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The Spellsword
\pagebreak # Spellsword A spellsword spends their life gleaning techniques from warriors and casters alike, endeavoring to use the disparate disciplines to enhance one other in unconventional ways. Blending martial attacks with arcane spells, spellswords are unpredictable front line combatants whose abilities marry both traditions to devastating effect. ## First on the Field Spellswords use arcane magic to enhance their abilities as in-your-face combatants, performing unusual feats with their bonded weapons and swordplay-enhancing spells. They thrive when dynamically navigating a battlefield, teleporting between combatants to land strikes on marked foes to release devastating magical energies. While spellswords are competent casters, their unique strength is their ability to channel magical energies from melee attacks and spells to fuel a suite of battlefield abilities known as eldritch inspirations. No one else can mix cantrip usage and swordplay like they do. ## Innovative Swordplay A spellsword is a kind of aggressive battlefield artist, and their two muses are the blade and the weave. They respect the technical mastery of their fighting brethren, but ultimately finds their approach a bit mundane. Why trip an opponent when one can have their weapon emit a thunderous boom that does the same? Rather than reach for a bow, a spellsword would sooner throw their blade and magically recall it to their hand. That these methods are unanticipated by their foes, all the better. ## Class Features As a spellsword, you gain the following class features: #### Hit Points ___ - **Hit Dice:** 1d8 per class_name 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 and medium armor, shields - **Weapons:** All simple and martial weapons ___ - **Saving Throws:** Constitution and Intelligence - **Skills:** Choose two from Athletics, Acrobatics, Investigation, Arcana, Insight, Perception, Intimidation A spellsword's aggressive nature allows them to use their Strength bonus to determine the results of an Intimidation check, even though Intimidation is normally associated with Charisma. ___ ___ ___ ___ ___ \pagebreakNum
##### Spellsword | Level | Proficiency Bonus | Eldritch Points | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | 3 | Eldritch Inspiration, Arcane Armory, Close Cantrips | 3 | — | — | — | — | — | — | — | — | — | — | | 2nd | +2 | 4 | Fighting Style, Spellcasting, Arcane Strike (Inspiration) | 3 | 2 | 2 | — | — | — | — | — | — | — | — | | 3rd | +2 | 5 | Blink Tactics, Spellsword Specialist | 3 | 3 | 3 | — | — | — | — | — | — | — | — | | 4rd | +2 | 6 | Ability Score Improvement | 4 | 4 | 3 | — | — | — | — | — | — | — | — | | 5th | +3 | 7 | Sigil Stalker, Weapon Bond Enhancement (Inspiration) | 4 | 5 | 4 | 2 | — | — | — | — | — | — | — | | 6th | +3 | 8 | Martial Magic | 4 | 5 | 4 | 2 | — | — | — | — | — | — | — | | 7th | +3 | 9 | Blade Dash (Inspiration) | 5 | 6 | 4 | 3 | — | — | — | — | — | — | — | | 8th | +3 | 10 | Ability Score Improvement | 5 | 7 | 4 | 3 | — | — | — | — | — | — | — | | 9th | +4 | 11 | — | 5 | 8 | 4 | 3 | 2 | — | — | — | — | — | — | | 10th | +4 | 12 | Spellsword Specialist Feature | 6 | 8 | 4 | 3 | 2 | — | — | — | — | — | — | | 11th | +4 | 13 | Arcane Flourish | 6 | 9 | 4 | 3 | 3 | — | — | — | — | — | — | | 12th | +4 | 14 | Ability Score Improvement | 6 | 10 | 4 | 3 | 3 | — | — | — | — | — | | 13th | +5 | 15 | ─ | 6 | 10 | 4 | 3 | 3 | 1 | — | — | — | — | | 14th | +5 | 16 | Spellsword Adept | 6 | 10 | 4 | 3 | 3 | 1 | — | — | — | — | | 15th | +5 | 17 | Spellsword Specialist Feature | 6 | 11 | 4 | 3 | 3 | 2 | — | — | — | — | | 16th | +5 | 18 | Ability Score Improvement | 6 | 11 | 4 | 3 | 3 | 2 | — | — | — | — | | 17th | +6 | 19 | ─ | 6 | 12 | 4 | 3 | 3 | 3 | 1 | — | — | — | | 18th | +6 | 20 | Overwhelming Arcane Strike (Inspiration) | 6 | 12 | 4 | 3 | 3 | 3 | 1 | — | — | — | | 19th | +6 | 21 | Ability Score Improvement | 6 | 12 | 4 | 3 | 3 | 3 | 2 | — | — | — | | 20th | +6 | 22 | Spellsword Mastery | 6 | 12 | 4 | 3 | 3 | 3 | 2 | — | — | — |
### Spellcasting You've studied the workings of magic and how to cast spells, channeling the magic through your bonded weapons. #### Cantrips Spellswords rely heavily on their cantrips and have made it an area of focus. At 1st level, you know three cantrips of your choice from the Spellsword spell list. At higher levels, you learn