The Spellsword Level Proficiency Bonus Features Arcane Residue Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 1st +2 Fighting Style, Gifted Mind — — — — — — — — 2nd +2 Hot Streak, Spellcasting — 1 2 2 — — — — 3rd +2 Arcanesmith, Arcane Specialization 6 1 3 3 — — — — 4th +2 Ability Score Improvement, Smith Casting (2nd level) 8 2 4 3 — — — — 5th +3 Extra Attack 10 2 5 4 2 — — — 6th +3 Smith Casting (3rd level) 12 2 6 4 2 — — — 7th +3 Arcane Specialization Feature 14 2 7 4 3 — — — 8th +3 Ability Score Improvement, Smith Casting (4th level) 16 2 8 4 3 — — — 9th +4 — 18 2 9 4 3 2 — — 10th +4 Arcane Brilliance, Smith Casting (5th level) 20 3 10 4 3 2 — — 11th +4 Arcane Brilliance, Hot Streak Improved 22 3 11 4 3 3 — — 12th +4 Ability Score Improvement, Smith Casting (6th level) 24 3 12 4 3 3 — — 13th +5 — 26 3 13 4 3 3 1 — 14th +5 Arcane Specialization Feature, Smith Casting (7th level) 28 3 14 4 3 3 1 — 15th +5 Magic Weaver 30 3 15 4 3 3 2 — 16th +5 Ability Score Improvement, Smith Casting (8th level) 32 3 16 4 3 3 2 — 17th +6 — 34 4 17 4 3 3 3 1 18th +6 Arcane Specialization Feature 36 4 18 4 3 3 3 1 19th +6 Ability Score Improvement 38 4 19 4 3 3 3 2 20th +6 Arcane Master 40 4 20 4 3 3 3 2 Creating a Spellsword You can make a Spellsword quickly by following these suggestions. First, make Intelligence your highest ability score which will be your spellcasting ability, next highest score should be Strength or Dexterity depending on which type of weapons you would like to use. Third, choose the Sage or Soldier background. Class Features As a Spellsword, you gain the following class features. Hit Points Hit Dice: 1d10 per Spellsword level

1d10 per Spellsword level Hit Points at 1st Level: 10 + your Constitution modifier

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

Light armor, Medium armor Weapons: Simple Weapons

Simple Weapons Tools: None

None Saving Throws: Constitution, Intelligence

Constitution, Intelligence Skills: Choose two from Acrobatics, Arcana, Athletics, History, Investigation and Religion. Equipment You start with the following equipment, in addition to the equipment granted by your background: • (a) leather armor, (b) scale mail or (c) chain shirt (if proficient) • (a) two simple weapons, (b) two martial weapons (if proficient) or (c) one simple or martial weapon (whichever proficient) and a shield • (a) a component pouch or (b) an arcane focus • (a) a scholar's pack or (b) an explorer's pack • (a) Spellbook

Fighting Style Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. These count as Fighting Styles for other classes. Defense. While you are wearing armor, you gain a +1 bonus to AC. Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Heavily Armored. You gain proficiency in heavy armor and shields. If you gain this benefit from your subclass later on, you may re-choose your Martial Specialiation when you gain it. Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Weapon Master. You gain proficiency in martial weapons. If you gain this benefit from your subclass later on, you may re-choose your Martial Specialiation when you gain it. Gifted Mind At 1st level choose one Spellsword spell of 1st level that has a ritual tag. This spell is known to you and does not count against your spells known. You may cast this spell once with its regular casting time without expending a spell slot. You must have any required components for its casting. You regain the use of this feature after finishing a long rest. When you are able to cast higher level spells you may also choose to swap out your Gifted Mind spell to a ritual spell that you can cast with your natural spell casting ability. Hot Streak Starting at 2nd level, during the casting of a spell you become affected by Hot Streak. You can choose to apply your Intelligence modifier, instead of your Strength or Dexterity, to attack and damage rolls of a weapon. This effect lasts until you make one attack with it or until the end of your next turn, whichever comes first. All damage done by the attack is fire damage if you use this feature. At 11th level, your Hot Streak feature no longer ends its effect on the first swing. Instead it always lasts until the end of your next turn. Additionally the first successful attack now deals extra damage equal to your Strength, Dexterity or Intelligence modifier (your choice). Spellcasting At 2nd level, as a student of the arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See chapter 10 page 201 of player's handbook for the general rules of spellcasting and the wizard's spell list for the spellsword's spell list. Spellbook and Known Spells At 2nd level, you have a spellbook containing two 1st-level spells of your choice. Your spellbook is a repository of the spells you know and is required for casting. If you lose it you may create a new one and must spend time re-writing spells back into your book. Each spell costs 20g and 1 hour worth of time per level of the spell slot it would require. You learn a spell every level as shown on the Spellsword class table. A spellsword's spell list is the same as a Wizard's spell list. Though Spellswords know less spells than their wizardly counterparts, they are more adaptive and can change their spells with much more easy. Every level you may change up to 2 known spells to any other spell in the Spellsword's list. The spells must be of a level they can cast, or meet the requirements as stated below. Spellswords are unique half-casters in that they can expend dust to cast at a level almost equivalent to a full caster. At 4th level you may learn 2nd level spells when levelling up. For every 2 levels you may learn spells that require 1 spell slot level higher, for example an 8th level caster can learn 4th level spells. This is also shown on the spellsword table. Ritual Casting You can cast a spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook or you are granted it by your Gifted Mind feature. Spellcasting Ability Intelligence is your Spellcasting ability for your Spellsword Spells, since you learn your Spells through dedicated study and memorization. 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 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 Spellcasting Focus You can use an arcane focus as a Spellcasting focus for your Spellsword Spells.

