Spellsmith

Across the world, there are individuals who strive to combine the arts of weapon play and arcane magic. Some are disciplined soldiers who train as part of an ancient tradition, while others are self-taught wanderers who use their abilities to survive the perils of the wilderness. Regardless of origin, Spellsmiths are intelligent warriors who blend spells focused on battle and exploration with a tactical form of weapon combat. While bards tell tales of the elven swordmage or arcane archer, one may encounter a dwarven runic warrior wielding a battleaxe, or a human arcane knight swinging a halberd. As well as explorers, Spellsmiths are students of history and arcane lore, seeking to recover old tomes from forgotten collections.

Hit Points
  • Hit Dice: 1d10 per Spellsmith level.
  • Hit Points at 1st level: 10 + Constitution modifier.
  • Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Spellsmith level after 1st.
Proficiencies
  • Armor: All armor.
  • Weapons: Simple weapons, martial melee weapons.
  • Tools: None.
  • Saving Throws: Constitution, Intelligence.
  • Skills: Choose two from Acrobatics, Athletics, Arcana, History, Investigation, Nature, Perception and Survival.
  • Multiclassing: Gain light and medium armor, simple weapons, martial melee weapons.
  • (Requires Int 13+ and either Str or Dex 13+)
Equipment

Your choice of:

  • Any two martial weapons.
  • (a) Five javelins or (b) any simple weapon.
  • (a) A scholar’s pack or (b) an explorer’s pack.
  • (a) Leather armor, a light crossbow, and 20 bolts or (b) chain mail.
The Spellsmith
Level Proficiency Features Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 Weapon Bond, Sword and Sorcery 1
2nd +2 Arcane Warding, Spellcasting 2 2
3rd +2 Arcane Path, Aegis 2 3
4th +2 Ability Score Improvement 2 3
5th +3 Spellstrike 2 4 2
6th +3 Presence of Mind 2 4 2
7th +3 Arcane Path Feature 2 4 3
8th +3 Ability Score Improvement 2 4 3
9th +4 2 4 3 2
10th +4 Spellsmith Tactics 3 4 3 2
11th +4 Intelligent Blademaster 3 4 3 3
12th +4 Ability Score Improvement 3 4 3 3
13th +5 3 4 3 3 1
14th +5 Arcane Path Features 3 4 3 3 1
15th +5 Instant Recall 3 4 3 3 2
16th +5 Ability Score Improvement 3 4 3 3 2
17th +6 3 4 3 3 3 1
18th +6 Arcane Path Feature 3 4 3 3 3 1
19th +6 Ability Score Improvement 3 4 3 3 3 2
20th +6 Spellsmith Mastery 3 4 3 3 3 2

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Class | Spellsmith

Class Abilities

Weapon Bond

A Spellsmith’s weapon is a partner-in-arms and an extension of the warrior’s own body connected through arcane magic. Starting at 1st level, you may select a weapon you are proficient in. You perform a bonding ritual with this weapon during a short rest. You may bond with another melee weapon using the ritual, but this will cause you to lose the bond with your previous weapon.

If your weapon is on the same plane of existence, you can summon it as a bonus action on your turn, causing it to teleport instantly to your hand.

Sword and Sorcery

Your study of magic and battle has taught you to fight with weapons and magic in harmony. At 1st level, you gain the following benefits:

  • You gain proficiency in Arcana and History. If you already have proficiency in either of these skills, choose another skill from the Spellsmith skill list.
  • You know one cantrip requiring a weapon attack from the Spellsmith Spell List. You learn additional cantrips from the Spellsmith Spell List at higher levels as shown in the Cantrips Known column of the table.
  • When wielding a melee weapon, Spellsmith spells do not suffer disadvantage on spell attack rolls for casting within 5 feet of a creature, and you can perform the somatic components of these spells even when you have weapons or a shield in one or both hands.

Spellcasting Ability: 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 or attack rolls for Spellsmith spells as shown below:

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.

Spell attack modifier = your proficiency bonus + your Intelligence modifier.

Spellcasting Focus: You can use your bonded weapon as a focus for Spellsmith spells.

Arcane Warding

Starting at 2nd level, your knowledge of arcane teachings allows you to reinforce your defences with force magic.