additional spellsword cantrips of your choice, as shown in the Cantrips Known column of the Spellsword table. #### Spell Slots The Spellsword Spellcasting table shows how many spell slots you have to cast your spellsword 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 two 1st-level spellsword spells of your choice. The Spells Known column of the Spellsword Spellcasting table shows when you learn more spellsword spells of 1st level or higher. Each of these spells 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. Whenever you gain a level in this class, you can replace one of the spellsword spells you know with another spell of your choice from the spellsword spell list. The new spell must be of a level for which you have spell slots. \pagebreakNum #### Spellcasting Ability Intelligence is your spellcasting ability for your spellsword spells. You use your Intelligence whenever a spellsword spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an 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
#### Spellcasting Focus A spellsword uses their bonded weapons as spellcasting foci. ### Features **Eldritch Inspiration** At level 1, you gain a reservoir of magic energy that you can use to produce a number of magical effects called Inspirations, represented by eldritch points. You have 3 eldritch point, and you gain more as you reach higher levels, as shown in the Eldritch Points column of the Spellsword table. You can never have more eldritch points than shown on the table for your level. You regain all spent eldritch points when you finish a long rest. When engaged in combat, alternating melee and cantrip attacks builds stacks of Arcane Fervor. Upon reaching the maximum of four stacks, all of your Inspirations have their eldritch point cost reduced by 1, and any with a default cost of 1 can be used for free. Upon expending any eldrtich points, all Arcane Fervor stacks are removed. Stacks decay over the course of 10 turns, dropping you down to a lower tier each time. If you have 3 or more stacks, they will never be reduced to less than 2. ___ **Arcane Armory** At 1st level, you learn how to create a magical bond between yourself and your weapons and armor. While holding a melee weapon, you may spend 1 eldrtich point to forge a bond that lasts indefinitely. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon. After throwing the weapon as part of your attack, it immediately teleports back into your hand. If the weapon is light, it gains the Thrown property. Your magical connection to this weapon also increases its accuracy. If your spellcasting ability modifier is greater than your Strength or Dexterity modifier, you apply the difference between those modifiers as a bonus to your attack rolls, up to a maximum of 2. You can have up to two bonded weapons at a time. You may also use magic to alter your equipped armor by spending 2 eldrtich points. Any medium armor conforms to your body shape, allowing you to use your Spellcasting Ability Modifier in place of Dexterity when calculating your Armor Class. Any light armor magically hardens, allowing you to add half your Spellcasting Ability Modifier, rounded down, to AC. This effect lasts for a number of hours equal to your Spellsword level. At level 9, it lasts until a long rest. ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ **Close Cantrips** At level 1, you can enhance your cantrips when they are cast within 5 feet of your target: you ignore disadvantage for close range attacks and add your spellcasting modifier to damage rolls. This does not apply to cantrips that use weapons attacks. When hitting an enemy with a non-melee cantrip, you leave behind a Volatile Sigil of unstable magic until the end of your next turn. If you or your target take any action that separates you by 5ft or more, or teleport in any fashion, the sigil will explode, dealing 1d6 in force damage. This damage increases to 2d6 at level 5, 3d6 at level 11, and 4d6 at level 17. Only one sigil can be active at any time. ___ **Arcane Strike (Inspiration)** At 2nd level, you may imbue an equipped bonded weapon with an attack cantrip of your choice. The next time you hit an enemy with that weapon, you deal both normal weapon damage and all the effects of your chosen cantrip. These attacks automaticaly benefit from Close Cantrips. This costs 1 eldritch point and can be done only once per turn. You cannot imbue a weapon