Arcanesmith At 3rd level you learn to pull left over energy from your casted spells and create arcane residue with it. This residue takes the form of small glowing dust made of pure arcane. The amount of arcane residue you gain from casting a spell is equal to twice its level. You do not gain this benefit from casting spells ritually or cast a spell without expending a spell slot. You are able to have a total amount of arcane residue equal to twice your Spellsword level and the arcane residue turns into regular dust when you finish a long rest. Spell Sacrificing You may sacrifice a spell slot as a bonus action to gain an amount of arcane residue equal to three times the spell slot's level. Alternatively you may sacrifice your Gifted Mind feature to gain an amount of arcane residue equal to three times the highest spell slot level you can naturally cast without smith casting. Smith Casting By binding this arcane residue together allows you to cast spells, even ones of a higher level than you have normal access to. Instead of expending a spell slot, during the casting of a spell you can expend 4 times the spell slot's level to cast the spell. This is only limited by the amount of arcane residue you have. You are able to select higher level spells whenever you level up (see "Spellbook and Known Spells"). Smith Casting Slot Level Residue Cost 1st 4 Residue 2nd 8 Residue 3rd 12 Residue 4th 16 Residue 5th 20 Residue 6th 24 Residue 7th 28 Residue 8th 32 Residue Arcane Specialization When you reach 3rd level, you choose an Arcane Specialization, shaping the way you use your magic through one of the eight schools: Abjuration, Illusion, Necromancy or Transmutation, all are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th level, 10th level, 14th level and 18th level. 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. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Arcane Brilliance At 10th level, when helping an ally with a skill you are proficient in they may also add your Intelligence modifier to the roll. Additionally you can add half your proficiency modifier (rounded down) to any Intelligence based skill check with which you are not proficient. Magic Weaver At 15th level you learn to replenish your allies magical ability with your own. As an action you can touch another willing creature and use your smith casting feature. When you do so in this way, rather than casting a spell, the creature can regain the use of an expended spell slot equal to the spell slot level of what you would've casted. You still expend the appropriate amount of arcane residue. Arcane Master At 20th level, you have mastered the conversion of arcane energy and how to store it. You can convert 20 arcane residue into an arcane crystal using 10 minutes of intense concentration. If it is ever lost of stolen, you may create a new arcane crystal in the same way. When you do so, the old one turns into a pile of dust. The arcane crystal itself acts as a bank in which you can store arcane residue. It starts out with 20 arcane residue and you can imbue the crystal with more residue as a bonus action on your turn. When held in the crystal, arcane residue does not turn into regular dust after finishing a long rest. To use the arcane residue held inside, you must spend 10 minutes of intense concentration to withdraw any amount. If there is ever 0 arcane residue held within the arcane crystal, it is destroyed.

Arcane Specializations The most common Arcane Specializations in the multiverse revolve around the schools of magic used by wizards. Masters of these specialization types gain benefits akin to their wizard counterparts, for example a Conjuration Wizard may create creatures that are more hardy than those who would conjure them without said speciality. Conjuration Spellswords can mimic this effect, increasing the power of their summoned creature as they become more powerful. Abjuration Specialization The school of Abjuration emphasizes magic that blocks, banishes or protects. Spellsword Abjurers tend to have their spells mimick their protective nature. Abjurer's Force At 3rd level, your Hot Streak feature can now deal force damage instead of fire damage when you activate it (your choice). Arcane Ward You gain proficiency with heavy armor and shields. Additionally when you or an ally within 5 feet of you take damage you can use your reaction to reduce the damage dealt. You can either expend a spell slot and reduce the amount of damage by 4 times the spell slot's level, or expend arcane residue and reduce the damage by 2 points for every arcane residue expended. At 10th level, the amount your arcane ward absorbs increases to 6 times per spell slot's level and 3 points for every arcane residue used. At 18th level it increases again to 8 times per spell slot's level and 4 points for every arcane residue used. Banished from Sight At 7th level, you may cast either nondetection, protection from evil and good, protection from poison, or pass without trace once per long rest. You may expend the use of your gifted mind feature to cast one of these spells an additional time. You do not gain arcane residue from casting in this way. Absorb and Refine At 14th level, when you cast an abjuration spell that requires you to make an ability check as part of casting that spell (as in counterspell and dispel magic) and succeed, you gain three times the spell slot's level in arcane residue rather than two times. Additionally, if you reduce the amount of damage dealt to a target with arcane ward beyond the total damage that would've been dealt, than any additional reduction is turned into temporary hit points.(For example, when you use a first level spell slot to reduce incoming damage by 5, and your ally only takes 4 damage, your ally gains 1 temporary hit point.) Spellbreaker At 18th level, your abjuration abilities have progressed to a decision, you must choose a dedicated oath to follow. Once chosen, you may not choose another oath. Oath of Antimagic You learn the spell antimagic field, it does not count against your known spells. You can choose to cast antimagic field with your Gifted Mind feature, despite not meeting the proper requirements. Additionally as a reaction to a spell only targetting you of 2nd or lower within 60 feet, you can cause the spell to fail and have no effect. When you do so, you regain 3 arcane residue per level of the spell. Oath of Banishment When you make a weapon attack against a creature, you can attempt to banish them as a reaction. You must make an ability check with your spellcasting modifier and proficiency versus a DC equal to their hit points. If the banishment does not work due to them having 30 or more hit points, you regain your reaction. When a creature is banished in this way and are native to this plane they vanish to a harmless demiplane. Alternatively, if the target is native to a different plane of existence than the one you're on, the target dissappears, returning to its home plane. They are incapacitated while banished in this way and the banishment lasts 10 minutes. You must concentrate on this ability, though you can subsequently banish more targets under the same concentration. If you lose concentration, all banished targets return. If they are banished for the full extent and are native to this plane, they return unconcious though at their current hit points. If they are not native to the plane of existence you're on, they do not return. Oath of Protection When you use a spell slot to block damage with your arcane ward feature, the amount of damage blocked is increased by your Intelligence modifier. Additionally, you gain an extra reaction that you can only use with your arcane ward feature. You may hypothetically have two uses of arcane ward if both reactions are triggered.