  • While you are conscious, wearing no armor and not wielding a shield, your AC equals 13 + your Intelligence modifier.
  • When you have a weapon in one hand, one hand free and are not using a shield, you can raise an arcane barrier as a bonus action, gaining a +2 bonus to AC. This arcane shield lasts until you fall unconscious, or until you no longer have a free hand or equip a shield.

Spellcasting

As wandering warriors, Spellsmiths learn a set of spells focused on battle and exploration. In keeping with the wizardly tradition, Spellsmiths carry a spellbook and must prepare their spells every day. Thus, Spellsmiths prize careful preparation and intelligent tactics to win their battles.

Spell Slots

The Spellcasting 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.

Spellbook

At 2nd level, you acquire a spellbook containing three 1st-level Spellsmith spells of your choice. How you acquired this spellbook is up to you; you may have picked up knowledge during your journeys, or perhaps it was given to you by a mentor. The writing in your spellbook can take many forms—maybe the elegant verse of bladesong, or inscrutable etched runes only you can decipher. See the “Your Spellbook” sidebar in the Player’s Handbook for more details.

Preparing and Casting Spells

The Spellsmith Spell Progression 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 Spellsmith spells that are available for you to cast. To do so, choose a number of Spellsmith spells from your spellbook equal to ½ your Spellsmith level (rounded down) + your Intelligence modifier. The spells must be of a level for which you have spell slots. 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 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.

Learning Spells

Each time you gain a Spellsmith level, you can add one Spellsmith spell of your choice to your spellbook. The spell must be of a level for which you have spell slots, as shown on the Spellsmith table. On your adventures, you might find other spells that you can add to your spellbook (as described in the Player’s Handbook). You can also learn any wizard spell that has the ritual tag, but can only cast it as a ritual.

Ritual Casting

You can use Ritual Casting on spells in your spellbook with the Ritual tag. You do not need to prepare these spells beforehand.

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Class | Spellsmith

Aegis

Starting at 3rd level, as a bonus action, you invisibly mark a creature within 60 feet of you with subtle magic that acts as an anchor for other effects. The aegis lasts until you use it again, or until you are incapacitated. A creature with truesight can see the mark, otherwise it requires an Investigation DC20 to notice. The aegis is considered a magical effect of a spell level equal to your highest spell slot, although is not a spell, and does not require the use of a slot. Eg. Dispel Magic can remove the aegis, but placing an aegis cannot be counterspelled.
Each Path can use their aegis in a different way.

Arcane Path

At 3rd level, select an Arcane Path (see below). You gain additional abilities from your path at 7th, 14th and 18th levels.

Spellstrike

A Spellsmith learns to strike together with weapon and spell. Starting at 5th level, when you use an action to cast a Spellsmith spell, you can make a single attack with your bonded weapon as a bonus action.

Presence of Mind

Spellsmiths use their intellect to momentarily fortify their defenses or hone their focus for a task. Starting at 6th level, you can gain advantage to a single saving throw or ability check roll. You can use this ability once per short or long rest.

Spellsmith Tactics

A Spellsmith gains temporary insight into an opponent’s magical weaknesses with a single strike of their weapon. Starting at 10th level, if you successfully hit a creature within 30ft with your bonded weapon, when you cast a spell against that creature on your next turn, you may choose to either gain advantage on the spell attack roll or that creature suffers disadvantage on the spell saving throw. After using this feature a number of times equal to your Intelligence modifer, you must finish a long rest before using it again.

Intelligent Weaponmaster

Experienced Spellsmiths hone their tactical skills to strike with better precision. Starting at 11th level, your bonded weapon deals additional damage equal to your Intelligence modifier.

Instant Recall

Your constant discipline and study of arcane magic has made your memory sharp, and even able to apply this knowledge to escaping danger on instinct. Starting at 15th level, you gain advantage on all ability checks that use Intelligence. Also, when you are hit by an attack, you can use your reaction to teleport up to 30 feet away. If you are no longer in the attacks range, the attack misses. Once you have teleported in this way, you must have a long rest before doing so again.


