Spellsword A man in half-plate go down into the sewers, hood on his head. He was mandated by the burgomaster to investigate on disappearances occuring in the city. He moves slowly forward, see them, draw one of his blade from his back. Too late they spotted him, must have been the noise of his armor. The goblins rush to him shouting insults and other inntelibles words, but a fireball is already forming in his hand... A man follows the target of his contract from the top of the city wall. But suddenly as he sees the men, he takes his magical dagger out and conjure his magical shield as a volley of arrows come flying at him... A dark looking man in black leather armor is exploring a crypt of the underdark. He advances rapidly, taking his rapier out, casting a spell on it. He takes out his dagger as he ears the cackling of the skeletons' jaws. He is surrounded but confident... This is how a spellsword fight. As fighting is what a spellsword do best, mixing their mastery of melee combat with spells to destroy their foes, strengthen themself or their weapon with arcane magic. Among other easier spells, more useful outside of combat. As well as rely on the potions they brew to overcome their lack of healing magic (I suggest using this or eventually this). Sword Trained A spellsword is trained to wear any type of armor and trained in the handling of swords. As they limited their mastery to one handed blades only, needing one free hand to perform the somatic components of spells. And not learning the use of shields or other weapons, to develop a variety of other talents. Wielder of the Arcane Spellsword are trained in the arts of arcanes and alchemy. But they percieve magic as an ulimate weapon, giving them range and destructive power no ordinary weapon could achieve. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or clump of exotic materials, these surface components barely hint at the expertise attained after years of apprenticeship and countless hours of study. Spellsword learn new spells as they experiment and grow in experience. They can also learn them from wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic. A well-rounded warior Spellswords make the most of their abilities in combat, mixing arcane magic and martial combat. Making them somewhat rare mercenary, and some of the best war mage. Envied and decried by both fighters and wizards, but employed by anyone who can afford their services. As most spellsword feel drawn to use their training as adventurers, dungeon delvers, monster slayer, and other dangerous works, their multiple talents even allowing them to work on their own. Creating a Spellsword Who trained you ? A wizard and a fighter ? Or one person ? Another spellsword ? Alone ? Or with other students ? Where ? At a countryside home with a retired spellsword ? In an academy in a city ? With a personal teacher in your aristocratic home ? Was the training a race/social status/goal/familly exclusive teaching ? And why did you train ? How did you come to contact with magic ? Why did you decided to train ? Did the trainning to master both of these world made you a perfectionist ? Did you had any other time to have friends, hobbies, love ? Maybe being so well-rounded pushed you to working alone, to solitude ? Are you good at socializing ? And what are your relationships with fighters and wizards ? Quick Build You can make a spellsword quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on strengh weapons and heavy armor, or finesse weapons and light armor. Then make Intelligence your next highest ability score. Spellsword class, made by Bleizy on the Homebrewery 1/9

The Spellsword Table Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 1st +2 Spellcasting 3 2 — — — — 2nd +2 Magical Empowerment, Fighting Style 3 2 — — — — 3rd +2 Spellsword Tradition 3 3 — — — — 4th +2 Ability Score Improvement 4 3 — — — — 5th +3 Extra Attack 4 4 2 — — — 6th +3 Mens Sana In Corpore Sano 4 4 2 — — — 7th +3 Spellsword Tradition Feature 4 4 3 — — — 8th +3 Ability Score Improvement 4 4 3 — — — 9th +4 4 4 3 2 — — 10th +4 Combat Concentration 5 4 3 2 — — 11th +4 Spellsword Tradition Feature 5 4 3 3 — — 12th +4 Ability Score Improvement 5 4 3 3 — — 13th +5 5 4 3 3 1 — 14th +5 Ability Score Improvement 5 4 3 3 1 — 15th +5 Spellsword Tradition Feature 5 4 3 3 2 — 16th +5 Ability Score Improvement 5 4 3 3 2 — 17th +6 5 4 3 3 3 1 18th +6 Spell Resistance 5 4 3 3 3 1 19th +6 Ability Score Improvement 5 4 3 3 3 2 20th +6 Tenser's Power 5 4 3 3 3 2 Spell Slots per Spell Level You must have a Strengh or Dexterity score of 13 or higher and an Intelligence score of 13 or higher in order to multiclass in or out of this class. Multiclassing in from your initial class will give you the following proficiencies : light armor, medium armor, daggers, shortswords, scimitars, rapiers, longswords, one skill from the class’s skill list, alchemical supplies. 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: All armor

