BR:Spellsword

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Playtest Material

This class is currently being previewed for the next update of the Basic Rules.

A Redguard spellsword channels magical energy in her hand while wielding a sword
Spellsword
Intelligence | Strength
Spellsword class symbol
Difficulty
Offense
Defense
Support
2 stars
3 stars
3 stars
1 star
Delvebound Class | Half Spellcaster

Class Overview. The Spellsword is a spellcasting class specializing in the balance between magic and might.
Weapon Bond. Bind yourself with a weapon in order to summon it at your command.
Imbue Magic. Infuses your weapons with aetherial energy to increase your damage.

Throwing her short sword, a Nord aims for the single rope holding up the rickety draw bridge that connects the dark chasm. Her blade strikes true and both the bridge and sword fall. With a smirk and a twitch of her wrist, the sword reappears in her hand.

Placing his hands together, an Imperial concentrates as blue light forms a magical aegis around him and his allies. The lumbering wamasu's lightning breath no longer seems so threatening.

Holding his long sword up high, a wild-eyed Dunmer chants the mystic ritual that engulfs his blade in flame. In a single motion, he carves through the frost atronach standing in his way.

Spellswords are specialists trained to support troops and skirmish in battle. With a weapon in one hand and a spell in the other, spellswords should never be underestimated.

Prized Fighters and Mercenaries

Nimbler and more athletic than a mage, with spell-casting more versatile than a warrior, spellswords are powerful and unpredictable fighters. Many spellswords start their careers as mercenaries or join militias or the Imperial Legion.

Through vigorous training, spellswords learn how to wield any blade and create a unique bond with their favored weapons. Beyond their martial prowess, spellswords rely on magic to augment their skills and become superior combatants on the battlefield.

Disciplined and Versitle

Not everyone trained in combat and magic can be considered a spellsword. Only those who have mastered how to weave magic into their weapons and dedicate themselves to their craft can truly be considered a spellsword. Likewise, not all spellswords are equal. Some devote themselves to protecting others, some favor magic, while others prefer the blade.

As adventurers, many spellswords start out as treasure hunters, soldiers of fortune, and mercenaries. Many spellswords take up a life of adventuring to continue their training or search for a greater fortune.

Creating a Spellsword

As you build your spellsword, consider a couple of elements of your character's training: where did you receive your combat training? Were you evenly focused on martial and magical skills, or did you favor one over the other. Did you dedicate your skills on destruction or on the protection of others? Did you get extra help from a mentor? Did your training come from joining the military or were you self taught to protect your homeland.

Where did you learn your magical skill? Was it passed down from a family tradition or did you learn through vigorous study in college? Did you learn magic before you learned how to fight? Or did you pick up magic as a way to set you apart from the other troops.

The Spellsword

Level Proficiency Bonus Class Features Imbue Magic Die Cantrips Known Spells Known Magicka Points Spell Level
1 +2 Imbue Elements, Weapon Bond 1d4 - - - -
2 +2 Spellcasting 1d4 2 3 4 1st
3 +2 Mystic Path 1d4 2 4 6 1st
4 +2 Attribute Score Improvement 1d4 3 5 10 1st
5 +3 Extra Attack 1d6 3 6 14 2nd
6 +3 Mystic Path Feature 1d6 3 7 17 2nd
7 +3 Spell Weaving 1d6 3 8 19 2nd
8 +3 Attribute Score Improvement 1d6 3 9 22 2nd
9 +4 - 1d8 4 10 27 3rd
10 +4 Reliable Knowledge 1d8 4 10 30 3rd
11 +4 Eldritch Strike 1d8 4 11 32 3rd
12 +4 Attribute Score Improvement 1d8 4 11 35 3rd
13 +5 - 1d10 4 12 38 4th
14 +5 Mystic Path Feature 1d10 4 12 40 4th
15 +5 Arcane Might 1d10 4 13 44 4th
16 +5 Attribute Score Improvement 1d10 4 13 50 4th
17 +6 - 1d12 4 14 57 5th
18 +6 Improved Spell Weaving 1d12 4 14 60 5th
19 +6 Attribute Score Improvement 1d12 4 15 64 5th
20 +6 Mystic Path Feature 1d12 4 15 64 5th
If your group uses the optional rules on multiclassing in the 5e Core Rules and the Basic Rules, here’s what you need to know if you choose spellsword as one of your classes.

Attribute Score Minimum. As a multiclass character, you must have at least an Strength (or Agility) and Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already a spellsword.