with more than one cantrip. ___ **Fighting Style** Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. * 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. * Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. * Arcane Warrior. After attacking an enemy with a light one-handed weapon in one hand, you may cast a bonus action swift cantrip with your empty off-hand. ___ **Blink Tactics** At 3rd level, you learn to how to harness energy from spellcasting to fuel teleportation abilities. Any time you cast a spell or consume a spell slot, you gain Ethereal Pirouette for a number of turns equal to 1 + your proficiency bonus. This ability is a bonus action that teleports the player 15 feet. Enemies within 5 feet of the teleported player must succeed on a Dexterity saving throw or be considered Flat-Footed against your actions until the end your next turn. Flat-Footed enemies have a -1 penalty to their attack rolls and spellswords have a +1 advantage on attack rolls against them. In addition, any spells or abilities you use that involve teleportation have the same chance to apply Flat-Footed to enemies. ___ \pagebreakNum **Sigil Stalker** At 5th level, you learn the Eldrtich Mark spell and always have it prepared. You may cast it for free for a number of times equal to your proficiency bonus per day. As a bonus action, you reach out and trace a personal sigil that appears on your target's body. The next time the target is hit with a melee attack from your bonded weapon or a spell you cast from a range of 5 feet or less, a burst erupts out in a 10-foot radius, dealing 1d6 force damage to all enemies in the area, or half that to those that succeed on a Constitution save. The mark then transfers to another random target, priming them for your next attack. The mark's damage increases every time it transfers to a new target in this order: 1d6, 1d8, 1d10, 2d6. If there is no other valid target within range, the effect expires and the player is able to mark another target. At level 10, the mark's maximum damage increases to 2d8. At level 15, it improves further to 3d6. At level 20, it becomes 5d4. ___ **Bound Weapon Enhancement (Inspiration)** At 5th level, you gain the ability to magically enhance a bonded weapon with the Light, Finesse or Thrown properties. For the cost of 1 eldritch point, all one-handed weapons can be given the Light Property and one-handed weapons that lack the Versatile property can be turned into Finesse weapons. All melee weapons can be given the Thrown property for free. Only one property can be applied at a time. ___ **Martial Magic** Beginning at 6th level, you can make a standard attack and cast a cantrip when taking your action. This ability does not stack with any sources of Extra Attack. ___ **Blade Dash (Inspiration)** At 7th level, you may throw your Bonded Weapon at a creature or location and teleport there instantly. You gain the effects of the Blur spell for 2 turns. If you use a normal Throw attack and successfully hit a creature, you may choose to teleport to it after confirmation of the hit. Using this ability costs 2 eldritch points. ___ **Arcane Flourish** At level 11, using a weapon action infuses your bonded weapon with a fiery blue font of magic, lasting a number of turns equal to 1 + your character's proficiency bonus. This font grants you Channeled Throw, which may be activated as a bonus action in two ways: * *Channeled Throw: Melee* - Throw your bonded weapon. Hitting an enemy tagged by Eldritch Mark will trigger the sigil's detonation effects. In addition, you may use Blade Dash to teleport to the next enemy your mark has settled upon. * *Channeled Throw: Spell* - Swing your bonded weapon to launch the magic fire at a target, dealing 1d8 + your spellcasting modifier in fire damage. The fire flies back to you after the attack. If your target fails a Constitution save, it is pulled back alongside the fire, up to a distance of 10 feet. If there is an active Eldritch Mark on the target, they may be pulled up to 30 feet. Note: Weapon actions are a mechanic specific to Baldur's Gate 3 that have limited usage. Normal weapon attacks cannot trigger Arcane FLourish. Note that weapon actions refresh after a short rest. ___ **Spellsword Adept** At level 14, your core abilities have reached new heights. * You have advantage on attack rolls against enemies affected by Eldrtich Mark. * Arcane Strike attacks now apply Volatile Sigil when Close Cantrips is active. * Ethereal Pirouette's teleport range increases to 20 feet. ___ **Overwhelming Arcane Strike (Inspiration)** At level 18, you can spend 3 eldritch points to create an improved arcane strike enhancement, allowing you to apply a cantrip's effects to all attacks made with your bonded weapon until the end of your next turn. ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ **Spellsword Mastery** At level 20, you have mastered a spellsword's blend of martial and spellcasting combat. You gain the following: * You regain 5 eldritch points after a short rest. * When Arcane Fervor is at max stacks and after applying its eldrtich point discount to an inspiration, you may continue to take advantage of that discount until the end of your next turn. ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ## Class Subclasses At 3rd level, you choose a type of spellsword specialization. Your choice grants you features at 3rd level, 10th level, and again at 15th level. ### Elementalist Elementalists seek to empower their weapons and abilities with acid, cold, fire lightning and thunder. They are flashy and deadly combatants. ___ ### Features **Elemental Smite** At level 3, you can perform an Elemental Smite on a hit by sacrificing a spell slot. Your target must roll to save against a debilitating effect based on the type of smite performed: * *Booming Smite:* Target takes 2d6 thunder damage. If they fail a STR save, they are pushed back 10 feet and knocked prone. (Level 1 spell slot) * *Erupting Smite:* Target takes 3d6 fire damage. If they fail a DEX save, they are blinded. (Level 2 spell slot) * *Shocking Smite:* Target takes 4d6 lightning damage. If they fail a CON save, they are stunned. (Level 3 spell slot) * *Corrosive Smite:* Target takes 5d6 acid damage. If they fail a CON save, they are afflicted by feeble, acid and nauseated. (Level 4 spell slot) * *Frigid Smite:* Target takes 6d6 cold damage. If they fail a CON save, they are paralyzed and chilled. (Level 5 spell slot) ___ \pagebreakNum **Elemental Blade (Inspiration)** At level 10, you can use a bonus action to empower your bonded weapon with magical energy (choosing between Acid. Cold, Fire, Lightning and Thunder). Your weapon attack deals an additional 1d8 damage. This effect lasts for 1 hour and costs 3 eldritch point to activate. The effect's damage improves to 1d10 at level 12, 2d6 at level 15, and 2d8 at level 18. ___ **Elemental Aura (Inspiration)** At level 15, you can spend 5 eldritch points to generate a damaging aura in a 15 foot radius around yourself for 10 turns. Each turn, targets entering or remaining within your aura must contend with one of the following effects: * *Acidic Aura:* 3d6 acid damage or half damage on a successful Intelligence save. Creatures that fail their save gain the Acid status (-2 to armor) for a turn. * *Cold Aura:* 2d8 cold damage or half damage on a successful Intelligence save. Creatures that fail their save gain the Chilled status (vulnerable to cold, resistant to fire) for a turn. * *Fiery Aura:* 3d8 fire damage or half damage on a successful Intelligence save. Creatures that fail their save gain the Burning status (1d4 fire damage) for a turn. * *Lightning Aura:* 3d6 lightning damage or half damage on a successful Intelligence save. Creatures that fail their save gain the Shocked status (cannot take reactions and has Disadvantage on Ability Checks and Dexterity saves) for a turn. * *Thunderous Aura:* 2d8 thunder damage or half damage on a successful Intelligence save. Creatures that fail their save gain the Wet status (vulnerable to cold and lightning damage, resistant to fire damage, immune to burning) for a turn. ### Blink-Bonded Blink-Bonded spellswords are connected to nature and have formed a unique bond with a Blink Dog, gaining one as a fey companion. ### Features **Fey Magic** Starting at 3rd level, you learn additional nature-based spells when you reach certain levels in this class. Each spell counts as a spellsword spell for you and doesn't count against the number of spells you know. ___
##### Fey Magic | Level | Spells Gained |:---:|:---:|:---|:---:| | 3rd | Speak with Animals, Hail of Thorns** | 5th | Spike Growth, Healing Spirit | 9th | Plant Growth, Conjure Barrage** | 13th | Dominate Beast, Guardian of Nature | 17th | Contagion, Conjure Volley** ** Arcane Strike damage may be added to these spells.
