Spellsword

Primary Abilities: Strength or Dexterity and Intelligence

A man in plate goes down into the sewers. He was mandated by the burgomaster to investigate on disappearances occurring in the city. He moves slowly forward, sees them, draws one of his blades from his back. But too late, they spotted him, it must have been the noise of his armor. The goblins rush to him shouting insults and unintelligible words, but a fireball is already forming in his hand…

A man follows the target of his contract from the top of the city’s wall. But as he advances, suddenly, he sees the men, and conjures his magical shield as a volley of crossbow bolts come flying at him, it may have been an ambush…

A dark looking man in black leather armor is exploring a crypt of the underdark. His client wants him to steal an ancient relic in these tunnels. He advances rapidly but stealthily. As he ears the cackling of the skeletons’ jaws, he takes out his dagger and rapier, casting a spell on it. He is surrounded but confident…

This is how a spellsword fight. As fighting is what a spellsword do best, mixing their mastery of melee combat with spells to destroy their foes, and strengthen themselves or their weapon with arcane magic. Among other easier spells, more useful outside of combat. As well as rely on the potions they brew to overcome their lack of healing magic (I suggest using this or eventually this for alchemy).

Sword Trained

A spellsword is trained to wear any type of armor and trained in the handling of swords. As they limited their mastery to one handed blades only, needing one free hand to perform the somatic components of spells. And not learning the use of shields or other weapons, to develop a variety of other skills.

Wielder of the Arcane

Spellswords are trained in the arts of arcane and alchemy. But they perceive magic as an ultimate weapon, giving them range and destructive power no ordinary weapon could achieve. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or clump of exotic materials, these surface components barely hint at the expertise attained after years of apprenticeship and countless hours of study.

A Well-Rounded Warrior

Spellswords make the most of their abilities in combat, mixing arcane magic and martial combat. Making them somewhat rare mercenary, and some of the best war mage. Envied and decried by both fighters and wizards, but employed by anyone who can afford their services. Most spellsword feel drawn to use their training as mercenaries, adventurers, dungeon delvers, monster slayers, enforcers and other dangerous works, their multiple talents even allowing them to work on their own.

Battlemage

by 88grzes

1/10

Made by Bleizy on the Homebrewery

 

 

Spellsword

Level Prof. Bonus Class Features Magical Empowerment Cantrips Prepared Spells — Spell Slots Per Spell Level —
1st 2nd 3rd 4th 5th
1st +2 Spellcasting, Sword Cantrip, Weapon Mastery 2 2 2
2nd +2 Magical Empowerment, Fighting Style 2 2 3 2
3rd +2 Spellsword Subclass 2 2 4 3
4th +2 Ability Score Improvement, Martial Versatility (Opt) 3 3 5 3
5th +3 Extra Attack, Magic Weapon 3 3 6 4 2
6th +3 Mens Sana In Corpore Sano 3 3 6 4 2
7th +3 Subclass Feature 3 3 7 4 3
8th +3 Ability Score Improvement 3 3 7 4 3
9th +4 Haste 3 3 9 4 3 2
10th +4 Combat Concentration 4 4 9 4 3 2
11th +4 Subclass Feature 4 4 10 4 3 3
12th +4 Ability Score Improvement 4 4 10 4 3 3
13th +5 4 4 11 4 3 3 1
14th +5 Quickstep 4 4 11 4 3 3 1
15th +5 Subclass Feature 4 4 12 4 3 3 2
16th +5 Ability Score Improvement 4 4 12 4 3 3 2
17th +6 Steel Wind Strike 4 4 14 4 3 3 3 1
18th +6 Perfect Concentration 4 4 14 4 3 3 3 1
19th +6 Ability Score Improvement 4 4 15 4 3 3 3 2
20th +6 Magical Strike 4 4 15 4 3 3 3 2

Daily 333/365

by Takeda11

2/10

Made by Bleizy on the Homebrewery

 

 

Creating a Spellsword

To create a Spellsword, consult the following lists, which provide Hit Points, proficiencies, and armor training. If you’re making a 1st-level character, also consult the “Starting Equipment” section, and if you’re using the multiclassing rules, see the “Multiclassing and the Ranger” section.

Then look at the Spellsword table to see the class features you get at each level in this class. The descriptions of those features appear in the “Spellsword Class Features” section.

