Kassoon

Spellsword

Class List

Quick Start

  • 10 STR, 16 DEX, 14 CON, 16 INT, 12 WIS, 10 CHA.
  • Races: Human (any), Elf (High), Gith (Githyanki), Genasi (Fire), Gnome (any), or HobgoblinHuman (any), Elf (High), Gith (Githyanki), Genasi (Fire), Gnome (any), or Hobgoblin
  • 12 HP, +8 HP per level. Armor: Scail Mail, 14 ACScail Mail, 14 AC. Extra Init: +2+5 Initiative. Saves: +4 CON, +5 INT+4 CON, +5 INT
  • Equipment: Items: Rapier (+5, 1d8) and Shield (+2 AC) if Tank, two scimitars (+5, 1d8) if DPS, Scail Mail, explorer's pack, arcane focus, and 10 gp.Items: Rapier (+5, 1d8) and Shield (+2 AC) if Tank, two scimitars (+5, 1d8) if DPS, Scail Mail, explorer's pack, arcane focus, and 10 gp.
  • Skills: +5 Investigation, +5 Stealth+5 Investigation, +5 Stealth.
  • Background: Sage with +5 Arcana, +5 HistorySage with +5 Arcana, +5 History.
1

Additional Rows: 3
Spell Slots Per Level
LevelProficiency BonusFeatures Imbuement DamageCantrips KnownSpells Known 1st2nd3rd4th5th 1st2nd3rd4th5th6th7th8th9th
1st +2Weapon Bond, Imbue Magic 1d4-- 2
2nd +2Fighting Style, Spellcasting 1d422 2 3
3rd +2Primal Path 1d423 3 42
4th +2Ability Score Improvement 1d423 3 43
5th +3Extra Attack, Fast Movement 1d424 42 432
6th +3Path Feature 1d634 42 433
7th +3Feral Instinct 1d635 43 4331
8th +3Ability Score Improvement 1d635 43 4332
9th +4Brutal Critical 1d836 432 43331
10th +4Path Feature 1d836 432 43332
11th +4Relentless Rage 1d847 433 433321
12th +4Ability Score Improvement 1d847 433 433321
13th +5Brutal Critical (2 dice) 1d1048 4331 4333211
14th +5Path Feature 1d1048 4331 4333211
15th +5Persistent Rage 1d1049 4332 43332111
16th +5Ability Score Improvement 1d1049 4332 43332111
17th +6Brutal Critical (3 dice) 1d12410 43331 433321111
18th +6Indomitable Might 1d12410 43331 433331111
19th +6Ability Score Improvement 1d12511 43332 433332111
20th +6Primal Champion 1d12512 43332 433332211

Class Features

As a Spellsword, you gain the following class features.

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

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose three from Acrobatics, Arcana, Athletics, History, Investigation, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

- (A) a martial weapon and shield or (B) two martial weapons
- (A) Scale Mail or (B) Leather Armor
- (A) a Scholar's pack or (B) an Explorer's pack
- an Arcane Focus
  • You can create a dice macro by putting square brackets [] around it. [+4] will make a clickable link to roll d20+4. [2d6+3] will make a clickable link to roll 2d6+3.
  • [b]bold[/b] will bold text, [i]italics[/i] will italicize text, --- will add a horizontal line.
  • You can link a spell on the Spell list by using: [spell]gust[/spell], or a Monster by using [monster]goblin[/monster].
  • [*]Item 1 will create a list, [table]Column 1[td]Column 2[/table] creates a table
  • [title]Section 1[/title] or [big]Hello[/big] will create a bolded title that you can link to with [#section 1]link[/#].

1st

Weapon Bond


At 1st level, you can perform a ritual that creates a magical bond between yourself and a weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can only summon one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Imbue Magic


Also at 1st level, you learn to enhance your weapon with powerful magic. As a bonus action, you infuse a single weapon with the magical energy of a known Imbuement for up to 8 hours. While active, attacks with this weapon deal an additional 1d4 damage of the chosen damage type. This damage is considered magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. The damage dealt by your Magical Imbuement increases to 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level, and 1d12 at 17th level. The Imbuement lasts until 8 hours have passed, you fall unconscious, or you are disarmed. If you use this ability to imbue the same weapon again, your current Imbuement dissipates and is replaced by the new Imbuement. You learn one Elemental Imbuement listed below at 1st Level, one at 6th level, and one at 11th level, and you learn one Arcane Imbuement at 14th level. You may also add your Intelligence modifier to your attack and damage rolls with imbued weapons instead of your Strength or Dexterity modifier.

Elemental Imbuement
Choose from the following:
Flame: You imbue your weapon with fire damage
Frost: You imbue your weapon with cold damage
Storm: You imbue your weapon with lightning damage

Venom: You imbue your weapon with poison damage

Arcane Imbuement
Choose from the following:
Decay: You imbue your weapon with necrotic damage
Cognition: You imbue your weapon with psychic damage
Divine: You imbue your weapon with radiant damage
Power: You imbue your weapon with force damage
[title]Weapon Bond[/title]
At 1st level, you can perform a ritual that creates a magical bond between yourself and a weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can only summon one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

[title]Imbue Magic[/title]
Also at 1st level, you learn to enhance your weapon with powerful magic. As a bonus action, you infuse a single weapon with the magical energy of a known Imbuement for up to 8 hours. While active, attacks with this weapon deal an additional [1d4] damage of the chosen damage type. This damage is considered magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. The damage dealt by your Magical Imbuement increases to [1d6] at 5th level, [1d8] at 9th level, [1d10] at 13th level, and [1d12] at 17th level. The Imbuement lasts until 8 hours have passed, you fall unconscious, or you are disarmed. If you use this ability to imbue the same weapon again, your current Imbuement dissipates and is replaced by the new Imbuement. You learn one Elemental Imbuement listed below at 1st Level, one at 6th level, and one at 11th level, and you learn one Arcane Imbuement at 14th level. You may also add your Intelligence modifier to your attack and damage rolls with imbued weapons instead of your Strength or Dexterity modifier.

