Spellsword Word from the Author This first page just has some meta talk about the design of the class as well as balance and such. Skip forward to page 2 if you want to get to the actual class. Changes from last version Arcana Arcana was removed. Providing meaningful choices is tough, thus the core ways of spending Arcane Points are are now just normal features. Subclasses When it comes to the subclasses, magus saw some minor changes to solidify its slot as the frontline spellsword, while the swiftblade had its capstone get some polish. Ruin Delver had a lot of changes, the hope is to solidify its position as a rogue-ish archetype, with a bit of a "magical explorer" vibe. Balance While it's hard to say how good well the class will perform in actual play without testing it, the intent is to have the overall power be somewhat close to that of a single-classed paladin.

Spellsword Introduction Sword raised high, face bloody from the long battle, the warrior imbues his blade with flame in preparation for the decisive blow. Muttering a few words of power, the elf feels her spell take effect as the rest of the world slows to a crawl, the charging enemy at the back of her mind as she loses herself in the rush of her magic. Deftly manipulating the ancient runes, the youngster gazes in wonder as he feels the power of the magic they hold growing into a crescendo of arcane energies. Spellswords are warriors that combine their martial skill with a penchant for arcane magic. Spellswords feel at home at any field of combat, being happy to enter a melee other spellcasters would blanch at, while being able to rely on their magic when their blades are not enough. Arcane Champions To many, the split focus of the spellblade might seem a weakness. Second to the wizard in arcane might, and second to the fighter in martial prowess, it's easy to see how this might be the case. However, the spellblade is more than the sum of its parts, as they can meld their opposing doctrines into a deadly dance of sword and magic. The flexibility of their magic allow spellblades to form unique fighting styles, and spellblades often surprise their foes with their true capabilities. While many spellblades prefer to be in the thick of the fight, others aim to skirt around the flanks, exposing the weakness of the enemies formation. Others dart gracefully through the ranks, capable of moving to wherever they are needed the most in a flash. While most known for their abilities in combat, some spellblades also focus their minds on other tasks. Using their wit and their cunning, they can often become experts in any field they set their mind to. A Means to an End There are many reasons one might become a spellblade. One might be a warrior claiming the spellbook of a mage he defeated, another might be a mage learning the art of combat by the side. Despite this, spellblades are rare. Not many can handle the difficulties of learning the split disciplines of magic and fighting at the same time. Those who become spellswords are often particularly driven, with some force pushing them ever onwards on their path. What that force is is different for each person. Perhaps they seek revenge on something that cannot be touched by sword alone. Perhaps there is something they seek to protect. For some, it may even be as simple as wanting to prove themselves, to show their worth to the world the best way they know how. Whatever the case, those who manage to follow the way of the spellblade are always going to be a forces to be reckoned with. Creating a Spellsword When making a spellblade, consider the motivation of your character. What do they consider their place in the world to be, and what do they wish to accomplish? Are you the scorned apprentice of a master magician, or a mercenary trying to make their way up through the world by any means necessary? Quick Build You can make a spellsword quickly by following these suggestions. Make Dexterity your highest ability, and Intelligence your second highest. Then, choose the Soldier background. Lastly, choose Arcane Strike and Arcane Aegis as your arcana.

The Spellsword Level Proficiency Bonus Features Arcane Pool Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 1st +2 Arcane Pool, Mystic Sight 1 — — — — — — — 2nd +2 Spellcasting, Fighting Style 2 2 2 2 — — — — 3rd +2 Spellsword Archetype, Spell Conversion 3 2 3 3 — — — — 4th +2 Ability Score Improvement 4 2 3 3 — — — — 5th +3 Extra Attack 5 3 4 4 2 — — — 6th +3 Arcane Prowess 6 3 4 4 2 — — — 7th +3 Archetype Feature 7 3 5 4 3 — — — 8th +3 Ability Score Improvement 8 3 5 4 3 — — — 9th +4 — 9 3 6 4 3 2 — — 10th +4 Spell Combat 10 4 6 4 3 2 — — 11th +4 Archetype Feature 11 4 7 4 3 3 — — 12th +4 Ability Score Improvement 12 4 7 4 3 3 — — 13th +5 — 13 4 8 4 3 3 1 — 14th +5 Combat Casting 14 4 8 4 3 3 1 — 15th +5 Endless Wellspring 15 4 9 4 3 3 2 — 16th +5 Ability Score Improvement 16 4 9 4 3 3 2 — 17th +6 — 17 4 10 4 3 3 3 1 18th +6 Expert Battlemage 18 4 10 4 3 3 3 1 19th +6 Ability Score Improvement 19 4 11 4 3 3 3 2 20th +6 Archetype Feature 20 4 11 4 3 3 3 2 Class Features As a spellsword, you gain the following class features Hit Points Hit Dice: 1d8 per spellsword level

1d8 per spellsword level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per spellsword level after 1st Proficiencies Armor: Light armor, medium armor

