improved Critical

Beginning when you choose this Philosophy at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Fighting Spirit

Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn.

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

Elemental Enhancement

Beginning at 7th level, you gain the ability to infuse more magic and power into your weapon. As a Bonus Action you can add a 2d6 of damage to your weapon for 1 minute. You can choose the type of damage from the following options: acid, cold, fire, force, lightning, or thunder damage. You cannot have multiple elemental enhancements on a single weapon.

Weapon Enhancement

Starting at 7th level you have learned to magically enhance your weapons while wielding them. You add a +1 bonus to attack and damage. This bonus increases to +2 at 10th level.

Spell Momentum

Starting at 10th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action and on this attack you gain a bonus to the damage dealt equal to the level of spell cast.

Opportune Strike

Starting at 10th level, if you score a critical hit, you may may immediately make another weapon attack.

Shield

Those who subscribe to this Philosophy believe that the strongest offense is a strong defense. Heroes in tales of old who fight Dragons have a sword and a shield for a reason.

Bonus Proficiencies

At 1st level you gain proficiency in medium and heavy armor and shields.

Shield Magic

Starting at 1st level, you learn to imbue magic into you shield while you wield it. While weilding a shield, you gain a +1 bonus to your AC. This bonus increases to +2 at 5th level, and to +3 at 10th level.

Fighting Style

At 3rd level, you learn a fighting style to defend others. You may choose either the Interception or Protection fighting style.

  • 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.
  • Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Magic Shield Strike

At 7th level, you can now use your shield to shove enemies with magic imbued into your shield. Whenever you succeed on shoving an enemy, you may choose an elemental damage type from cold, fire, lightning, or radiant and deal 1d4 + your strength modifier of that damage type in addition to the usual affects of the shove.

Beacon of Hope

Starting at 10th level, as a Bonus Action, you can activate your shield as a bright beacon of hope. For the next minute at the cost of your concentration, a protective bubble with radius of 10 feet surrounds you while you hold your shield and your shield shines bright light in a 10 foot radius and dim light 20 feet beyond that. While this spell lasts, you and any other ally within the bubble has resistance to any damage that originates from outside the 10 foot radius sphere,

Spellsword Spell List

Spells noted with * are found at the end of the Spellsword description.

Cantrips


  • Green-Flame Blade
  • Booming Blade
  • Sword Burst

New Spell Descriptions

Magic Cannon

The cannon summoning charm - 2nd-level


  • Casting Time: 1 bonus action
  • Range: 5 feet
  • Duration: 1 minute

You conjure a swirling magical sphere within 5 feet of you. When you or another being strikes the cannon, it fires off a honing missile. That being makes a ranged spell attack using their spell attack modifier against an enemy within 30 feet, and on a hit the target takes 1d6 + the spellcasting modifier of the attacker of force damage.

On your turns after casting this spell, you may use you bonus action to move this cannon up to 20 feet in any direction.

At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Corrosive Consumption

5th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 5 rounds (concentration)

You leave a small, rapidly growing patch of corrosive acid on the target. Make a melee spell attack. On a hit, you deal 5d10 acid damage to your target. The acid remains on the target for the duration of the spell or until the target removes the acid. At the end of the target's turn, they can make a Dexterity saving throw to scrape off the acid. Each round that the acid remains on the target, they take an additional 5d10 acid damage at the beginning of your turn.

Corrosive Touch

1st-level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d6 acid damage.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Defensive Shock

2nd-level evocation


  • Casting Time: 1 action
  • Range: self
  • Components: V, S
  • Duration: 1 hour

Electrical energy floods your body. The next creature to hit you with a melee attack takes 2d6 lightning damage.

At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the lightning damage increases by 1d6 per spell slot above 2nd.

Detonate

4th-level evocation


  • Casting Time: 1 action
  • Range: self (15-foot radius)
  • Components: V, S
  • Duration: 1 round, then instantaneous

You flood yourself with a potent surge of energy. On the beginning of your next turn, the spell explodes from your body. When you explode, each creature within a 15 ft. radius centered on you must make a Constitution saving throw. On a fail, they take 7d6 force damage, or half as much on a successful one.

Elemental Aura

3rd-level evocation


  • Casting Time: 1 action
  • Range: self (15-foot radius)
  • Components: V, S
  • Duration: Up to 10 minutes (concentration)

You generate an aura of elemental power around you up to 15 feet for the duration. When you cast this spell, you can designate a number of creatures you can see to be unaffected by it. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature takes 3d8 damage of your choice: acid, cold, fire, or lightning. ON a successful save, the creature takes half damage.

Enfeeble

2nd-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

A black ichor covers your hand. Make a melee spell attack against a creature you can reach. On a failed save, the target deals only half damage with weapon attacks that use Strength until the spell ends. At the end of each of the target's turns it can make a Constitution saving throw against the spell. On a success, the spell ends.

Exhaust

4th-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

A black ichor covers your hand. Make a melee spell attack against a creature you can reach. On a failed save, the target gains 1 level of exhaustion until the spell ends. At the end of each of the target's turns it can make a Constitution saving throw against the spell. On a success, the spell ends.

At higher levels: When you cast this spell using a 5th level spell slot or higher, you can impose an additional level of exhaustion.

Fire Slap

1st-level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d6 fire damage.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Flare

1st-level evocation


  • Casting Time: 1 action
  • Range: 10 ft.
  • Components: V, S
  • Duration: Instantaneous

A creature within range must make a Constitution saving throw or gain the stunned condition for 1 round.

Frigid Touch

2nd-level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 cold damage.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Spark

1st-level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d6 lightning damage.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

 

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