Spellsword
Class ListQuick 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.
Level | Proficiency Bonus | Features | Imbuement Damage | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Weapon Bond, Imbue Magic | 1d4 | - | - | 2 | ||||||||||||||
2nd | +2 | Fighting Style, Spellcasting | 1d4 | 2 | 2 | 2 | 3 | |||||||||||||
3rd | +2 | Primal Path | 1d4 | 2 | 3 | 3 | 4 | 2 | ||||||||||||
4th | +2 | Ability Score Improvement | 1d4 | 2 | 3 | 3 | 4 | 3 | ||||||||||||
5th | +3 | Extra Attack, Fast Movement | 1d4 | 2 | 4 | 4 | 2 | 4 | 3 | 2 | ||||||||||
6th | +3 | Path Feature | 1d6 | 3 | 4 | 4 | 2 | 4 | 3 | 3 | ||||||||||
7th | +3 | Feral Instinct | 1d6 | 3 | 5 | 4 | 3 | 4 | 3 | 3 | 1 | |||||||||
8th | +3 | Ability Score Improvement | 1d6 | 3 | 5 | 4 | 3 | 4 | 3 | 3 | 2 | |||||||||
9th | +4 | Brutal Critical | 1d8 | 3 | 6 | 4 | 3 | 2 | 4 | 3 | 3 | 3 | 1 | |||||||
10th | +4 | Path Feature | 1d8 | 3 | 6 | 4 | 3 | 2 | 4 | 3 | 3 | 3 | 2 | |||||||
11th | +4 | Relentless Rage | 1d8 | 4 | 7 | 4 | 3 | 3 | 4 | 3 | 3 | 3 | 2 | 1 | ||||||
12th | +4 | Ability Score Improvement | 1d8 | 4 | 7 | 4 | 3 | 3 | 4 | 3 | 3 | 3 | 2 | 1 | ||||||
13th | +5 | Brutal Critical (2 dice) | 1d10 | 4 | 8 | 4 | 3 | 3 | 1 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | ||||
14th | +5 | Path Feature | 1d10 | 4 | 8 | 4 | 3 | 3 | 1 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | ||||
15th | +5 | Persistent Rage | 1d10 | 4 | 9 | 4 | 3 | 3 | 2 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |||
16th | +5 | Ability Score Improvement | 1d10 | 4 | 9 | 4 | 3 | 3 | 2 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |||
17th | +6 | Brutal Critical (3 dice) | 1d12 | 4 | 10 | 4 | 3 | 3 | 3 | 1 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | |
18th | +6 | Indomitable Might | 1d12 | 4 | 10 | 4 | 3 | 3 | 3 | 1 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | |
19th | +6 | Ability Score Improvement | 1d12 | 5 | 11 | 4 | 3 | 3 | 3 | 2 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |
20th | +6 | Primal Champion | 1d12 | 5 | 12 | 4 | 3 | 3 | 3 | 2 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
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 ImbuementChoose 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 ImbuementChoose 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
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.
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]
- Beast (UA) [Utility]
- Berserker (PHB pg 49) [DPS]
- Storm Herald (XGE pg 10) [Utility]
- Totem Warrior (PHB pg 50) [Tank or DPS]
- Wild Soul (UA) [Magic]
- Zealot (XGE pg 11) [Tank]
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.
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.
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 Feature7th
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.
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 Improvement9th
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.
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 Feature11th
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.
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 Improvement13th
Brutal Critical (2 dice)
Brutal Critical (2 dice)14th
Path Feature
Path Feature15th
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.
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 Improvement17th
Brutal Critical (3 dice)
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.
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 Improvement20th
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.
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
Save & Load
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