Light armor, medium armor Weapons: Simple weapons, martial weapons

Simple weapons, martial weapons Tools: None

None Saving Throws: Dexerity, Intelligence

Dexerity, Intelligence Skills: Choose two from Acrobatics, Arcana, Athletics, History, Insight, Investigation, Intimidation, Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) scalemail or (b) leather armor

(a) a martial weapon or (b) two simple melee weapons

(a) five javelins or (b) any simple melee weapon

(a) a dungeoneer's pack or (b) an explorer's pack Arcane Pool You can access powerful magic drawn from the world around you, represented by Arcane Points, which you can spend to generate a variety of effects. Arcane Points You have 1 Arcane Points and you gain more as you advance in levels, as shown on the Arcane Points column on the Spellsword table. You can never have more arcane points than shown on the table for your level. You regain all spent Arcane Points whenever you finish a long rest. Arcane Strike When you hit a creature with a melee weapon attack, you can spend up to 2 arcane points to deal 1d8 additional force damage per point spent. Arcane Aegis You can cause your magic to form a protective shield around yourself. As a bonus action, you can spend 1 arcane point to gain temporary hit points equal to 1d6+5. These hit points last for 1 minute before expiring.

Mystic Sight You can cast the Detect Magic and Identify spells as rituals. Spellcasting By the time you reach 2nd level, your understanding of the world deepens, allowing you to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting, and the end of this document for the spellsword spell list. Cantrips You learn two cantrips of your choice from the spellsword spell list. You learn additional spellsword cantrips at the levels indicated by the Cantrip column on the Spellsword table. Spell Slots 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. For example, if you know the 1st-level spell Mage Armor and have a 1st-level and a 2nd-level spell slot available, you can cast Mage Armor using either slot. Spells Known of 1st Level and Higher You know two 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 have spell slots. For instance, when you reach 5th 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 for which you have spell slots. Spellcasting Ability Intelligence is your spellcasting ability for your spellsword spells, since your magic is learnt through 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

= 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Spellcasting Focus You can use any martial or simple weapon as a spellcasting focus for your spellsword 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. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. 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. Spell Conversion By 3rd level you can use your arcane points to regain spent Spell Slots, or sacrifice Spell Slots to gain additional arcane points. Creating Spell Slots: You can spend arcane points to regain a spent spell slot as a bonus action on your turn. The Regaining Spell Slots table shows the cost of regaining a spell slot of a given level. You can regain spell slots no higher in level than 5th. Regaining Spell Slots Slot Level Cost 1st 2 2nd 3 3rd 5 4th 6 5th 7 Converting a Spell Slot to Arcane Points: As a bonus action on your turn, you can expend one spell slot and gain a number of arcane points equal to the slot's level. Spellsword Archetype At 3rd level, you choose an archetype to follow. Your choice grants you features at 3rd level and again at 7th, 11th, and 20th level. The available archetypes are as follows: Magus

Ruin Delver

Swiftblade

Archetype Spells Each archetype has a list of associated spells. You learn these spells at the levels specified in the archetype description. Oath spells don't count towards your maximum spells known. If you gain a archetype spell that doesn't appear on the spellsword spell list, the spell is nonetheless a spellsword spell for you. You cannot swap out a archetype spell in order to learn a different spell when you level up. 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 Prowess By 6th level, your ability to weave magic lets you defend against enemy spells while making your own harder to resist. You gain the following features: Mystic Resilience Whenever you must make a saving throw against a spell or magical effect, you can spend 1 Arcane Point to get advantage on that saving throw. Arcane Piercing After hitting a creature with a weapon attack, the next time that creature would make a saving throw against a spell you cast before the end of your next turn, you can spend 2 arcane points to give that creature disadvantage on that saving throw. Additionally, that creature doesn't benefit from Magic Resistance on that saving throw. Spell Combat Starting at 10th level, when you perform the attack action, you can spend 3 arcane points to cast a spell as a bonus action, as long as that spell has a normal casting time of one action. Combat Casting Beginning at 14th level, you become a master at keeping your calm even in the most dire of situations. When you are forced to roll a concentration save, add your Intelligence modifier (to a minimum of +1) to the roll. Endless Wellspring When you reach 15th level your magic becomes inexhaustible. When you roll initiative, if you have less than 3 Arcane Points left, you recover Arcane Points until you have 3. Expert Battlemage At 18th level, you can maintain concentration on two spells at the same time. Spellsword Archetypes All spellswords have a penchant for combining magic with the art of combat. However, the ends they seek differ, and the means by which they seek those ends differ as well. This is reflected by your choice of archetype, which all focus on different aspects of what it means to be a spellsword.