Hit Points

Hit Dice:
1d10 per Spellsword level
Hit Points at 1st Level:
10 + your Constitution modifier
Hit Points at Higher Levels:
1d10 (or 6) + your Constitution modifier per Spellsword level after 1st

Proficiencies

Saving Throws:
Intelligence, Wisdom
Skills (Choose 4) :
Acrobatics, Arcana, Athletics, History, Insight, Investigation, Perception, Stealth and Survival
Weapons:
Daggers, Shortswords, Scimitars, Rapiers, Longswords
Tools:
Alchemist’s Supplies

Armor Training

Light Armor, Medium Armor, Heavy Armor

Starting Equipment

As a 1st-level character, you start with the following equipment, or you can forgo it and spend 150 GP on equipment of your choice.

(a) Chain Mail or
(b) Studded Leather or
(c) Scale Mail
Alchemist’s Supplies
(a) Dungeoneer’s Pack or
(b) Explorer’s Pack
Dagger
(a) Longsword or
(b) Rapier or
(c) Shortsword (2) or
(d) Scimitar (2) or
(e) Dagger (5)
8 GP

Multiclassing and the Spellsword

If your group uses the multiclassing rules in the Player’s Handbook, here’s what you need to know if you choose Ranger as one of your classes.

Ability Score Minimum : As a multiclass character, you must have a score of at least 13 in the Spellsword primary abilities, Strength or Dexterity and Intelligence to take a level in this class or to take a level in another class if you are already a Spellsword.

Proficiencies Gained : If Spellsword isn’t your initial class, here are the proficiencies you gain when you take your first Spellsword level: daggers, shortswords, scimitars, rapiers, longswords, one skill from the class’s skill list and alchemist’s supplies.

Armor Training : When you gain your first Spellsword level, you gain the following armor training : light armor, medium armor,

Spell Slots : Add half your Spellsword levels (rounded up) to the appropriate levels from other classes to determine your available spell slots for casting spells, as detailed in the multiclassing rules. You prepare spells for each of your classes individually, referring to the spell slots of an individual class to determine the number and levels of the spells you prepare for it.

Daily 244/365

by Takeda11

The White Wolf of the Night

by MaxiimusT

3/10

Made by Bleizy on the Homebrewery

 

 

Spellsword Class Features

As a Spellsword, you gain the following class features when you reach the specified levels in this class.
These features are listed on the Spellsword table.

1st Level : Spellcasting

As a spellsword you are a student of arcane magic. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules as a Spellsword.

Cantrips. You know two cantrips of your choice from the Arcane spell list.

Whenever you gain a Spellsword level, you can replace one of your cantrips with another cantrip of your choice from the Arcane spell list.

When you reach 4th and 10th level in this class, you learn another cantrip of your choice from the Arcane spell list, as shown in the Cantrips column of the Spellsword table.

Spell Slots. 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.

Prepared Spells of 1st+ Level. You prepare the list of spells of 1st level and higher that are available for you to cast with this feature. To start, choose two 1st-level spells from the Arcane spell list.

The number of spells on your list increases as you gain Spellsword levels, as shown in the Prepared Spells column of the Spellsword table. Whenever that number increases, choose additional spells from the Arcane spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a 5th-level Spellsword, your list of prepared spells can include six Arcane spells of 1st or 2nd level, in any combination.

If another Spellsword feature gives spells that you always have prepared, those spells don’t count against the number of spells on the list you prepare with this Spellcasting feature, but those spells otherwise follow the rules in this feature.

Changing Your Prepared Spells. . Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the Arcane spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability. Intelligence is your spellcasting ability for your Spellsword spells.

Spellcasting Focus. You can use an Arcane Focus or you can use a Simple or Martial weapon as a Spellcasting Focus for the spells you prepare for this class.

As per the rules here and here, as long as you have a weapon in one of your hand (I’d allow just holding the pommel of your sheathed sword) acting as a spellcasting focus for this class (as well as the bards’ college of Swords and Valor), you can cast spells with :

  • material components (of no consumed/cost component)
  • somatic and material components (of no consumed/cost component).

But you can’t cast spells with somatic components and no material components if you don’t have a free hand or the War Caster feat.

1st Level : Sword Cantrip

You know one extra cantrip : the booming blade cantrip or the green-flame blade cantrip (your choice) (see your Spellcasting feature for information on preparing spells).

1st Level : Weapon Mastery

Your training with weapons allows you to use the Mastery property of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Longswords.

Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the Mastery properties of Scimitars and Shortswords.