Proficiencies Gained. If spellsword isn’t your initial class, here are the proficiencies you gain when you take your first level as a spellsword: light and medium armor, marksman, short blades, long blade.

Magicka Points. Add half your levels (rounded down) in the spellsword class to the appropriate levels from other classes to determine your available magicka.

Quick Build

You can make a spellsword quickly by following these suggestions. First, make Strength or Agility your highest attribute score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next highest score should be Intelligence. Second, choose the soldier background.

At 2nd level, choose the green-flame blade and eldritch blast cantrips, along with the 1st-level spells hex and shield.

Class Features

Hit Points
Hit Dice 1d10 per Spellsword level
HP at 1st Level 10 + your Endurance modifier
HP at Higher Levels 1d10 (or 6) + your Endurance modifier per Spellsword level after 1st
Proficiencies
Armor Light armor, Medium armor
Weapons Marksman, Short Blade, and Long Blade
Tools None
Saving Throws Endurance, Intelligence
Skills Choose two from Acrobatics, Arcana, Athletics, History, Insight and Medicine.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
  • A hand crossbow and 20 bolts
  • (a) scale mail or (b) leather armor
  • (a) a short blade or (b) a long blade
  • (a) a dungeoneer's pack or (b) an explorer's pack

As a spellsword, you gain the following class features.

Weapon Bond

1st-level spellsword feature

You can perform a ritual that creates a magical bond between yourself and a weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Imbue Magic

1st-level spellsword feature

You learn to invoke powerful magic within your weapon. You choose to learn one Elemental Imbuement listed below.

As a bonus action, you infuse a single weapon with the magical energy of a known Elemental Imbuement for up to 8 hours. While active, attacks with this weapon deal an additional 1d4 damage of the chosen damage type. This damage is considered magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

The damage dealt by your Imbue Magic feature increases as you gain spellsword levels, as shown in the Imbue Magic column of the Spellsword table. Your enchantment lasts until the effect ends. It ends early if the weapon is wielded by another creature, or if you fall unconscious.

If you use this ability to imbue the same weapon again, your current enchantment leaves and is replaced by the new enchantment.

You learn an additional Elemental Imbuement at 6th level and again at 11th level, and you can choose 1 Arcane Imbuement at 14th level.

Elemental Imbuement

Choose from the following:

  • Flame. You enchant your weapon with the elemental damage of fire.
  • Glacier. You enchant your weapon with the elemental damage of cold.
  • Storm. You enchant your weapon with the elemental damage of lightning.
  • Venom. You enchant your weapon with the elemental damage of poison.

Arcane Imbuement

Choose from the following:

  • Decay. You enchant your weapon with the magical damage of necrotic.
  • Gloom. You enchant your weapon with the magical damage of psychic.
  • Light. You enchant your weapon with the magical damage of radiant.
  • Mystic. You enchant your weapon with the magical damage of force.

Spellcasting

2nd-level spellsword feature

Your arcane research grants you the ability to cast spells. See chapter 10 of the Basic Rules for the general rules of spellcasting and chapter 11 for the spellsword spell list.

Cantrips (0-Level Spells)

You know two cantrips of your choice from the spellsword spell list. You learn additional spellsword cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Spellsword table.

Magicka

The Spellsword table shows how much magicka you have to cast your spellsword spells of 1st level and higher. To cast one of these spells, you must expend magicka, as noted in the spell's description and the Magicka Cost table found in chapter 10 of the Basic Rules. You regain all expended magicka when you finish a long rest. For example, if you know the 1st-level spell witch bolt and have a spell level of 2nd, you can use magicka to cast witch bolt at either level.

Spells Known of 1st Level and Higher

You know three 1st-level spells of your choice from the spellsword spell list.

The Spells Known column of the Spellsword table shows when you learn more spellsword spells of your choice. Each of these spells must be of a level for which you can cast, as shown on the table's Spell Level column for your spellsword level. For instance, when you reach 6th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the spellsword spells you know and replace it with another spell from the spellsword spell list, which also must be of a level that you can cast.

Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the spellsword spell list. The new spell must be the same level as the spell you replace.

Spellcasting Attribute

Intelligence is your spellcasting attribute for your spellsword spells, so you use your Intelligence whenever a spell refers to your spellcasting attribute. In addition, you use your Intelligence modifier when setting the saving throw DC for a spellsword spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Mystic Path

3rd-level spellsword feature

Choose a mystic path. Your path grants you features at 3rd level, and then again at 6th, 14th, and 20th level.