Conjuration Specialization The school of Conjuration favors spells that produce objects and creatures out of thin air. Spellsword Conjurer's summon a permanent companion that accompanies them on their journeys. Potent Conjurer At 3rd level, you can mentally communicate with any creature you've summoned through your Conjuration spells, or through your Summoner's Orb feature. Creatures that obey your verbal commands, now obey your mental commands as well. As an action, you can see through the creature's eyes and hear what it hears until the start of your next turn, gaining the benefits of any Special Senses that the familiar has. During this time, you are deaf and blind with regard to your own Senses. Additionally, your Hot Streak feature can now deal radiant damage instead of fire damage when you activate it (your choice). Summoner's Orb You can learn to use your magic to conjure a powerful orb. As part of its creation the orb can take on the appearance of a creature or object no larger than a 3 foot cube. You add your proficiency bonus to the Orb's AC as well as any saving throws and skills it is proficient in. For each level you gain after 3rd, your orb gains an adidtional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, the orb's abilities also improve. Your orb can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature unless its description specifies otherwise. It uses your proficiency bonus. It does not have its own turn in combat but rather acts on your turn. It can move and follow your commands to the best of its ability. A summoner's Orb can't Attack, but can take other actions as normal. If the Summoner's Orb dies, you can obtain another one by spending 8 hours to summon it. Your Summoner's Orb can speak to you telepathically though is limited by its intelligence. As an action, you can temporarily dismiss your Summoner's Orb. It disappears into a pocket dimension where it awaits your summons. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You may have both a Summoner's Orb and a familiar (through the find familiar spell) though only one can be summoned at a time. Any spells casted by the Summoner's Orb do not require material, verbal or somatic components. While within the orb's sight radius, you can use its location instead of yours for the purposes of spells range. See the Summonor's Orb's statistics on the next page. Curious Companion At 7th level, you can grant your summoner's Orb a spark of life. You can choose to replace its creature type (construct) with celestial, fey or fiend. The Summoner's Orb can now communicate verbally. You can choose to give it a personality of its own (see "personality traits" below for inspiration). You can change its creature type and personality by spending 8 hours to resummon it. Additionally, when learning spells you may now choose to learn any spell with the word summon or conjure in its name, given that you meet the other requirements. This spell does not need to be on the Spellsword's spell list. Coordination At 14th level, you gain a better ability to work with your Summoner's Orb. You also gain the following abilities. Arcane Battery. As a bonus action you can choose to sacrifice your Summoner's Orb. You immediately gain an amount of arcane residue equal to half its remaining hit points and your Orb dies. Swap Location. As a bonus action on your turn you may swap locations with your Summoner's Orb. Master Creator At 18th level, if a Conjuration spell you cast lasts at least an hour, you can choose to allow any summoned creatures from that spell to roam free. They stay on the plane they were summoned on and are no longer under your control, though they do not attack you without further provocation and they do not have any obligation to obey your commands. Any creature previously summoned by you has disadvantage on attacking you. You may grant complete sentience to your Summoner's Orb when you summon it. If you do so it gains the following properties. It has its own turn in combat, cannot be dismissed unless willing, and it regards you as an ally unless you provoke it. Although it is not obligated to obey your commands, it is inclined to follow them. The Summoner's Orb can still be effected by your arcane battery feature. It also gains 3 skill proficiencies, 2 saving throw proficiencies and can take the Attack action, though has no weapon training. Each time the summoning orb is summoned in this way it retains its memory if past events, though its skills and saving throws can change.