___ **Blink Dog Companion (Inspiration)** At level 3, you gain proficiency with Animal Handling and can magically summon a blink dog. The beast is friendly to you and your companions and obeys your commands. As you gain spellsword levels, it gains increased health and new features. Summoning your blink dog costs 1 eldritch point at level 3, and increases by 1 point each at levels 5, 10, 15, and 20. Your blink dog gains pack magic points that it may spend on specific features as it levels, as indicated in the blink dog table below. These points refresh every time combat begins. ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
##### Blink Dog | Level / Pack Magic Points| Features | HP / AC | |:---:|:---:|:---| | 3rd / 1 | Blink, Pack Tactics, | 11 / 14 | | ─ | Ethereal Evasion | | | 4th / 1 | ─ | 18 / 14 | | 5th / 1 | Marked Prey, | 26 / 17 | | ─ | Wounding Bite, | | | ─ | Bond of the Pack | | | 6th / 1 | ─ | 33 / 17 | | 7th / 2 | Disarming Bite | 41 / 18 | | 8th / 2 | ─ | 48 / 18 | | 9th / 2 | ─ | 56 / 19 | | 10th / 2 | Arcane Bite | 63 / 19 | | 11th / 2 | Dex +3 (20) | 72 / 22 | | 12th / 3 | Bonded Swap | 79 / 22 | | 13th / 3 | ─ | 87 / 22 | | 14th / 3 | ─ | 94 / 22 | | 15th / 3 | Share Spells | 102 / 23 | | 16th / 3 | ─ | 109 / 23 | | 17th / 4 | ─ | 117 / 23 | | 18th / 4 | ─ | 124 / 23 | | 19th / 4 | ─ | 132 / 23 | | 20th / 4 | Legendary Bond | 140 / 24 |
\pagebreakNum ___ > ## Blink Dog >*Medium Fey, Lawful Good* > ___ > - **Armor Class** 13 > - **Hit Points** 11 > - **Speed** 40ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|17 (+3)|12 (+1)|10 (+0)| 13 (+1)|11 (+0)| > ___ > > ___ > > ### Actions > ***Bite Attack:*** Deals 1d6 piercing damage. > > ***Blink:*** Teleport up to 30 feet away and gain +1 to your attack roll. The next hit you make will make a target Distracted, giving allies Advantage on attacks. > > ***Pack Tactics:*** Blink dog has Advantage against a target if one of its allies is within 10ft of the target. > >**Ethereal Evasion:** When an ally within 10 feet of your blink dog is attacked, it may grant them a +5 bonus to AC and impose Disadvantage on the attack by teleporting your ally to a spot adjacent to their attacker. This feature costs 1 pack magic point to use. ___ **Wounding Bite** At level 5, Your blink dog's bite may potentially inflict Gaping Wounds upon the target, taking an addition 2 piercing damage when next hit. ___ **Marked Prey** At level 5, your blink dog's attacks trigger Eldritch Mark effects. Triggering Eldritch Mark allows it to use Bite as a bonus action for 2 turns. ___ **Ethereal Evasion** At level 5, when an ally within 10 feet of your blink dog is attacked, it may grant them a +5 bonus to AC and impose Disadvantage on the attack by teleporting your ally to a spot adjacent to their attacker. This feature costs 1 pack magic point to use. ___ **Bond of the Pack (Inspiration)** At level 5, your Proficiency Bonus is added to your Blink Dog's Armour Class, attack and damage rolls. As a bonus action, you may also consume eldritch points and convert them into pack magic points for your blink dog, so long as it is within 60 feet. ___ **Disarming Bite** At level 7, your blink dog's can make a surprise blink attack, biting an opponent's main hand to wrestle away their weapon. If the enemy is unarmed, the attack's damage increases to 2d4. ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ **Arcane Bite** At level 10, when you imbue a weapon in your main hand with Arcane Strike, your blink dog's attack is also enhanced with the same effect if it is within 30 feet. ___ **Bonded Swap** At level 12, your blink dog may magically swap positions with you. If you are both threatening the same enemy, it becomes Off-Balanced. If that enemy is also Flat-Footed, they become Overwhelmed, making the next hit on it an automatic critical hit. These statuses can be combined in any order to produce this effect. This feature costs 2 pack magic points to use. ___ **Share Spells** At level 15, any beneficial spellsword spell you cast on yourself can also be applied to your Blink Dog, as long as it is within 30 feet. ___ **Legendary Bond** At level 20, whenever you cast a spell of level 3 or higher, your blink dog's pack magic points are restored to their maximum. ### Shadow Adept Shadow Adepts have been touched by the Plane of Shadow and are fearsome predators that thrive in darkness. ### Features **Darklands Magic** Your strange connection to Shadowfell allows you to learn specific spells as you increase in level. ___