Mystic Path Source
Battlemage Basic Rules
Blademaster Legionnaire's Guide to Cyrodiil
Dragonknight Basic Rules
Elemental Adept Legionnaire's Guide to Cyrodiil
Twilight Dualist Legionnaire's Guide to Cyrodiil
Witchblade Basic Rules

Attribute Score Improvement

4th-level spellsword feature

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one attribute score of your choice by 2, or you can increase two attribute scores by one. As normal, you can’t increase an attribute score above 20 using this feature.

Extra Attack

5th-level spellsword feature

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Spell Weaving

7th-level spellsword feature

When you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Reliable Knowledge

10th-level spellsword feature

You gain a specific talent for understanding the world around you. Whenever you make an Intelligence attribute check, you can treat a d20 roll of a 9 or lower as a 10.

Eldritch Strike

11th-level spellsword feature

You learn how to make your weapon strikes undercut a creature's ability to resist your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Arcane Might

15th-level spellsword feature

You can draw upon the arcane to heighten your physical capabilities. When you make a Strength, Agility, or Endurance attribute check, you can add your Intelligence modifier to the roll.

Once you use this feature, you can't use it again until you finish a short or long rest.

Improved Spell Weaving

18th-level spellsword feature

When you use your action to cast a spell, you can make one weapon attack as a bonus action.

Mystic Paths

Spellswords specialize in different forms of protection and offense, which is reflected by their chosen mystic path.

Battlemages are wizard-warriors, trained in both lethal spellcasting and heavily armored combat. They sacrifice mobility and versatility for the ability to supplement melee and ranged attacks with elemental damage and summoned creatures.
Battlers from across Tamriel have come far and wide to make their fame and fortunes within the bloody walls of the arena. But for some, combat is a spiritual experience that transcends all other forms of physical stimuli. The roar of the crowd, the fawning of fans, and the wealth is all meaningless to a Blademaster. These spellswords seek after conflict not for the sake of materialism, but for the escape of the mundane. In combat, they can truly know themselves, and their opponents. Those who push a Blademaster further, and are more difficult to defeat, enlightens the spellsword and edifies them into a state of serenity.

Some Blademasters claim their techniques date back to the time of the Dragonguard, or even that of the Blades. Some cite their knowledge of the blades come from Gaiden Shinji himself. Whatever these ancient blade techniques hail from, one thing is without question: few who face a Blademaster live to tell the tale.
Dragonknights are skillful masters-at-arms that use the ancient Akaviri martial arts tradition of battle-spirit, and wield fearsome magic that pounds, shatters and physically alters the world around them.

Surrendering in service to Emperor Reman, the elite Akaviri under his command eventually became the Dragonguard, acting as the personal honor guard of the Reman Dynasty. While protecting the Remans, the Dragonguard were said to have been using powers and magic learned directly from the Dragons, native arts in their homeland of Akavir.

After the assassination of Reman Cyrodiil III, however, the Dragonguard was officially disbanded out of shame until Versidue-Shaie reinstated them, this time serving as secret intelligence rather than an honor guard directly, losing their capacity for Dragon magic. Even so, a former Grandmaster of the Dragonguard made sure that this martial art survived into the Second Era, and instructed his disciples to teach this art and spread it themselves. The disciples came to be known as the Dragonknights, masters of magic mirroring that of Dragons.

While some spellswords focus on defending themselves and their allies or bonding with weaponry, others focus on channeling the primordial elements of destruction magic. Being able to effortlessly weave destructive enchantments on their weaponry, the Elemental Adept is truly a sight to behold, making a spectacle of their knowledge of the arcane to drown the battlefield in colorful sparks, freezing winds, blinding fires, and deadly venoms.
Steeped in lore and mystery, the duality of dawn and dusk have been both a symbol of peace and destruction across Tamriel. Many of the Divines and Daedric Princes hold these celestial thresholds as cornerstones to their identity. Followers of Azura are imparted with the blessings of both radiant dawn and the dreary dusk. Others, such as the Akaviri have come to master the celestial powers of the twilight, allowing them to infuse such energy into their weapons. Whatever the case may be, Twilight Dualists who call upon the dawn and dusk to empower them are capable of great and terrible deeds.
Witchblades create unique bonds with their weapons, being able to conjure them at will. This allows them to be armed at the slightest thought, never having to be worried about being caught off guard, and making them the perfect assassin.