Spellsword
| Class | Description | Hit Die | Primary Attribute | Saving Throw Proficiencies | Armor and Weapon Proficiencies |
|---|---|---|---|---|---|
| Spellsword | A spellcasting specialist trained in martial combat and destructive magic. | d10 | Intelligence & Strength | Endurance & Intelligence | Light and medium armor, marksman, short blade, and long blade |
Throwing her short sword, a Nord aims for the single rope holding up the rickety draw bridge that connects the dark chasm. Her blade strikes true and both the bridge and sword fall. With a smirk and a twitch of her wrist, the sword reappears in her hand.
Placing his hands together, an Imperial concentrates as blue light forms a magical aegis around him and his allies. The lumbering wamasu's lightning breath no longer seems so threatening.
Holding his long sword up high, a wild-eyed Dunmer chants the mystic ritual that engulfs his blade in flame. In a single motion, he carves through the frost atronach standing in his way.
Spellswords are specialists trained to support troops and skirmish in battle. With a weapon in one hand and a spell in the other, spellswords should never be underestimated.
Prized Fighters and Mercenaries
Nimbler and more athletic than a mage, with spell-casting more versatile than a warrior, spellswords are powerful and unpredictable fighters. Many spellswords start their careers as mercenaries or join militias or the Imperial Legion.
Through vigorous training, spellswords learn how to wield any blade and create a unique bond with their favored weapons. Beyond their martial prowess, spellswords rely on magic to augment their skills and become superior combatants on the battlefield.
Disciplined and Versitle
Not everyone trained in combat and magic can be considered a spellsword. Only those who have mastered how to weave magic into their weapons and dedicate themselves to their craft can truly be considered a spellsword. Likewise, not all spellswords are equal. Some devote themselves to protecting others, some favor magic, while others prefer the blade.
As adventurers, many spellswords start out as treasure hunters, soldiers of fortune, and mercenaries. Many spellswords take up a life of adventuring to continue their training or search for a greater fortune.
Creating a Spellsword
As you build your spellsword, consider a couple of elements of your character's training: where did you receive your combat training? Were you evenly focused on martial and magical skills, or did you favor one over the other. Did you dedicate your skills on destruction or on the protection of others? Did you get extra help from a mentor? Did your training come from joining the military or were you self taught to protect your homeland.
Where did you learn your magical skill? Was it passed down from a family tradition or did you learn through vigorous study in college? Did you learn magic before you learned how to fight? Or did you pick up magic as a way to set you apart from the other troops.
The Spellsword
| Level | Proficiency Bonus | Class Features | Imbue Magic Die | Cantrips Known | Spells Known | Magicka Points | Spell Level |
|---|---|---|---|---|---|---|---|
| 1 | +2 | Imbue Elements, Weapon Bond | 1d4 | - | - | - | - |
| 2 | +2 | Spellcasting | 1d4 | 2 | 3 | 4 | 1st |
| 3 | +2 | Mystic Path | 1d4 | 2 | 4 | 6 | 1st |
| 4 | +2 | Attribute Score Improvement | 1d4 | 3 | 5 | 10 | 1st |
| 5 | +3 | Extra Attack | 1d6 | 3 | 6 | 14 | 2nd |
| 6 | +3 | Mystic Path Feature | 1d6 | 3 | 7 | 17 | 2nd |
| 7 | +3 | Spell Weaving | 1d6 | 3 | 8 | 19 | 2nd |
| 8 | +3 | Attribute Score Improvement | 1d6 | 3 | 9 | 22 | 2nd |
| 9 | +4 | - | 1d8 | 4 | 10 | 27 | 3rd |
| 10 | +4 | Reliable Knowledge | 1d8 | 4 | 10 | 30 | 3rd |
| 11 | +4 | Eldritch Strike | 1d8 | 4 | 11 | 32 | 3rd |
| 12 | +4 | Attribute Score Improvement | 1d8 | 4 | 11 | 35 | 3rd |
| 13 | +5 | - | 1d10 | 4 | 12 | 38 | 4th |
| 14 | +5 | Mystic Path Feature | 1d10 | 4 | 12 | 40 | 4th |
| 15 | +5 | Arcane Might | 1d10 | 4 | 13 | 44 | 4th |
| 16 | +5 | Attribute Score Improvement | 1d10 | 4 | 13 | 50 | 4th |
| 17 | +6 | - | 1d12 | 4 | 14 | 57 | 5th |
| 18 | +6 | Improved Spell Weaving | 1d12 | 4 | 14 | 60 | 5th |
| 19 | +6 | Attribute Score Improvement | 1d12 | 4 | 15 | 64 | 5th |
| 20 | +6 | Mystic Path Feature | 1d12 | 4 | 15 | 64 | 5th |
Optional Rule: Multiclassing
Quick Build
You can make a spellsword quickly by following these suggestions. First, make Strength or Agility your highest attribute score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next highest score should be Intelligence. Second, choose the soldier background.