All armor Weapons: Daggers, shortswords, scimitars, rapiers, longswords

Daggers, shortswords, scimitars, rapiers, longswords Tools: Alchemist’s supplies

Alchemist’s supplies Saving Throws: Intelligence, Wisdom

Intelligence, Wisdom Skills: Choose four from Acrobatics, Arcana, Athletics, History, Insight, Investigation, Medicine, Nature, Perception and Persuasion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) chain mail or (b) studded leather armor or (c) scale mail

(a) a longsword or (b) a rapier or (c) a scimitar or

(d) a shortsword or (e) three daggers

(d) a shortsword or (e) three daggers (a) a dungeoneer's pack or (b) an explorer's pack

A spellbook and a dagger Spellsword class, made by Bleizy on the Homebrewery 2/9

Spellcasting As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your power. Cantrips At 1st level, you know three cantrips of your choice from the spellsword spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Spellsword table. Spellbook At 1st level, you have a spellbook containing four 1st-level spells from the spellsword spell list of your choice. The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library. Copying a Spell into the Book. When you find a spellsword spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it. Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the mage who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells. Replacing the Book. You can copy a spell from your own spellbook into another book for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many mage keep backup spellbooks in a safe place. The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap. Preparing and Casting Spells The Spellsword table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of spells that are available for you to cast. To do so, choose a number of spellsword spells from your spellbook equal to your Intelligence modifier + your spellsword level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you're a 5th-level spellsword, you have four 1st-1evel and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include seven spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of spellsword spells requires time spent studying your spellbook and memorizing the incantiations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. 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 Ritual Casting You can cast a spellsword spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared. Spellcasting Focus If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your spellsword spells. Learning Spells of 1st Level and Higher Each time you gain a Spellsword level, you can add two spell of your choice from the spellsword spell list to your spellbook. This spell must be of a level for which you have spell slots, as shown on the Spellsword table. On your adventures, you might find other spells that you can add to your spellbook. Spellsword class, made by Bleizy on the Homebrewery. See page 8 for dual wielding and casting spells with somatic and/or material component. 3/9

Magical Empowerment At 2nd level, you have learned to draw from the weave and

imbue yourself with magical power. As a bonus action (requiring V, S) you empower yourself

with raw magic, gaining the following benefits for 1 minute : You have a +1 bonus to your AC, attack rolls, damage rolls, saving throws, athletics and acrobatics checks. You can use this feature twice. You regain all expended uses

of it when you finish a short or long rest. However, you may expend a spell slot to use it again. This bonus action can be counterspelled or dispelled, and

can't be activated when you are unable to cast spells. Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. 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. Blind Fighting (UA) Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you. Close Quarters Shooter (UA) When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks. 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. Interception (UA) When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the

damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield

or a simple or martial weapon to use this reaction. Mariner (UA) As long as you not wearing heavy armor or using a shield,

you have a swimming speed and a climbing speed equal to

your normal speed, and you gain a +1 bonus to armor class. Thrown Weapon Fighting (UA) You can draw a weapon that has the thrown property as

part of the attack you make with the weapon. In addition,

when you hit with a ranged attack using a thrown weapon,

you gain a +1 bonus to the damage roll. Counterspelling or dispelling Magical Empowerment is auto (as it's considered a special 1st level spell that requires verbal and somatic components) 4/9

Tradition Choice At 3rd level, you have to choose a spellsword tradition between : Spellblade, Shield-Mage, and Weapon Master. The tradition you choose grants you features at 3rd level, and again at 7th, 11th, and 15th level. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 14th, 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. Mens Sana In Corpore Sano Starting at 6th level, your mind having practised magic and your body combat, you radiate good health. You gain proficiency in Constitution saving throws. Combat Concentration At 10th level, your mastery of wielding spells into battle allow you to more easily maintain your concentration. The DC of the Constitution saving throws that you make to maintain your concentration on a spell, now equals 20 or half the damage you take, whichever number is lower. Spell Resistance By 18th level, your mastery of combat magic allows you to reduce the damage you suffer from foe spells. You now have resistance against the damage of spells. Tenser's Power At 20th level, not being able to cast 6th level spells, you still studied them, and succeeded at copying and adapting parts of Tenser's Transformation.