Summoner's Orb small construct, neutral Armor Class 11 (10 + Dexterity modifier)

11 (10 + Dexterity modifier) Hit Points 9 (1d4 + Constitution modifier x Spellsword's level)

9 (1d4 + Constitution modifier x Spellsword's level) Speed 5 ft., fly 20 ft. (hover) STR DEX CON INT WIS CHA 6 (-2) 12 (+1) 12 (+1) 6 (-2) 11 (+0) 1 (-5) Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Prone

Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Prone Senses Blindsight 10 ft (Blind beyond this radius, though always aware of its Creator's direction and distance), passive Perception 8

Blindsight 10 ft (Blind beyond this radius, though always aware of its Creator's direction and distance), passive Perception 8 Languages Understands The Languages Of Its Creator But Can't Speak

Understands The Languages Of Its Creator But Can't Speak Challenge (Spellsword's Level divided by 3 rounded down) Innate Spellcasting. The Summoner's Orb's innate spellcasting ability is Intelligence (spell save DC 8). It can innately cast the following spells at will, dancing lights, gust, mage hand, mending. Racial Options The Summoner's Orb starts off with the magical resistance trait and can choose to swap out this trait for another at 7th level. Magical Resistance (requires construct creature type). The Summoner's Orb has resistance to all damage and advantage on saving throws against spells and other magical effects. The Summoner's Orb is immune to any spell or effect that would alter its form. At 14th level, the Summoner's Orb gains immunity to damage from nonmagical weapons. Fey Casting (requires fey creature type). The Summoner's Orb can cast either detect magic or invisibility once per long rest. At 14th level, the Summoner's Orb can instead cast freedom of movement if it desires. Celestial Casting (requires celestial creature type). The Summoner's Orb can cast either protection from evil or good or protection from energy once per long rest. At 14th level, the Summoner's Orb can instead cast death ward if it desires. Fiendish Casting (requires fiendish creature type). The Summoner's Orb can cast either darkvision or identify once per long rest. At 14th level, the Summoner's Orb can instead cast dimension door if it desires, able to target its Creator regardless of their size.

Divination Specialization The school of Divination is one taken by those who seek a clearer understanding of the past, present and future. A Spellsword Diviner learns of the Eternal Clock. Some call it a metaphorical construct, others argue the Eternal Clock really exists and started ticking the moment the universe started. Either way, the Diviner gains visions of it similar to ones a cleric attains during their divinity. Psychic Savant At 3rd level, your Hot Streak feature can now deal psychic damage instead of fire when you activate it (your choice). Superantural Sight At 3rd level, as a bonus action you can curse a creature you can see within 120 feet of you. You may do this once and regain its use on a short or long rest. While cursed the target can't gain the benefits of half or three-quarters cover against your attack rolls and you know its distance and direction. The curse lasts 10 minutes, but a Remove Curse spell or spell of a similar nature ends this effect. Only one target can be effected by your supernatural sight at a time. On subsequent turns as a bonus action you can choose to do one of the following while the curse is active. Communicate. Expend 1 arcane residue to speak telepathically with the target, limited to two sentences. The target can respond if it chooses, limited to two sentences. Change Target. Expend 1 arcane residue to change the target of your supernatural sight to another creature you can see within 120 feet of you. This does not refresh the duration. Extend Duration. Expend an amount of arcane residue and gain an additional duration in minutes equal to the amount spent. Inflict Pain. Expend 2 arcane residue to deal 1d8 Psychic damage. The damage dice of inflict pain increases to a d10 at 14th level, and a d12 at 18th level. You gain an additional use of this feature at 7th level, and again at 18th level. Sense Echoes At 7th level, as an action you can go into a trance for 10 minutes, requiring concentration. You can replay an important event in your mind that happened within 30 feet of you at any point in time, or you may choose a specific time period and view an event within 30 feet of you. All creatures are blurred and muffled. Spending additional actions, you can force the creatures to make a Wisdom Saving Throw. If they succeed, they disappear completely from the vision. If they fail, you can see their true form and understand them provided you understand their language. After you view an event you cannot do so again using this ability. Once you use this feature, you cannot use it again until you finish a short or long rest. Divine Deviant At 14th level, You gain additional features of your supernatural sight as stated below and you can now see your target even through total cover. Additionally, all divination spells are added to the Spellsword's spell list for you to choose from. Mental Bombardment. Expend 3 arcane residue to force the creature to subtract a d4 from their next ability check or saving throw. If the ability check is a concentration check, it is made at disadvantage. This effect lasts until the end of your next turn. Slow. Expend 3 arcane residue to attempt to slow the creature. It must succeed on a Constitution saving throw versus your spell save DC or its speed is halved until the end of your next turn. Obscure. Expend 3 arcane residue to attempt to partially obscure the creature's vision. It must succeed on a Constitution saving throw versus your spell save DC or creatures it is blinded until the end of your next turn. Chosen Fate At 18th level, you have learned of a way to sacrifice a part of yourself, and in doing so, you gain supernatural senses, and an additional feature you can use with your supernatural sight feature. Once you choose a fate, it cannot be undone. Seer of Sights You cannot be surprised. Additionally, you gain the following ability which you may use once per long rest. Seer's Trance. As an action you enter a hypnotic trance in which you gain the blinded condition. Until the start of your next turn, you are vulnerable to bludgeoning, piercing and slashing damage. At the start of your next turn, you roll on the table as sights (see next page). WIP Whispered Soothsayer You gain the ability to read lips with utter precision. Additionally, you gain the following ability which you may use once per long rest. Soothsayer's Trance. WIP