At 2nd level, choose the green-flame blade and eldritch blast cantrips, along with the 1st-level spells hex and shield.
Class Features
As a spellsword, you gain the following class features.
Weapon Bond
1st-level spellsword feature
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 summon only 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
1st-level spellsword feature
You learn to invoke powerful magic within your weapon. You choose to learn one Elemental Imbuement listed below.
As a bonus action, you infuse a single weapon with the magical energy of a known Elemental 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 Imbue Magic feature increases as you gain spellsword levels, as shown in the Imbue Magic column of the Spellsword table. Your enchantment lasts until the effect ends. It ends early if the weapon is wielded by another creature, or if you fall unconscious.
If you use this ability to imbue the same weapon again, your current enchantment leaves and is replaced by the new enchantment.
You learn an additional Elemental Imbuement at 6th level and again at 11th level, and you can choose 1 Arcane Imbuement at 14th level.
Elemental Imbuement
Choose from the following:
- Flame. You enchant your weapon with the elemental damage of fire.
- Glacier. You enchant your weapon with the elemental damage of cold.
- Storm. You enchant your weapon with the elemental damage of lightning.
- Venom. You enchant your weapon with the elemental damage of poison.
Arcane Imbuement
Choose from the following:
- Decay. You enchant your weapon with the magical damage of necrotic.
- Gloom. You enchant your weapon with the magical damage of psychic.
- Light. You enchant your weapon with the magical damage of radiant.
- Mystic. You enchant your weapon with the magical damage of force.
Spellcasting
2nd-level spellsword feature
Your arcane research grants you the ability to cast spells. See chapter 10 of the Basic Rules for the general rules of spellcasting and chapter 11 for the spellsword spell list.
See also: Spellcasting
Cantrips (0-Level Spells)
You know two cantrips of your choice from the spellsword spell list. You learn additional spellsword cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Spellsword table.
Magicka
TheSpellsword tableshows how much magicka you have to cast your spellsword spells of 1st level and higher. To cast one of these spells, you must expend magicka, as noted in the spell's description and the Magicka Cost table found in chapter 10 of theBasic Rules. You regain all expended magicka when you finish a long rest. For example, if you know the 1st-level spellwitch boltand have a spell level of 2nd, you can use magicka to castwitch boltat either level.
See also: Spellcasting
Spells Known of 1st Level and Higher
You know three 1st-level spells of your choice from the spellsword spell list.
The Spells Known column of the Spellsword table shows when you learn more spellsword spells of your choice. Each of these spells must be of a level for which you can cast, as shown on the table's Spell Level column for your spellsword level. For instance, when you reach 6th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the spellsword spells you know and replace it with another spell from the spellsword spell list, which also must be of a level that you can cast.
Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the spellsword spell list. The new spell must be the same level as the spell you replace.
Spellcasting Attribute
Intelligence is your spellcasting attribute for your spellsword spells, so you use your Intelligence whenever a spell refers to your spellcasting attribute. In addition, you use your Intelligence modifier when setting the saving throw DC for a spellsword spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Mystic Path
3rd-level spellsword feature
Choose a mystic path. Your path grants you features at 3rd level, and then again at 6th, 14th, and 20th level.
| Mystic Path | Source |
|---|---|
| Battlemage | Basic Rules |
| Blademaster | Legionnaire's Guide to Cyrodiil |
| Dragonknight | Basic Rules |
| Elemental Adept | Legionnaire's Guide to Cyrodiil |
| Twilight Dualist | Legionnaire's Guide to Cyrodiil |
| Witchblade | Basic Rules |
Attribute Score Improvement
4th-level spellsword feature
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one attribute score of your choice by 2, or you can increase two attribute scores by one. As normal, you can’t increase an attribute score above 20 using this feature.
Further information: Attributes
Further information: Feats
Extra Attack
5th-level spellsword feature
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Spell Weaving
7th-level spellsword feature
When you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
Reliable Knowledge
10th-level spellsword feature
You gain a specific talent for understanding the world around you. Whenever you make an Intelligence attribute check, you can treat a d20 roll of a 9 or lower as a 10.
Eldritch Strike
11th-level spellsword feature
You learn how to make your weapon strikes undercut a creature's ability to resist your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Arcane Might
15th-level spellsword feature
You can draw upon the arcane to heighten your physical capabilities. When you make a Strength, Agility, or Endurance attribute check, you can add your Intelligence modifier to the roll.
Once you use this feature, you can't use it again until you finish a short or long rest.
Improved Spell Weaving
18th-level spellsword feature
When you use your action to cast a spell, you can make one weapon attack as a bonus action.

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