Spellsmith Mastery

The greatest Spellsmiths can achieve a focused state of weapon and spell mastery, subsequently laying waste to their foes. Starting at 20th level you can activate this ability as a bonus action, and for 1 minute you gain advantage on attack rolls with your bonded weapon, advantage on spell attack rolls, and any creature you target with a Spellsmith spell suffers disadvantage on the spell saving throw. Once you have used this feature, you must have a long rest before using it again.

Arcane Paths

As Spellsmiths progress on their journeys they choose to travel down one of a few specialized arcane paths. Arcane Archers are versatile ranged combatants, infusing energy into their projectiles. Spellshields are consumate defenders who develop a powerful aegis to hinder their enemies. Iron Weaver's are mobile avengers, teleporting around the battlefield.

Path of the Arcane Archer

Aegis of Seeking

Starting at 3rd level, when you miss the target of your aegis with a ranged weapon attack using your bonded weapon, you can use your reaction to roll an additional d20 to determine if it hits. If you have disadvantage on the attack roll, you instead attack normally.

You learn two of the following cantrips: Arcane Blast, Chilling Shot, Force Shot, Frost Shot, Shock Shot. At level 6 and 12 you can choose another of these cantrips. These do not count toward the cantrips given in the Cantrips Known column.

Endless Quiver

Starting at 3rd level, as an action you can use conjuration magic on a quiver or bolt case you are touching to fill it with normal ammunition. The ammunition disappear at the end of your next turn if more than 5 feet away from you. At level 6, when you use one of your conjured ammunition, it is considered magical for the purposes of resistance.

Shadow Arrow

Starting at 7th level, as an bonus action, you can fire a sliver of shadow magic from your bonded ranged weapon up to 60 feet, and then teleport to that location. The lingering shadow magic gives you advantage on Dexterity(Stealth) checks until the end of your turn. After you use this feature twice, you must have a long rest before using it again.

Splinter the Aegis

Starting at 14th level, you can choose to target two creatures with a weapon cantrip you gained from this path. The first target must be marked by your aegis, and the second target must be within 15ft of the first target. After you have used this feature twice, you must have a short or long rest before using it again.

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Class | Spellsmith

Devastating Arrow

Starting at 18th level. As an action, you can make one weapon attack with a bonded ranged weapon. On a hit, the target suffers the attack's normal effects, and the ammunition detonates. All creatures within 20ft of the target hit by the intitial attack, take 10d6 force damage on a failed Dexterity saving throw, or half as much damage on a successful saving throw. The target hit by the intitial attack automatically fails this saving throw. After you use this feature, you must have a long rest before using it again.

Path of the Iron Weaver

Aegis of Assault

Starting at 3rd level, you can use your aegis to launch a counterattack when an ally is hurt. When a creature marked by your aegis deals damage to a creature other than yourself and is within 30 feet of you, you can use your reaction to teleport to an unoccupied spot within 5 feet of the marked creature, and make an immediate melee attack against it.

Hunt the Prey

Your connection to targets of your aegis now enhances your predatory nature. Starting at 7th level, you gain advantage on Survival checks to track, Intimidation, and Perception checks against creatures marked by your aegis.

Emergent Aegis

Starting at 14th level, you can choose to mark two opponents at the same time using your Aegis ability. The ability functions as usual, although you still can only make one reaction per round. Dim light no longer imposes disadvantage on attack rolls against targets of your aegis that are within 5 feet.

Rapid Assault

Starting at 18th level, you draw upon your arcane abilities to launch rapid counterassaults against your aegis targets. When a creature marked by your aegis deals damage to a creature other than yourself and is within 30 feet of you, you can use your reaction to teleport to an unoccupied spot within 5 feet of the marked creature, and make an immediate melee attack against it. You can then teleport to an unoccupied spot within 5 feet of a different aegis marked creature, and make an immediate melee attack against it.

Path of the Spellshield

Aegis of Shielding

Starting at 3rd level, you can have your aegis to dampen the effects of an incoming attack on an ally. When a creature marked by your aegis deals damage to a creature other than yourself and is within 30 feet of you, you can use your reaction to reduce the damage by half(rounded down).