##### Darklands Magic | Level | Spells Gained |:---:|:---:|:---|:---:| | 3rd | Control Flames, Inflict Wounds | 5th | Shadow Blade | 9th | Vampiric Touch | 13th | Shadow of Moil | 17th | Synaptic Static
**Born in the Dark** At level 3, you gain darkvision. When lightly or heavily obscured, you gain several benefits. You have a +2 bonus to your attack, damage and AC. Bonded weapon melee and thrown attacks, along with spells that deal necrotic or psychic damage, deal bonus necrotic damage equal to your proficiency bonus. At level 5, any attacks or spells that deal necrotic or psychic damage trigger Eldrtich Mark explosions as well. ___ \pagebreakNum **Shadow Rift (Inspiration)** At level 3, you may open a rift into the shadow plane, transforming the selected area into a dark mirror of itself that blinds all save the caster. All nearby flames are extinguished, and everyone within the plane is Heavily Obscured. While in this space, all leveled spells that deal necrotic or psychic damage roll their damage die with Advantage. ___ **Shadowfell Form (Inspiration)** At level 10, you can transform your body, granting it qualities associated with shadows. Gain damage reduction 5 against all forms of damage except Radiant and Force. When casting a leveled spell that deals necrotic damage or involves shadow or psychic-based effects, follow it up with an extra melee attack. Once per turn, immediately travel from one shadowed location to another. ___ **Shadow Rift Mastery** You may now open up to 3 rifts into the shadow plane by expending additional Eldrtich Points. Allies are protected from Shadow Rift's effects. ___ **Dweller-in-Darkness** Your connection to Shadowfell has reached its maximum potential, granting you increased benefits when standing in a Shadow Rift. You gain the ability to teleport to any location within a rift at will for the cost of 10 movement. Your shadows become an extension of yourself, allowing you to cast any shadow, fear-based, psychic-based or necrotic-based spells on targets within one of your rifts, regardless of distance. In addition, the damage bonuses granted by Born in the Dark are doubled. \pagebreakNum
## Spellsword Spells
##### Cantrips (0 Level) - Acid Splash - Blade Ward - Booming Blade - Bone Chill - Create Bonfire - Dancing Lights - Frostbite - Green-Flame Blade - Gust - Infestation - True Strike - Toll the Dead - Light - Lightning Lure - Mage Hand - Mind Sliver - Minor Illusion - Mold Earth - Poison Spray - Prestidigitation - Produce Flame - Ray of Frost - Shape Water - Shocking Grasp - Sword Burst - Thunderclap ##### 1st Level - Absorb Elements - Armor of Agathys - Burning Hands - Catapult - Cause Fear - Caustic Brew - Colour Spray - Dissonant Whispers - Earth Tremor - Wrathful Smite - Expeditious Retreat - False Life - Feather Fall - Grease - Enhance Leap - Longstrider - Mage Armour - Protection from Evil and Good - Ray of Sickness - Searing Smite - Thunderous Smite - Thunderwave - Witch Bolt - Zephyr Strike ##### 2nd Level - Aganazzar's Scorcher - Blindness - Branding Smite - Blur - Darkness - Darkvision - Dragon's Breath - Enhance Ability - Enlarge/Reduce - Gust of Wind - Invisibility - Kinetic Jaunt - Knock - Magic Weapon - Maximilian's Earthen Grasp - Mind Spike - Misty Step - Phantasmal FOrce - Ray of Enfeeblement - Rime's Blinding Ice - Scorching Ray - Shadow Blade - Shatter - Snowball Storm - Tasha's Mind Whip - Vortex Warp - Web - Wither and Bloom \columnbreak ##### 3rd Level - Ashardalon's Stride - Blinding Smite - Blink - Counterspell - Elemental Weapon - Enemies Abound - Erupting Earth - Fear - Grant Flight - Gaseous Form - Glyph of Warding - Haste - Lightning Bolt - Minute Meteors - Protection from Energy - Slow - Speak with Dead - Stinking Cloud - Spirit Shroud - Thunder Step - Vampiric Touch - Water Walk ##### 4th Level - Banishment - Blight - Dimension Door - Black Tentacles - Fire Shield - Greater Invisibility - Ice Storm - Phantasmal Killer - Polymorph - Raulothim's Psychic Lance - Resilient Sphere - Staggering Smite - Stoneskin - Summon Elemental - Wall Of Fire ##### 5th Level - Banishing Smite - Cloudkill - Cone Of Cold - Far Step - Hold Monster - Negative Energy Flood - Planar Binding - Seeming - Skill Empowerment - Steel Wind Strike - Synaptic Static - Telekinesis - Wall Of Stone \columnbreak