Enchantment Specialization The School of Enchantment is chosen by those who wish to magically entrance and beguile other people and monsters. Spellsword Enchanters confuse their enemies and take advantage of their weak minds in combat. Enchanter's Venom At 3rd level, your Hot Streak feature can now deal poison damage instead of fire damage when you activate it (your choice). Simple Suggestion Your simplest suggestions are heeded. You learn the spell command and it does not count against your spells known. Additionally, when you cast it at its base level, you can choose to use your bonus action for the casting rather than your action. Charming Personality At 7th level, you gain proficiency in one charisma based skill of your choice. Additionally, you may use your Intelligence in place of your Charisma for any Charisma based skill check with which you are proficient. Cunning Opportunist At 14th level, immediately after casting an enchantment spell of 1st level or higher with a saving throw, select one creature targeted by the spell. You gain advantage on attack rolls against that creature until the end of your next turn, regardless of whether they failed or succeeded the saving throw. Additionally, whenever one of your enchantment spells last its full duration on all initial targets, you gain an additional amount of arcane residue equal to the spell slot expended. Hypnotic Gaze At 18th level, when you cast an Enchantment spell of 1st level or higher that only targets 1 creature, you can choose to have it target a second creature. Enchantment spells can last up to double their normal duration unless interrupted. Additionally, whenever a creature attempts to attack you they must first make a Wisdom saving throw versus your spell save DC. On a failed save, the creature must choose a new target or lose the attack. The creature is immune to this ability if it is immune to the charmed condition, or if it has previously succeeded against this ability within the last 24 hours. Evocation Specialization The School of Evocation focuses on powerful elemental magics. A Spellsword Evoker is capable of changing the element of the spells they sling and increase the potency. Evoker's Wrath At 3rd level, your Hot Streak feature can now deal cold or lightning damage instead of fire damage when you activate it (your choice). Evocation Manipulation You gain proficiency in martial weapons and learn the spell Searing smite, this spell does not count against your known spells. Additionally, when you cast an Evocation spell of 1st level or higher that deals a damage type you can do with your Hot Streak feature, you can switch it to any other damage type that you can do with said feature. Elemental Shield At 7th level you gain advantage on checks made against natural weather-related effects such as heat exhaustion or difficult terrain as a result of frosty weather. Additionally, when taking damage from a damage type your Hot Streak feature can use, you can use your reaction to gain resistance to that type of damage. At 18th level, you can choose to have Elemental Shield give you immunity rather than resistance. Spell Weave At 14th level, when you cast an Evocation spell of 1st level or higher that deals a damage type you can do with your Hot Streak feature, you can choose to reduce the amount of arcane residue gained from its casting and spend those points on the following features. Primal Force. Increase the damage this Evocation spell deals by 1d6 for every 2 arcane residue you would've gained. Safe Casting. For each arcane residue spent in this manner, one ally of your choosing effected by your Evocation spells can automatically succeed and gains resistance to any damage related to the spell. Evocation Mastery At 18th level, you may cast any 1st level evocation spell that you know without expending 1st level spell slots. Your primal force feature now only costs 1 arcane residue per d6 increased and your safe casting grants allies immunity to damage rather than resistance.

Illusion Specialization The school of Illusion is favoured by tricksters, used to dazzle and confuse the unwise. Spellsword Illusionists are masters at decieving and striking from unknown locations. Convincing Critters At 3rd level, your Hot Streak feature can now deal thunder damage instead of fire damage when you activate it (your choice). Additionally, you learn the cantrip minor illusion. If you already had the minor illusion cantrip, pick another cantrip from the Spellsword's list. Illusive Ellusive You learn the spell disguise self and it does not count against your known spells. During its casting you can choose to forgo gaining any Arcane Residue and instead gain any or all of the following benefits while the spell is active. Dazzle and Daze. As a reaction to being hit you can immediately end your disguise self and force the attack made against you to be at disadvantage. You may immediately move up to half your movement without provoking attacks of opportunity. During this movement your body is covered in illusory sparkles, obscuring your features from the sight of your enemies. Illusory Armor. Your Armor Class equals 10 + Dexterity modifier + Intelligence modifier. Any creature that can naturally see through illusions will not be effected by this Armor Class change. Additionally, underneath your illusion you may still wear armor and shields though they do not add to the AC of your illusory armor. Superior Illusion. Your disguise self can last up to 8 hours instead of one. Sophisticated Illusionist At 7th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion. Additionally, choose one of the following skills; Acrobatics, Deception, Performance, Sleight of Hand or Stealth. You gain proficiency in the chosen skill and can swap out that proficiency for another on the list at the end of a short or long rest. Perfect Advantage At 14th level, if you attack a creature with the surprised condition while you or the creature are effected by one of your illusion spells, the attack is a critical hit if successful. You can choose to expend an illusion spell currently cast upon yourself or the creature that you have casted and harness it to deal an extra 1d4 thunder damage. You can increase that damage further by expending 2 arcane residue for every additional d4 added. Copy Cast At 18th level, your illusions become so convincing that they can effect reality. Whenever you see a spell casted you can use your reaction to make an ability check with your spellcasting ability. The DC equals 12 + the level of the spell casted. On a success you learn the spell and it is known to you. You may learn three spells in this way and can replace them with other spells you learn through this feature. These spells does not count against your known spells. You may use smith casting to even cast 9th level spells in this manner. Spells of 9th level cost 36 arcane residue to cast.