Elfi scuri

by Matias Tapas

4/10

Made by Bleizy on the Homebrewery

 

 

Battle Mage

by Wesley Tippetts

2nd Level : Magical Empowerment

You learned to draw from the weave and imbue yourself with magical power.

As a bonus action you empower yourself with raw magic, gaining the following benefits for 1 minute :

You have a +1 bonus to your AC, attack rolls, damage rolls, saving throws, athletics and acrobatics checks.

You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

You gain additional uses when you reach certain Spellsword levels, as shown in the Magical Empowerment column of the Spellsword table.

In addition, if you have no uses left, you can give yourself one use by expending a spell slot (no action required).

2nd Level : Fighting Style

You have honed your martial prowess. You gain one of the following Fighting Style feats of your choice : Blind Fighting, Defense, Dueling, Interception, Thrown Weapon Fighting.

3rd Level : Spellsword Subclass

You gain a Spellsword subclass of your choice: Spellblade, Shield-Mage or Weapon Master.
Subclasses are detailed after this class’s description.

A subclass is a specialization that grants you special abilities at certain Spellsword levels. For the rest of your career, you gain each of your subclass’s features that are of your Spellsword level and lower.

Each of this class’s subclasses represents a spellsword tradition.

4th Level : Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

4th Level : Martial Versatility (Optional)

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to spellswords. This replacement represents a shift of focus in your martial practice.

5/10

Made by Bleizy on the Homebrewery

 

 

Magus Comm 2

by YamaOrce

5th Level : Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

5th Level : Magic Weapon

You can use magic to enhance your weapon; you always have the Magic Weapon spell prepared.

6th Level : Mens Sana In Corpore Sano

You have greatly praticed with both your body and your mind.

You gain proficiency in Constitution saving throws.

If you already have this proficiency, you instead gain proficiency in Intelligence, and if you also already have this proficiency, you instead gain proficiency in Strength or Dexterity saving throws (your choice).

7th Level : Subclass Feature

You gain a feature from your Spellsword subclass.

8th Level : Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

9th Level : Haste

You can use your magical abilities to further your speed in combat; you always have the Haste spell prepared.

10th Level : Combat Concentration

Your experience of casting spells in the midst of fighting lets you maintain your concentration more easily.

The DC of the Constitution saving throws that you make to maintain your concentration on a spell, now equals 20 or half the damage you take, whichever number is lower.

11th Level : Subclass Feature

You gain a feature from your Spellsword subclass.

12th Level : Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

6/10

Made by Bleizy on the Homebrewery

 

 

Battle Sorcerer

by anndr

14th Level : Quickstep

You can use your magic to teleport around the battlefield; you can cast the Far Step spell twice without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.

15th Level : Subclass Feature

You gain a feature from your Spellsword subclass.

16th Level : Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

17th Level : Steel Wind Strike

You can use your teleportation and magical celerity to quickly strike a group of neaby ennemies; you always have the Steel Wind Strike spell prepared.

18th Level : Perfect Concentration

When you fail a Constitution saving throw to maintain concentration on a spell, you can choose to succeed instead.

You can use this feature a number of times equal to your Proficiency Bonus + your Intelligence modifier (minimum of 1). You regain all expended uses when you finish a Short or Long rest.

19th Level : Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

20th Level : Magical Strike

You are able to infuse powerfull arcane energy into your weapons and yourself.

Whenever you hit a target with a weapon attack, you deal additional force damage to it, equal to your Intelligence modifier (minimum of +1).

In addition, you can cast the Tenser’s Transformation spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.

7/10

Made by Bleizy on the Homebrewery

 

 

Spellblade

The Spellblade style is the most ancient, traditional one, and is the base of spellswords themselves. This tradition focuses only on blade and spell use as the purest spellsword style. Using only a sword in one hand, unleashing spells with the other.

3rd Level : Tradition Spells

As a way to honor your tradition you always have certain spells ready; when you reach a Spellsword level specified in the Spellblade Spells table, you thereafter always have the listed spells prepared.

Spellblade Spells
Spellsword level Spells
3rd Zephir Strike, Armor of Agathys
5th Kinetic Jaunt, Shadow Blade
9th Ashardalon’s Stride, Elemental Weapon
13th Greater Invisibility, Freedom of Movement
17th Bigby’s Hand, Cone of Cold

3rd Level : Blade Cantrip

You know one extra cantrip : the booming blade cantrip or the green-flame blade cantrip (your choice).

3rd Level : Blade Magic

You can use your magic to further your blade mastery.