Magus The magus is a frontline combatant, capable of holding his own against the deadliest of foes. Those who follow in the footsteps of the magus take a more martial approach to combat, protected by heavy armor they channel their magic into their weapons while thriving in the thick of the fight. Magus Features Spellsword Level Features 3rd Bonus Proficiencies, Martial Training 7th Imbue Weapon 11th Hardy 20th True Magus Magus Spells Spellsword Level Spell 3rd Shield 5th Magic Weapon 9th Clairvoyance 13th Fire Shield 17th Wall of Force Bonus Proficiencies At 3rd level, you gain proficiency with Heavy Armor and Shields. Martial Training At 3rd level, your focus towards physical training makes you tough to take down. Your hit point maximum increases by 3, and it increases by another 1 whenever you gain a level in this class. Imbue Weapon When you reach 7th level, you infuse your weapons with a part of your power. When wielding a melee weapon, it counts as magical for the purpose of bypassing damage resistance and immunity. You can also empower your weapons further with elemental magic. As a Bonus action, spend 3 Arcane Points and choose a weapon you are holding, as well as one of the following damage types: Acid, Cold, Fire, Lightning or Thunder. For 1 minute, that weapon deals 1d8 additional damage of the chosen type on attacks. Using this ability again on the same weapon extends the duration by 1 minute and lets you rechoose the type of damage, but it doesn’t increase the damage further. Hardy By 11th level, your rigorous training makes you inordinarily tough. You gain proficiency with Constitution saving throws. True Magus At 20th level, your ability to blend magic and blade becomes sublime. When you cast a spell during your turn, the next weapon attack you make before the end of your next turn has advantage. Ruin Delver Those who emulate the ruin delver are seekers of knowledge, who venture into the unknown in an attempt to uncover forgotten truths. Ruin delvers are quick-witted and quick-footed, always staying on their toes for any danger they might come across in their pursuits. Ruin Delver Features Spellsword Level Features 3rd Bonus Proficiencies, Arcane Intuition, Innovative 7th Alertness 11th Keen Strikes 20th Fortune's Favor Ruin Delver Spells Spellsword Level Spell 3rd Comprehend Languages 5th Silence 9th Tongues 13th Arcane Eye 17th Legend Lore Bonus Proficiencies At 3rd level you gain proficiency with 3 skills of your choice. You can gain proficiency with a tool of your choice in place of one skill choice. Intuition At 3rd level, when making an ability check you are proficient with, you can give yourself advantage on that check. You can use this feature a number of times equal to Intelligence modifier (to a minimum of once), regaining all uses when you finish a long rest. Innovative Starting at your 3rd level, you can perform the Search or Use an Object action as a Bonus action. Always Sharp Beginning at 7th level, you're always ready for the unexpected. You are never surprised while you are conscious. Additionally, you have advantage on initiative rolls. Keen Strikes At 11th level, your wit allows you to hit enemies where it hurts the most. Your weapon attacks deal additional weapon damage equal to your Intelligence modifier (minimum +1). Fortune’s Favor At 20th level your resourcefulness lets you pull through even when a things look like they are at their most dire. When you miss an attack, you can turn that attack into a hit. Alternatively, when you fail a saving throw, you can turn that saving throw into a success. After using this feature, you cannot do so again until you have finished a short or long rest.

Swiftblade For the swiftblade, speed is everything. Those who embody the swiftblade become imbued with magic, increasing their speed and reflexes, which they use to confound and outsmart their foes. Swiftblades are known for their expertise with the spell Haste, being able to bring out its potential to a degree beyond any other spellcaster. Spellsword Features Spellsword Level Features 3rd Swift Surge, Spring Attack 7th Bounding Assault 11th Evasive Celerity 20th Time stands Still Swiftblade Spells Spellsword Level Spell 3rd Expeditious Retreat 5th Enhance Ability 9th Haste 13th Freedom of Movement 17th Steel Wind Strike* Swift Surge At 3rd level, your magic has started to speed you up, making your reactions and your movements become faster. You may add your Intelligence bonus to your Initiative checks. Additionally, your base walking speed is increased by 10 feet. When you reach level 11 in this class, this bonus is increased to 20 feet. Spring Attack By 3rd level, you have learned how to take advantage of your speed, letting you strike before safely retreating. Whenever you perform a melee attack during your turn, the target of that attack cannot perform opportunity attacks against you for the rest of that turn. Bounding Assault When you reach 7th level, your attacks take on the momentum you gain while surging across the battlefield. After moving 20 ft in a single turn, the next time you hit an enemy with a Melee attack that turn, that attack deals 1d6 additional weapon damage. This damage is increased to 2d6 at level 11 Evasive Celerity Starting at 11th level, casting Haste lets you reach a speed where you appear only as a blur to your enemies. While you are under the effect of a Haste spell that you cast yourself, all attacks targeting you have Disadvantage. Time stands Still At 20th level, you can push your magic to the brink, speeding up to the point that the rest of the world seems to stand still. When your turn ends, you can immediately take another turn. After using this feature, you cannot do so again until you finish a short or long rest.