Necromancy Specialization The School of Necromancy is a school based in life, death and undeath. Spellsword Necromancers are often represented as reapers whose farmland is the battlefield and whose crops are the victims who stand in their path. Necrotic Surge At 3rd level, your Hot Streak feature can now deal necrotic damage instead of fire damage when you activate it (your choice). Reaper's Rewards As a bonus action you can imbue your next successful weapon attack with necrotic energy. Expend a spell slot to make your weapon deal an extra 1d6 necrotic damage per spell slot level. You regain half of the total necrotic damage dealt in hit points. This effect triggers your Hot Streak and lasts until the end of your next turn or until you successfully hit with an attack, whichever comes first. Additionally instead of choosing to expend a spell slot you can choose to expend arcane residue equal to three times the spell slots level for the same effect, with a maximum of 15 arcane residue expended. As Good as Dead At 7th level, you become immune to disease and the poisoned condition. Your hit point maximum can't be reduced. You no longer need to eat, drink or breathe, though still require rest. Additionally, you learn the spell speak with dead and it does not count against your known spells. Spirit Weaver At 14th level, your connection with the spirits of necromancy has gained you a boon. Select one of the following features and gain it. Once you choose, you cannot go back. Spirit Healer. As an action you can touch a creature and expend arcane residue. The creature gains 2 hit points for every arcane residue expended. If the creature was unconscious, it also immediately re-awakens. Additionally, you learn the spell revivify and it does not count against your known spells. Spirit Binder. As a reaction to killing a creature of 1 CR or higher, you can fracture their soul and turn a portion of it into arcane residue. You gain an amount of arcane residue equal to half the creatures CR. Additionally, you learn the spell finger of death and it does not count against your known spells. Undeath At 18th level, your knowledge of necromancy has led you to this point, a decision. You may choose to either walk the path of the damned or the path of the hunter. Once you choose, you cannot go back. Path of the Damned. You are now able to walk the path to lichdom. You may now cast a spell, one horrible spell that will forever bind your life force to a phylactery. To do so you must first construct your phylactery. You require a small well crafted box. It could be made of any material, embroided or etched with art and gemstones, it matters not. The box itself must be worth at least 50 gold pieces. Filling the box you require 100 gold worth of parchment fit for a wizard's spell book. The blood of a sentient creature must be painted across the boxes front. You must then conduct a ritual, involving the rest of the creatures blood to be smeared across your body. For every 2 hours of this ritual you can make an ability check using your spellcasting modifier, DC 20. On a success, the ritual ends. On a failure, the ritual continues. After 8 hours, if you have not succeeded you are immediately reduced to 0 hit points. Upon a success, you are now eternally bound to the Phylactery. Your soul is no longer willing to be resurrected by any spell that requires a willing soul. Instead, when you die, your body will reform after 2d12 days in an unoccupied space within 5 feet of the phylactery. You still feel the effects of old age, though not to the point of any major disabilities and you cannot die from old age. You gain resistance to all damage except radiant. You instead gain vulnerability to radiant damage. Your creature type counts as undead. Whenever you finish a short rest you gain 10 Arcane Residue and 10 temporary hit points. Whenever you finish a long rest you gain 20 Arcane Residue and 20 temporary hit points. and body. Your Phylactery has an AC of 10, vulnerability to all damage, and hit points equal to your level. Should the Phylactery be destroyed, so will your soul Path of the Hunter. Rather than succumbing to temptation, you chose to use your necromantic abilities to fight true sources of evil. You gain resistance to necrotic damage, and both your hot streak and reaper's rewards can now deal radiant instead of necrotic damage if you so choose. Your reaper's rewards feature can cause you to regain hit points equal to the total radiant damage dealt if you so choose, and any attacks made against undead while effected by this feature will critically hit on an 18 or higher. Additionally, your aging is slowed. For every 10 years that pass, your body will only age 1 year. You know the location of any undead creature within 200 feet that is not hidden behind full cover. Any and all hit points you recieve from healing spells is doubled. As an action you can expend a spell slot or an amount of arcane residue equal to the spell slot level expended (maximum of 5th level). In doing so, each undead within 30 feet of you must make a Wisdom saving throw. If the creature failed its saving throw and has a CR lower than the level of the spell slot expended, it is destroyed. If the creature has a CR equal to or higher than the spell slot expended, it instead takes 5 damage for every level of the spell slot spent on a failed save. On a success, the undead is unaffected.