Hyper Awareness

Your connection to targets of your aegis now heightens your senses. Starting at 7th level, you gain advantage on Investigation, Insight and Perception checks against creatures marked by your aegis.


Practiced Shielding

Starting at 14th level, you can choose to mark two opponents at the same time using your Aegis ability. The ability functions as usual, although you still can only make one reaction per round. Also, you can use your reaction to reduce the damage on a creature within 30ft, by an amount equal to your Intelligence modifier.

Total Aegis

Starting at 18th level, you draw upon your arcane abilities to create powerful barriers that protect you and your allies. As a bonus action, all creatures you choose within 60ft are marked by your Aegis ability, and you and all allies within 60 feet gain resistance to all types of damage and advantage on saving throws from creatures marked by your aegis. The resistance and advantage to saving throws lasts until the end of your next turn. After you use this feature, you must have a long rest before using it again.

Spellsmith Spell List
Level Spell
Cantrip Arcane Blast, Booming Blade, Chilling Shot, Fire Bolt, Force Shot, Frost Shot, Greenflame Blade, Light, Lightning Lure, Mage Hand, Mending, Minor Illusion, Prestidigitation, Shock Shot, Sword Burst.
1st Absorb Elements, Burning Hands, Comprehend Languages, Detect Magic, Expeditious Retreat, Feather Fall, Find Familiar, Ice Knife, Identify, Mage Armor, Magic Missile, Shield, Thunderwave.
2nd Blur, Enhance Ability, Magic Weapon, Melf's Acid Arrow, Mirror Image, Misty Step, Rope Trick, Scorching Ray, Shatter, See Invisibility.
3rd Counterspell, Elemental Weapon, Fireball, Fly, Haste, Leomund’s Tiny Hut, Lightning Bolt, Melf’s Minute Meteors, Protection from Energy, Water Breathing.
4th Arcane Eye, Banishment, Death Ward, Dimension Door, Elemental Bane, Fire Shield, Freedom of Movement, Ice Storm, Stoneskin.
5th Destructive Wave, Legend Lore, Passwall, Telekinesis, Teleportation Circle, Wall of Force.

New Cantrips

Arcane Blast

Evocation Cantrip (Sorcerer, Wizard, Spellsmith)

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Instantaneous

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage, and must make a Strength saving throw or be pushed 10 feet. Creatures larger than Medium have advantage on this saving throw.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Chilling Shot

Evocation Cantrip (Spellsmith)

Casting Time: 1 action

Range: Weapon

Components: V, M

Duration: 1 round.

As part of the action used to cast this spell, you must make a ranged attack with a weapon against one creature within range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it can't regain hit points until the start of your next turn. This spell's damage increases by 1d4 necrotic damage when you reach 5th level (1d4), 11th level (2d4), and 17th level (3d4).

Force Shot

Evocation Cantrip (Spellsmith)

Casting Time: 1 action

Range: Weapon

Components: V, M

Duration: Instantaneous

As part of the action used to cast this spell, you must make a ranged attack with a weapon against one creature within range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and if it is Medium or smaller, must make a Strength saving throw or be pushed 5 feet. This spell's damage increases by 1d4 force damage when you reach 5th level (1d4), 11th level (2d4), and 17th level (3d4).

Frost Shot

Evocation Cantrip (Spellsmith)

Casting Time: 1 action

Range: Weapon

Components: V, M

Duration: 1 round.

As part of the action used to cast this spell, you must make a ranged attack with a weapon against one creature within range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and its speed is reduced by 10 feet until the start of your next turn. This spell's damage increases by 1d4 cold damage when you reach 5th level (1d4), 11th level (2d4), and 17th level (3d4).


Shock Shot

Evocation Cantrip (Spellsmith)

Casting Time: 1 action

Range: Weapon

Components: V, M

Duration: 1 round.

As part of the action used to cast this spell, you must make a ranged attack with a weapon against one creature within range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and must make a Constitution saving throw or it cannot take reactions until the start of your next turn. This spell's damage increases by 1d4 lightning damage when you reach 5th level (1d4), 11th level (2d4), and 17th level (3d4).

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Class | Spellsmith

Inspired by Miburo's Spellsword class.(https://docs.google.com/document/d/1...yc1MXGhpNu9iNU).