[b]Elemental Imbuement[/b]
Choose from the following:
Flame: You imbue your weapon with fire damage
Frost: You imbue your weapon with cold damage
Storm: You imbue your weapon with lightning damage
Venom: You imbue your weapon with poison damage

[b]Arcane Imbuement[/b]
Choose from the following:
Decay: You imbue your weapon with necrotic damage
Cognition: You imbue your weapon with psychic damage
Divine: You imbue your weapon with radiant damage
Power: You imbue your weapon with force damage

2nd

Fighting Style


Starting at 2nd level, you may choose a fighting style from the Fighter list. You can't take a Fighting Style option more than once, even if you later get to choose again.

Spellcasting


By 2nd level, your study of the arcane grants you the ability to cast spells. See Chapter 10 of the Player's Handbook for general rules regarding spellcasting.
[title]Fighting Style[/title]
Starting at 2nd level, you may choose a fighting style from the Fighter list. You can't take a Fighting Style option more than once, even if you later get to choose again.

[title]Spellcasting[/title]
By 2nd level, your study of the arcane grants you the ability to cast spells. See Chapter 10 of the Player's Handbook for general rules regarding spellcasting.

3rd

Primal Path


At 3rd level, you choose a path that shapes the nature of your rage. The Path of the Berserker is detailed at the end of the class description, and additional primal paths are available in other sources. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
  • Ancestral Guardian (XGE pg 9) [Tank]
  • Battlerager (SCAG pg 121) [Tank/DPS]
  • Storm Herald (XGE pg 10) [Utility]
  • Totem Warrior (PHB pg 50) [Tank or DPS]
  • Zealot (XGE pg 11) [Tank]
[title]Primal Path[/title]
At 3rd level, you choose a path that shapes the nature of your rage. The Path of the Berserker is detailed at the end of the class description, and additional primal paths are available in other sources. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
[list][*]Ancestral Guardian (XGE pg 9) [Tank]
[*]Battlerager (SCAG pg 121) [Tank/DPS]
[*][#primal-beast]Beast[/#] (UA) [Utility]
[*][#primal-berserker]Berserker[/#] (PHB pg 49) [DPS]
[*]Storm Herald (XGE pg 10) [Utility]
[*]Totem Warrior (PHB pg 50) [Tank or DPS]
[*][#primal-wild]Wild Soul[/#] (UA) [Magic]
[*]Zealot (XGE pg 11) [Tank]
[/list]

4th

Ability Score Improvement


When you reach 4th level, and again at 8th, 12th, 16th, and 19th 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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

[title]Ability Score Improvement[/title]
When you reach 4th level, and again at 8th, 12th, 16th, and 19th 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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

5th

Extra Attack


Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fast Movement


Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
[title]Extra Attack[/title]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

[title]Fast Movement[/title]
Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.

6th

Path Feature

Path Feature
[title]Path Feature[/title][#Primal Path]Path Feature[/#]

7th

Feral Instinct


By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

[title]Feral Instinct[/title]
By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

8th

Ability Score Improvement

Ability Score Improvement
[title]Ability Score Improvement[/title][#Ability Score Improvement]Ability Score Improvement[/#]

9th

Brutal Critical


Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

[title]Brutal Critical[/title]
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

10th

Path Feature

Path Feature
[title]Path Feature[/title][#Primal Path]Path Feature[/#]

11th

Relentless Rage


Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

[title]Relentless Rage[/title]
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

12th

Ability Score Improvement

Ability Score Improvement
[title]Ability Score Improvement[/title][#Ability Score Improvement]Ability Score Improvement[/#]

13th

Brutal Critical (2 dice)

Brutal Critical (2 dice)
[title]Brutal Critical (2 dice)[/title][#Brutal Critical]Brutal Critical (2 dice)[/#]

14th

Path Feature

Path Feature
[title]Path Feature[/title][#Primal Path]Path Feature[/#]

15th

Persistent Rage


Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
[title]Persistent Rage[/title]
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

16th

Ability Score Improvement

Ability Score Improvement
[title]Ability Score Improvement[/title][#Ability Score Improvement]Ability Score Improvement[/#]

17th

Brutal Critical (3 dice)

Brutal Critical (3 dice)
[title]Brutal Critical (3 dice)[/title][#Brutal Critical]Brutal Critical (3 dice)[/#]

18th

Indomitable Might


Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
[title]Indomitable Might[/title]
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

19th

Ability Score Improvement

Ability Score Improvement
[title]Ability Score Improvement[/title][#Ability Score Improvement]Ability Score Improvement[/#]

20th

Primal Champion


At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
[title]Primal Champion[/title]
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

Class Paths


 

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