The Lost Treatise To Witchcraft & Weaponry

Warrior and wizards have long integrated both arcane and martial techniques into the ecclectic art of spellswording. Adventures such as Raviv Tennenbrant, Vessek Hardbrewer among others have been immortalzed through their spells. All of these spells have been recovered by a daring adventurer in a partially destroyed treatise in an unnamed dungeon.

Some of these spells have possible subclasses that would offer these spells. Speak to your DM about which spells from your expanded spell list they would replace, if any. Some spells list Arcane Trickster and/or Eldricth Knight as subclassses. For Eldritch Knights, this means they could learn any spell with their tag any time they learn a spell, even if it is not from the school of Abjuration or Evocation.

Cantrips:

Bewitching Bolt

Illusion Cantrip

Casting Time: 1 Action

Range: Self

Components: V, M (a ranged weapon)

Duration:1 Round

You brandish the weapon used in the spell's casting and make a ranged attack with it against one creature within 60 feet of you. On a hit, the target suffers the weapon attack's normal effects and shadowy illusions flitter around the target. If the target does not end its next turn adjacent to an ally it takes 1d4 psychic damage. A creature immune to the frightened condition is unaffected by the spell’s effects.

At 5th level, the ranged attack deals an extra 1d4 psychic damage on a hit, and an extra 1d4 psychic damage for not ending its turn next to an ally. At 11th level, these numbers increase by an extra 1d4 (2d4 and 3d4). At 17th level these numbers increase again to (3d4 and 4d4).

Classes: Wizard, Warlock. Sorcerer, Bard, Artificer

Subclasses: Arcane Archer

1st Level Spells

Elemental Favor

1st Level Evocation

Casting Time: 1 Bonus Action

Range: Self

Components: V, S

Duration: Concentration, Up to 1 Minute

Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon deals an extra 1d4 damage of the chosen type when it hits.

When you cast this spell slot of 3rd or 4th, increase the damage to 2d4. When you cast it using a spell slot of 5th or 6th, increase the damage to 3d4. When you cast is it using a spell slot of 7th level or higher, increase the damage to 4d4.

Classes: Wizard, Sorcerer, Warlock, Artificer

Subclasses: Nature Cleric

Warlord’s Strike

1st Level Enchantment

Casting Time: 1 Bonus Action

Range: 30 feet

Components: V, M (a weapon)

Duration: 1 round

You target one ally within range and let out a battle cry, prayer, tactical assessment or similar. The next time you hit a creature this turn, you deal an extra 1d4 force damage. That ally can then use their reaction to make a single weapon attack against the same target. With a spell slot of 2nd or 3rd, both you and your ally do an extra 1d4 force damage.

Classes: Cleric, Paladin, Bard. Wizard

2nd Level spells

Blade Dash

2nd Level Transmutation

Casting Time: 1 Action

Range: (self) 15 foot line

Components: S, M (a melee weapon)

Duration: Instantaneous

You flourish the weapon used in the casting and you leave a streak of colors in your wake as you attack each creature in the line. This movement provokes no attacks of opportunities and you end the casting in an adjacent square of the last creature targeted by the spell. Each target in a 15 foot line originating from you must make a successful Dexterity save or take 2d8 damage of the weapons type. On a failed save, the target takes half as much.

Classes: Ranger, Wizard, Warlock, Paladin

Subclasses: War Cleric, Armorer Artificer

Cursing Weapon

2nd Level Transmutation

Casting Time: 1 Bonus Action

Range: Self

Components: V, S

Duration: Concentration, 1 minute

You channel arcane energy into one simple or martial weapon you're holding, and choose one of the following effects

Psychic: On a hit, your weapon does an extra 1d6 psychic damage. Additionally, as a bonus action you can choose one creature you have attacked each turn to be the target of your Arcane Curse. Until the end of your next turn or until you target the creature again, it must roll a d4 and subtract the result from any Intelligence, Wisdom or Charisma saving throw or ability check it makes.

Necrotic: On a hit, your weapon does an extra 1d6 necrotic damage. Additionally, as a bonus action you can choose one creature you have attacked each turn to be the target of your Arcane Curse. Until the end of your target’s next turn, it can not benefit from any healing.

Force: On a hit, your weapon does an extra 1d6 force damage. Additionally, as a bonus action you can choose one creature you have attacked each turn to be the target of your Arcane Curse, which pushes the target back 10 feet.