You can add your Intelligence modifier (minimum of +1) to the attack roll of a melee weapon attack you make. You can choose to use this feature before or after the roll, but before the DM says whether the attack hits or misses.

You can use this feature a number of times equal to your Proficiency Bonus + your Intelligence modifier (minimum of 1). You regain all expended uses when you finish a Short or Long rest.

7th Level : Battle Magic

You have experienced the art of weaving spellcasting and sword use into a single act.

After you cast a cantrip that has a casting time of an action, you can make one attack with a weapon as a Bonus Action.

11th Level : Channeling Magic

The magic you channel empowers you even further.

While you maintain concentration on a spell, your Magical Empowerment bonus becomes a +2.

15th Level : War Magic

You have mastered the art of weaving spellcasting and sword use in combat into a single harmonious act.

After you cast a spell that has a casting time of an action, you can make one attack with a weapon as a Bonus Action.

Zephir Strike is replaceable by Burning Hands,
Kinetic Jaunt and Shadow Blade by Blur and Flame Blade,
Ashardalon’s Stride by Vampiric Touch.

Ciri

by akreon

battle mage

by zix72

8/10

Made by Bleizy on the Homebrewery

 

 

Shield-Mage

The Shield-Mages were the first to break the spellblades tradition with the use of shields. As abjurists they developed magical and martial ways to protect themselves and their allies.

3rd Level : Tradition Spells

As a way to honor your tradition you always have certain spells ready; when you reach a Spellsword level specified in the Shield-Mage Spells table, you thereafter always have the listed spells prepared.

Shield-Mage Spells
Spellsword level Spells
3rd Shield, Absorb Elements
5th Blur, Mirror Image
9th Protection from Energy, Intellect Fortress
13th Otiluke’s Resilient Sphere, Fire Shield
17th Wall of Force, Wall of Stone

3rd Level : Shield Training

You gain proficiency with shields.

3rd Level : Magical Shield

You have the ability to summon a magical translucent shield as a bonus action (of the color and shape you want, in one of your free hand), that lasts until dismissed (no action required). This shield counts as a real shield and takes one of your hands, though you can’t be disarmed of it.

The AC of this magical shield is equal to your Intelligence modifier (with a minimum of 2 AC).

7th Level : Protector

You gain one the Protection Fighting Style feat.

11th Level : Defender

When you use Protection, your shield also gives its AC as a bonus to your target for the attack on which you impose disadvantage.

15th Level : Guardian

You can cast shield on yourself or any target that is within 30 feet of you, a number of times equal to your Intelligence modifier (a minimum of once) without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.

Absorb Elements is replaceable by Armor of Agathys,
Intellect Fortress by Leomund’s Tiny Hut.

Character portrait

by Agri Karuniawan

Magic Sign

by Samarskiy

9/10

Made by Bleizy on the Homebrewery

 

 

Weapon Master

The youngest spellsword tradition, the weapon master style emancipated itself from the dogma of the spellblades and use any kind of weapons, focusing on melee martial combat.

3rd Level : Tradition Spells

As a way to honor your tradition you always have certain spells ready; when you reach a Spellsword level specified in the Weapon Master Spells table, you thereafter always have the listed spells prepared.

Weapon Master Spells
Spellsword level Spells
3rd Heroism, Armor of Agathys
5th Enlarge/Reduce, Blur
9th Elemental Weapon, Blink
13th Greater Invisibility, Freedom of Movement
17th Mislead, Cone of Cold

3rd Level : Weapon Training

You gain proficiency with all Simple and Martial weapons. And you can use the Mastery property of a third kind of weapon.

3rd Level : Battle Mage

Your keen ability to assess tactical situations allows you to act quickly in battle.

You have a bonus to your initiative rolls equal to your Intelligence modifier (minimum of +1).

7th Level : Additional Fighting Style

You gain one of the following Fighting Style feat of your choice : Blind Fighting, Defense, Dueling, Great Weapon Fighting, Interception, Thrown Weapon Fighting, Two-Weapon Fighting.

11th Level : Magical Speed

You found magical ways to get closer to your ennemies quicker.

You are always under the effects of an Expeditious Retreat spell and a Longstrider spell.

15th Level : Magical Resistance

You have learned how to imbue magical toughness into armor.

Whenever you finish a long rest, you can touch one suit of armor, and focus your magic on it. While wearing that armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, until you use this feature again.

Pyromancer Knight

by Haco1

Exalted Warlock Bogdan

by Lucastorquato27

10/10

Made by Bleizy on the Homebrewery