As an action, you endow yourself with endurance and martial prowess fueled by magic, you gain the following benefits for 1 minute : You gain 50 temporary hit points. If any of these remain when the feature ends, they are lost.

When you take the Attack action on your turn, you can make one additional attack as part of that action.

When you hit a target with a weapon attack, that target takes

an extra 2d12 force damage. Once you use this feature, you can't use it again until you finish a long rest. Spellsword traditions Spellblade The Spellblade style is the most ancient, traditional one, and is the base of spellswords themselves. This tradition focus only on blade and spell use as the purest spellsword style. Using only a sword in one hand, unleashing spells with the other. Shield-mage The Shield-Mages were the first to break the spellblades tradition with the use of shields. As abjurists they developed magical and martial ways to protect themselves and their allies. Weapon Master The youngest spellsword tradition, the weapon master style emancipated itself from the dogma of the spellblades and use any kind of melee weapons, focusing on melee martial combat. Spellsword class, made by Bleizy on the Homebrewery 5/9

Spellsword tradition : Spellblade Sword Bond At 3rd level, you learn a ritual that creates a magical bond between yourself and one blade. You perform the ritual over the course of 1 hour, which can be done during a short rest. The sword must be within your reach throughout the ritual, at the conclusion of which you touch the blade and forge the bond. Once you have bonded a sword to yourself, if the sword is not already magical, your attacks with a bonded sword count as magical. You can't be disarmed of that blade unless you are incapacitated. And if it is on the same plane of existence, you can summon that sword as a bonus action on your turn, causing it to teleport instantly to your hand, or in your scabbard. You are also able to infuse arcane energy into it. Whenever you hit a target with your bonded sword, the target takes an extra 1d4 force damage. That bonus damage becomes a 1d6 at 5th level, 2d4 at 9th level, 2d6 at 13th level and 4d4 at 17th level. You can have up to two bonded blades, but can summon only one at a time with your bonus action. If you attempt to bond with a third sword, you must break the bond with one of the other two. Battle Magic Beginning at 7th level, you have experienced the art of weaving spellcasting and sword use into a single act. When you use your action to cast a cantrip, you can make one weapon attack as a bonus action. Warding Magic Beginning at 11th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws. War Magic At 15th level, you have mastered the art of weaving spellcasting and sword use in combat into a single harmonious act. When you use your action to cast a spell, you can make one weapon attack as a bonus action. Spellsword class made by Bleizy. You can Sword Bond with any dagger, shortsword, scimitar, rapier, longsword or greatsword. 6/9

Spellsword Tradition : Shield-Mage Bonus proficiency When you choose this tradition at 3rd level, you gain proficiency with shields. Magical Shield Beginning at 3rd level you have the ability to summon a magical translucent shield as a bonus action (of the color your want, in one of your free hand), that lasts until dismissed (no action required). This shield needs to be handled like a actual shield.

However the AC of this magical shield is equal to your

Intelligence modifier (with a minimum of 2 AC). Protector At 7th level, you adopt the Protection fighting style Protection : When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Defender Beginning at 11th level, when you use protection, your shield also gives its AC as a bonus to your target for the attack on which you impose disadvantage. Guardian Beginning at 15th level, you can cast shield, on yourself or any target that is within 30 feet of you, once without using a spell slot. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once).

You regain all expended uses when you finish a short or long rest. Spellsword class, made by Bleizy on the Homebrewery. See page 8 for using a shield and casting spells with somatic and/or material components. 7/9