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Spellsword

ClassDescriptionHit DiePrimary AttributeSaving Throw ProficienciesArmor and Weapon Proficiencies
SpellswordA spellcasting specialist trained in martial combat and destructive magic.d10Intelligence & StrengthEndurance & IntelligenceLight 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

LevelProficiency BonusClass FeaturesImbue Magic DieCantrips KnownSpells KnownMagicka PointsSpell Level
1+2Imbue Elements, Weapon Bond1d4----
2+2Spellcasting1d42341st
3+2Mystic Path1d42461st
4+2Attribute Score Improvement1d435101st
5+3Extra Attack1d636142nd
6+3Mystic Path Feature1d637172nd
7+3Spell Weaving1d638192nd
8+3Attribute Score Improvement1d639222nd
9+4-1d8410273rd
10+4Reliable Knowledge1d8410303rd
11+4Eldritch Strike1d8411323rd
12+4Attribute Score Improvement1d8411353rd
13+5-1d10412384th
14+5Mystic Path Feature1d10412404th
15+5Arcane Might1d10413444th
16+5Attribute Score Improvement1d10413504th
17+6-1d12414575th
18+6Improved Spell Weaving1d12414605th
19+6Attribute Score Improvement1d12415645th
20+6Mystic Path Feature1d12415645th

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 PathSource
BattlemageBasic Rules
BlademasterLegionnaire's Guide to Cyrodiil
DragonknightBasic Rules
Elemental AdeptLegionnaire's Guide to Cyrodiil
Twilight DualistLegionnaire's Guide to Cyrodiil
WitchbladeBasic 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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