Transmutation Specialization Transmuters spells focus on modifying energy and matter. You have learned to change the very equipment you wield at the flick of a wrist, allowing you to change your combat tactics with ease. Acidic Corrosion At 3rd level, your Hot Streak feature can now deal acid damage instead of fire damage when you activate it (your choice). Adaptive Transmuter You gain proficiency in heavy armor and shields, or martial weapons. Additionally, as a bonus action on your turn you can spend 1 arcane residue to change any simple or martial weapons you wield, as well as any armor you have donned, to any other weapon or armor type. If the item requires attunement, you must be attuned to the item. These items still keep any magical effects, though they gain the different properties and weapon dice of their new forms. This transmutation lasts until you finish a short or long rest, or until you are no longer holding or wearing the item. Armor can only be changed into another armor with equivalent or less gold cost. Minor Polymorph At 7th level, you learn the spell alter self and it does not count against your spells known. You can choose to cast it using 4 arcane residue and, when casted in this way, the spell no longer requires concentration. Alternatively, you can choose to cast it with 8 arcane residue and, when casted in this way, instead choose to gain one of the following features stated below for the duration of the spell (the spell in this form still requires concentration). Abomination. Your movement speed is reduced by 10 feet. You gain advantage on strength-related ability checks, saving throws and attack rolls. You gain disadvantage on dexterity-related ability checks, saving throws and attack rolls. You gain an additional 1d4 damage to weapon rolls. In addition, you can choose to gain Natural Weapons from the spell alter self. Horrific Appearance. Your appearance becomes very disturbing. You gain advantage on Charisma (Intimidation) checks but disadvantage on Charisma (Persuasion) checks. Additionally, you gain a d4 to your Charisma (Intimidation) checks and your AC increases by 1. Lengthy Limbs. Your movement speed is increased by 10 feet and your reach is increased by 5 feet. Wicked Beauty. Your appearance becomes enthrallingly beautiful. You gain advantage on Charisma (Persuasion) and Charisma (Perception) checks. Winged Protusions. You gain a flight speed equal to your movement speed. Martial Master At 14th level, you can choose to learn another fighting style or gain both of the following abilities. Toxic Weapon. As an action on your turn you temporarily turn your weapon into a ball of acid and splatter it forwards in a 10 ft cone, or a 15 ft line (your choice). Each creature in the area must make a Dexterity saving throw versus your spell save DC or take acid damage equal to the damage dice of the weapon. On a success, they take half as much. Enlarge Weapon. As an action your weapon increases in size momentarily and you take an attack with it. If successful, you double the dice rolled for your weapon, and the target is pushed back 10 feet if it is the same size category as you or smaller. If you have an offhand weapon, you may still attack with it as a bonus action. Permanent Mutation At 18th level, you can choose one effect of alter self or one of the features listed at the bottom of your minor polymorph feature. You gain this effect permanently. Additionally, choose one of the following mutations to master. Once you choose a mutation, you cannot master another one. Mutation of the Flesh You learn the spells polymorph and true polymorph and these do not count against your spells known. You may use smith casting to cast true polymorph, using 30 arcane residue to cast. Additionally, you may use smith casting to cast polymorph, using only 4 arcane residue to cast if the spell only targets you and the creature you turn into is of CR 1/4th or less. Mutation of the Mind You gain a second use of your gifted mind ability. Additionally, you may spend 4 hours in deep meditation to modify the way your mind works. You may choose to reduce either your Intelligence, Wisdom or Charisma score by up to 3 points. In doing so, one of the other two scores can be increased by the amount your chosen score had been reduced by. This cannot raise a score above 20. This effect is permanent, though you can meditate again to modify your mind in the same way. You can choose a willing ally within 5 feet of you during the meditation to go through this process instead of you. Mutation of the Object When using your adaptive transmuter feature to transform an object into another as a bonus action, it no longer costs arcane residue. Additionally, you can touch a nonmagical object that can fit within a 5 foot cube and change it into a simple or martial weapon. This transformation lasts an hour, and you can expend arcane residue during this casting to increase the weapons potency. For every 2 arcane residue spent, the weapon gains +1 to attack and damage rolls, up to a +3. You can have up to 3 weapons transformed in this way.

Craftsman Specialization Crafters are alchemists and scribes who use their arcane ability to create consumable magical items and even restore previously consumed magical items. Poison Fumes At 3rd level, your Hot Streak feature can now deal poison damage instead of fire damage when you activate it (your choice). Additionally, as an action you create a poison and coat your weapon with it. You must expend arcane residue as part of this action. The next time you make a successful attack with this weapon, the target must make a Constitution saving throw versus your spell save DC. On a success, it takes an amount of poison damage equal to half of the arcane residue you expended. On a failure, it takes an amount equal to the arcane residue you expended. If the target fails your DC by 5 or more, they instead take poison damage equal to double the amount of arcane residue expended. Trained Alchemist You gain proficiency in martial weapons and alchemist supplies. If you already had proficiency in this tool, you gain expertise in this tool instead, which doubles your proficiency bonus. Arcane Brewery At 7th level, After 10 minutes of brewing with your alchemist supplies, or after finishing a short rest, you may create one of the following potions as seen below. After finishing a long rest, you may instead choose to make multiple potions. You can either choose to expend a spell slot, or its equivilant amount of arcane residue (see the smith casting chart). You may only have one of each of the following potions crafted at a time. Each potion made by this feature lasts until the end of your next long rest and then it loses its potency and becomes a vial full of salty cloudy water. Draft of Healing (Cost: 1st level or higher slot). This healing potion regains an amount of hit points equal to your Intelligence modifier + 1d4 for each level of the spell slot expended upon drinking this potion. Tonic of Body Alteration (Cost: 2nd level or higher slot). When a creature drinks this potion they can gain the effects of the spell alter self without concentration. For every 2 levels of the spell slot used above 2nd level, the natural weapons part of the spell has its attack and damage rolls increased by an additional 1. This potion effects the creature for an amount of hours equal to the level of the spell slot expended. Vial of Momentary Refreshment (Cost: 3rd level or higher slot). When a creature drinks this potion they immediately increase their exhaustion level by 1. Additionally, they gain the benefits of a short rest, though any health regained through rolling hit dice is halved. Refill and Scribe At 14th level, you gain proficiency in calligrapher's supplies. If you already had proficiency in this tool, you gain expertise in this tool instead. You can use your calligrapher's supplies in checks to create spell scrolls. Additionally, you may expend arcane residue as an action and transmute an amount of gold to refill potions or scrolls that have been used within the last 24 hours. See the chart below for further details. Refill Potion Potion Rarity Arcane Residue Gold Cost Common 5 Residue 10 Gold Uncommon 10 Residue 25 Gold Rare 20 Residue 100 Gold Very Rare 30 Residue 1000 Gold Legendary 40 Residue 10,000 Gold Variant Rules: Gold Cost Your DM may choose to change the gold cost required to refill potions and scrolls or remove it completely. Alchemical Genius At 18th level, any time required to craft items with your tools is halved. Your arcane brewery feature can be used after only 1 minute of brewing and you can create multiple potions during this period, and also during short rests. Additionally, you can choose to craft one of the following potions with your arcane brewery feature. You can either choose to expend a spell slot, or its equivilant amount of arcane residue (see the smith casting chart). You may only have one of these potions crafted at a time. Elixir of Vigor (Cost: 6th level slot). When a creature drinks this potion they gain 4d10+5 hit points and 4d10+5 temporary hit points. While they have these temporary hit points, their movement speed is doubled. Philter of Vulnerability (Cost: 7th level slot). When a creature drinks this potion they must roll 2d10. They are immune to all damage types except two of the following, determined by the two dice rolled. 1 is acid, 2 is bludgeoning, 3 is cold, 4 is fire, 5 is lightning, 6 is piercing, 7 is poison, 8 is radiant, 9 is slashing and 10 is thunder. If the same two dice are rolled, they must reroll one. This potion effects a creature for 1 hour. Potion of Foresight (Cost: 8th level slot). The creature who drinks this potion cannot be surprised. Additionally, they have three uses of foresight. Foresight can be used to either critically succeed on an attack roll, gain advantage on an ability check, or succeed against a saving throw. If you succeed against a saving throw in this way to a spell or damaging effect, you take no damage and the spell no longer effects you unless you desire it to. This potion effects the drinker for 1 hour.