Classes: Warlock, Wizard, Sorcerer

Subclasses: Hexblade Warlock, Fey Wanderer Ranger, Conquest Paladin, Trickery Cleric

Illusory Strike

2nd Level Illusion

Casting Time: Reaction, when you or an ally within 20 feet would miss an weapon attack

Range: 20 feet

Components: V,S

Duration: Instantaneous

You utter an incomprehensible phrase under your breath, and your target's weapon shimmers and distorts. As a result the weapon in your target’s hand/s or projectile in the air dissipates into thin air, revealing itself to be a clever ploy to penetrate your opponents’ defenses. The target can make another weapon attack roll with advantage, as your opponent is distracted by the illusory weapon. On a hit, the weapon deals an extra 1d8 psychic damage.

Classes: Warlock, Wizard, Bard, Sorcerer, Artificer

Subclasses: Order Cleric

Recovery Strike

2nd Level Enchantment

Casting Time: 1 Bonus Action

Range: 5 feet

Components: V, S

Duration: Concentration, Up to 1 minute

The next time you hit a creature with a melee weapon attack during the spell's duration, divine radiance gleams from your weapon marking a creature. Whenever you or an ally attacks the creature with a melee attack you can choose to activate the mark, causing the ally to gain 1d6 hit points.

Classes: Cleric, Paladin

Subclasses: Battlesmith Artificer

Sickening Strike

2nd Level Necromancy

Casting Time: 1 Action

Range: 5 feet

Components: V, S, M (puss from a festering wound)

Duration: Instantaneous

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and takes an extra 2d6 poison damage and must make a constitution saving throw. On a failed save, the target is poisoned until the end of your next turn.

Classes: Cleric, Druid, Ranger, Warlock

Subclasses: Spore Druid,

Tennebrant's Fluttering Blades

2nd Level Conjuration

Casting Time: 1 Bonus Action

Range: Self

Components: V, S

Duration: Concentration, 1 minute

You summon spectral weapons around your person which flutter and move erratically. While concentrating on this spell you gain the following benefits

Parry: Your AC increases by 1

Riposte: If an enemy misses you with a melee attack, you can use your reaction to counter. Make a melee spell attack against the target, on a hit the target takes 1d8 radiant, force, or necrotic damage (Your choice when you cast this spell)

For every two spell levels above 2, increase the damage by 1d8.

Classes: Wizard, Warlock, Sorcerer

Subclasses: Glory Paladin

3rd Level Spells

Blade Flurry

3rd Level Transmutation

Casting Time: 1 Action

Range: (Self) 15 foot square

Components: S, M

Duration: Instantaneous

You flourish the weapon used in the casting and channel arcane energy to seamlessly attack each creature in a 15 foot square centered on you. Each creature in that area must make a Dexterity save. On a failed save the target takes 6d8 damage of the weapon's type and on a successful save takes half as much damage.

Classes: Ranger, Wizard, Warlock, Paladin

Subclasses: War Cleric, Battlesmith Artificer

Circlet of Swords

3rd Level Evocation

Casting Time: 1 Bonus Action

Range: 30 feet

Components: V, S

Duration: Concentration, up to 10 minutes.

You summon spectral swords which flitter around your head until the spell ends. You can use a bonus action to send one of the swords streaking toward one creature within 30 feet of you. When you do so, the target must make a Dexterity saving throw. On a fail the target takes 3d6 force damage, on a success the target takes half damage.

Classes: Wizard, Sorcerer, Warlock, Bard

Subclasses: Star Druid, Twilight Cleric

Electric Chains

3rd Level Evocation Casting Time: 1 Bonus Action

Range: Self

Components: V

Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, the weapon becomes sheathed with blue electricity. The attack deals an extra 2d8 lightning damage to the target. Additionally, the target must succeed on a Constitution saving throw or become cursed by spectral chains. While cursed, you can use your reaction to electrify the target for an additional 2d8 lightning damage if it moves more than 5 feet, casts a spell, or makes an attack roll against a target. The target can use an action to repeat the Constitution saving throw to end the effect on its turn.

With a 5th or 6th level spell slot, both numbers will increase to 3d8. With a spell slot of 7th or higher, both numbers will increase to 4d8.

Classes: Wizard, Sorcerer, Warlock, Artificer

Subclasses: Forge Cleric, Watchers Paladin

Flash Shot

3rd Level Transmutation

Casting Time: 1 Action

Range: 60 feet

Components: V, S, M (a ranged weapon)

Duration: Instantaneous

You brandish the weapon used in the spell's casting and make a ranged attack with it against one creature within 60 feet of you. On a hit, the target suffers the weapon attack's normal effects and it and every creature within 10 feet of it must make a Constitution saving throw. On a failed save a creature takes 2d8 thunder damage and is blinded until the end of your next turn. On a successful save, the damage is halved and the creature is not blinded.

Classes: Ranger, Wizard, Artificer, Bard

Martyr’s Smite

3rd Level Conjuration

Casting Time: 1 Reaction, when an ally within 30 feet of you would take damage

Range: 30 feet

Components: V, S

Duration: Instantaneous

You recite a prayer, and divine light glimmers around you and your ally within range. The two of you swap places before the instance of damage and if you are holding a weapon, you can immediately attack the creature dealing an extra 1d8 radiant damage on a hit. After, you take the intended damage as normal.

Classes: Cleric, Paladin

Vessek's Sheath of Swarms

3rd Level Conjuration

Casting Time: Bonus Action

Range: Self

Components: V, S, M (A dollop of honey)

Duration: Concentration: 1 minute

You imbue a weapon you are holding with primal energy. The next time you hit a target with a melee weapon attack the target takes an extra 2d8 necrotic damage. The target must succeed on a constitution saving throw or be enveloped by a swarm of flying insects and be poisoned. As a bonus action on each of your turns, you can command the insects to attack dealing an extra 3d8 necrotic damage. The target can repeat the saving throw at the end of each of its turns to end the spell's effects.

Classes: Druids, Rangers, Warlocks

Subclasses: Nature Cleric, Swarmkeeper Ranger

Warlord’s Fury

3rd Level Evocation

Casting Time: 1 Bonus Action

Range: 30 feet

Components: V

Duration: Concentration, up to 1 minute

You emit an aura of leadership that invigorates and coordinates your allies. As a free action on your turn when you hit a creature with a weapon, you can target an ally within range who can see or hear you. That ally can use their reaction to make a weapon attack against the same target.

Classes: Cleric, Paladin, Bard, Wizard.

4th Level Spells

Cyclone Strike

4th Level Evocation

Casting Time: 1 Action

Range: Self (10 feet)

Components: V, S, M (melee weapon)

Duration: Instantaneous

You brandish the weapon used in the spell’s casting, enveloping it with torrential winds, and make a melee weapon attack against one creature within range. On a hit the target suffers the weapon attacks’s normal effects and it must make a Strength saving throw. On a failed saving throw, it takes 2d6 force damage and is immediately hurled 30 foot backwards in a straight line, taking 1d6 damage for every creature’s space that it passes, or if it is pushed into a wall, 1d6 damage for every 5 feet left it would travel. On a successful save, it is unmoved. Every creature in a straight line behind the initial target must succeed on a dexterity saving throw or take 8d6 force damage. On a successful save, the target takes half damage.

Classes: Wizard, Warlock, Paladin, Ranger, Druid

Subclasses: Tempest Cleric, Storm Sorcerer

Explosive Bolt

4th Level Transmutation

Casting Time: 1 Action

Range: 120 Feet

Components: V, S, M (ranged or thrown weapon)

Duration: Instantaneous You brandish the weapon used in the spell's casting and make a ranged attack with it against one creature within 120 feet of you. On a hit, the target suffers the weapon attack's normal effects and it and every creature within 30 feet of it must make a dexterity saving throw. On a failed save a creature takes 3d8 thunder damage and 4d8 fire damage. On a successful save a creature takes half damage.

Classes: Ranger, Artificer, Wizard

5th Level Spells

Ricocheting Rocket

5th Level Conjuration Casting Time: 1 Action

Range: 60 feet

Components: V, S, M (ranged or thrown weapon)

Duration: Instantaneous

You flourish the weapon used in the spell’s casting, and conjure a single piece of ammunition or duplicate if it is a thrown weapon. Make a ranged weapon attack against a target in range. On a hit, the target suffers the weapon attack’s normal effects, and must make a dexterity saving throw as violet lightning wreathes their body, and darts out towards another target you choose. On a failed save, a creature takes 9d6 lightning damage, and you can target another creature within 10 feet of the creature. On a successful save, a creature takes half damage, and can not target another creature, The maximum number of creatures this spell can target is 5.

Classes: Ranger, Artificer, Warlock

6th Level Spells

Divine Ecstasy

6th Level Transmutation

Casting Time: 1 Bonus Action

Range: Self

Components: S, M

Duration: Concentration, up to 1 minute

You imbue yourself with raw divine energy and gain the following benefits. Your melee weapon attacks deal an extra 2d8 radiant damage. The damage increases by 1d8 if the target is a fiend or undead. You have advantage on all melee weapon attack rolls. You crit on a 19 or 20 against fiends and undead. Your body emits bright light in a 10 foot radius and dim light in a 20 foot radius You gain the extra attack feature if you did not already have it.

Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.