Hemomancy Specialization Hemomancers use their blood during their spellcasting. Similar to a sorcerer gaining their ability from their bloodline, hemomancers take this one step further and study the magical energy within all creatures, to find out a way to manipulate it. Cold Cut At 3rd level, your Hot Streak feature can now deal cold damage instead of fire damage when you activate it (your choice). Shield of Pain When you choose to sacrifice a spell slot with your spell sacrificing ability, you can choose to gain the benefits of shield of pain instead of the arcane residue you would've gained. You gain temporary hit points equal to the spell slot's level. When struck with these temporary hit points by a melee attack, the creature takes damage equal to the amount absorbed by shield of pain. The damage they take is necrotic. Unlike other temporary hit points, you can add to these temporary hit points in the following ways. •As part of spell sacrificing you can instead sacrifice a spell slot as a bonus action to gain three times the spell slot's level in temporary hit points. •As a bonus action can convert any amount of arcane residue into twice that amount in temporary hit points. •Instead of gaining arcane residue from casting a spell, you can choose to gain that twice that amount in temporary hit points. At 10th level, when you sacrifice a spell slot to create a shield of pain, you now gain twice the spell slot's level in temporary hit points instead. Mend Wounds At 7th level you are able to use the blood of your allies to heal each other as you short rest. During or at the end of short rests you may touch willing allies and extract remaining hit dice from them. Any hit dice can then be given to other party members for them to roll and gain the hit points from. The person rolling the hit dice uses their constitution modifier, though the type of dice does not change (for instance, a wizard could give a barbarian their hit dice. The barbarian has a constitution of +4 and thus regains 1d6+4 hit points from the trade). Convert Blood At 14th level, as an action you can convert blood into up to half your level in arcane residue. When drawn from your body, you lose 4 hit points for every arcane residue gained. When drawn from allies, they lose 8 hit points for every 1 arcane residue gained. Any temporary hit points the target has is ignored during this process. Additionally, you can spend an hour with a corpse that contains blood. For every hit dice it had, you gain an arcane residue (of up to half your level). This can be done during a short rest. Bloodbinding At 18th level, you can choose to learn one of the following techniques to use the blood of you, your allies or your foes with greater expertise. Once you choose a technique, the choice is permanent. Technique of Blood Drinking Whenever your convert blood feature is used on a corpse, you can choose to take 1 minute to drink the blood of the corpse. You gain an amount of hit points equal to the hit dice the creature had. As an action you can bite a willing, unconcious or paralyzed creature and extract up to 3 remaining hit dice. Roll the hit dice and regain that amount in hit points. The creature immediately takes half that much in damage. Additionally, when your shield of pain is active, you gain resistance to piercing damage. Technique of Blood Letting Whenever an attack you deal or spell you cast kills a creature, you immediately gain temporary hit points equal to your Intelligence modifier. These temporary hit points can be added to your shield of pain feature. As an action you can convert blood directly into your shield of pain. For every 2 hit points you choose to lose, you gain 1 temporary hit point. Additionally, when your shield of pain is active, you gain resistance to slashing damage. Technique of Blood Binding Whenever an ally is affected by your mend wounds feature, they end their short rest with temporary hit points equal to your Intelligence modifier. As an action you can bind your shield of pain to a willing creature. They can choose to take an amount of damage and gain that amount of damage equal in temporary hit points. Additionally, they gain the temporary hit points of your shield of pain if you have one active. When struck with these temporary hit points by a melee attack, the creature takes damage equal to the amount absorbed by shield of pain. Additionally, when a creature is effected by shield of pain it has resistance to bludgeoning damage.