The Spellsword
Hit Points
Hit Dice: d8 per The Spellsword level
Hit Points at first Level: 8+con mod
Hit Points at Higher Levels: 5 or d8 +con mod
Proficiences
Armor: Light armor, Medium Armor
Weapons: simple or martial
Tools: 2 of choice
Saving Throws: Constitution, and INT or charisma
Skills: survival, perception, and athletics or acrobatics
Overview & Creation
A man in a solid black cloak dual wielding swords walks into the town, the stench of death following him. He raises his sword to the nearest person and their head is gone. All that remains is a zombie, sworn to eternal servitude
A woman in a tavern begins singing in a honey sweet tone, a voice that makes all quake. Before anyone has time to react the tavern is charmed by the words of the seductress
A man walking down the street is confronted by guards. The guards try to take him in, but as the handcuffs click around his wrist a puff of smoke appears and he is nowhere to be found
a knight sworn to darkness with boons of death, darkness, deceit, magic, trickery, and more. these are magical swordsmen that took a vow of magic to fight those they deem unworthy of life, they can be mercenaries, generals, or anything in between
Class Features
Mana Points
at first level you get 6+con mod mana points (MP) every level after 1st roll (1d6+con mod), thats how many mana points you have in between rests. you use your mana points for your class features (MP appears as its own stat and regens similar to HP), if your MP hits 0 you gain 1 level of exhaustion (feats and abilities such as tough that increase your health also directly effect your MP in the same way)
Spellswords Magic Blade
starting at level 1,when attacking you can expend 4 mana points, when this ability is activated the weapon you are currently wielding in your main hand is imbued with a glowing magic for 3 rounds, causing all of your attacks with that weapon to be considered magical and have an additional +1 to hit until effect ends, you can overcharge this ability by using extra mana in this order to effect your current attack ( these end after 1 round, and you can use more than one at once) if you dont have enough mana points to cast it the spell fails,
starting at level 7, spellswords magic blade does not require the initial 4 mana points to activate, and you gain the effects of a 10 or higher on the d12 with a 9.
Additional MP cost |
Additional effect |
4 |
your attack adds your strength or dex mod to damage (if you already add it, then add it again) |
6 |
imbues weapon with a d6 magical damage of choice |
8 |
your attack gets a +4 to hit |
10 |
magically extends your weapon, your next attack can reach twice as far |
1d12 |
on a 1-3 you take half your max hp as damage or reduce your mana to 0 (players choice), on a 4-9 nothing happens and MP is still used, on a 10,11, or 12 your damage is doubled |
Arcane Blood
starting at level 2, as a bonus action, make a con save DC 12, on a success you can expend any number of mana points and heal off the number of points expended and vice versa, however if you fail the con save nothing happens and your bonus action is used,
starting at level 9, the DC becomes 10, starting at level 11, when you use arcane blood and gain more hitpoints than your max, they get converted into temp hitpoints that last until long rest.
Energy Potions
starting at level 3, you can make a potion that does not expire out of 25gp worth of materials that restores MP=1d6+level+prof, and reduces exhaustion level by 1 if you had 0 mana before drinking (you can use this potion as a bonus action)(can only cure exhaustion of spellswords)
Fighting Style
starting at level 4, you get your fighting style, you can pick between
Dueling, Defense, Archery, or Great Weapon Fighting
Gods Blessing
starting at level 5, you get an ability based on the subclass you chose
Death - when you kill something hostile towards you, you gain temporary hitpoints equal to the amount of hitpoints it had when you started your turn (does not stack (since it doesnt stack it prioritizes the one that gives more, ex: you have 2 temporary hitpoints and kill something that had 5 hitpoints remaining, your temporary hitpoints would change to 5))
Deceit - you learn the command spell if you dont already know it, also when you use the spell command you can expend mana in multiples of 5 to add another word for every 5 expended
Trickery - when you successfully escape an enemy you and your party become invisible for 1d10 minutes, or until you or them attack something (you can use this feature a number of times per long rest equal to half your prof bonus rounded down)
Light/Dark - you can turn any one 1st level evocation spell that you know into a cantrip
Magic - your vast arcane knowledge allows you to ignore all material components when casting abjuration spells (that you know with this class) but you double its casting time
Summoner - you have perfected the art of summoning, your summoning spells last twice as long, and you can pick one type of creature (humanoid, ooze, fiend, fey, celestial, giant, etc) summoning spells cast to summon a creature of your selected type are 1 slot level lower.
Sight - you have practiced at divination enough to see the areas around you. before casting you select one enemy type (undead, fiend, fey, celestial, humanoid, giant, plant, etc) and you know the exact location of all creatures of that type within a 60ft radius and if its a creature youve encountered before you know its type, you can use this ability a number of times per day equal to half of your prof.
Alchemy - you have practiced the art of alchemy so much that you can now cut the casting times of transmutation spells below 3rd level in half (ex: 10 mins equals 5 mins, or 1 action equals 1 bonus action) you can use this feature a number of times per long rest equal to half your prof bonus
Multi-Attack -
starting at level 5, when you take the attack action you can attack a second time as a part of that action
Spellswords Armory
starting at level 8, you can use your action to expend 8 mana points, and change the weapon that your holding into a different weapon for 1 minute, the weapon it changes into retains its magical properties and doesnt get any new ones, its appearance and damage die also change to chosen weapons
Greater Boon
starting at level 10, you get an ability based on your subclass
Death - upon killing an enemy with a melee attack you can expend 5 mana points to raise it as a zombie, 12 mana to raise it as a ghoul, or 20 to raise it as a wight. the raised undead follows your every command and its duration is until slain (this only works on humanoid creatures) (you can have a number of undead summoned this way equal to your prof bonus)
Deceit - when you charm or persuade something you can expend a number of mana points to extend the duration by 10 seconds per mana point expended
Trickery - when making an attack roll, you can force your opponent to make a wis save against your spell save DC, if they fail you get to add an additional damage die to your attack (this costs 8 mana)
Light/Dark - you can expend mana points in multiples of 6 to add 1 damage to all your spells until the end of your next turn
Magic - you learn a summon spell of your choice, it also becomes considered an abjuration spell. it costs 20 mana to cast (Magic gods blessing does not apply to the mana cost) (you cannot pick summon undead)
Summoner - creatures summoned using conjuration spells you know with this class automatically have planar binding cast on them at base level, you must expend 20 mana for every level past base you want to use the planar binding at
Sight - once per day at the cost of 25 mana, you can see into the future for a brief second when near death, all creatures below half health within 10ft of you have advantage on all rolls, and everything has disadvantage against them, until the end of the round (this includes enemies if theyre within 10ft and below half health) (disadvantage and advantage by this effect counter each other out)
Alchemy - at the cost of 10 mana points you can create objects out of air, these objects are made of iron, wood, stone, or glass and can take any shape or form, they last until broken. and cannot be more than 1 cubic foot (you can expend additional mana in multiples of 5 to increase it by 1 cubic foot) (you cannot use this ability as an attack, ex: dropping a 500lbs cube of iron on someone)
Spellswords Magic Armor
starting at level 12, you can use a reaction to expend mana points in multiples of 13 to roll d6s per 13 mana expended and subtract the total number from their accuracy roll. you can also cast mage armor as a free action and learn it if you dont already know it.
Gods Blessing -
starting at level 14, you gain another ability based on your subclass
Death - your gain advantage on death saves, and you stand up at 1 hitpoint if you roll a 18 or higher on the death save
Trickery - your illusions seem excessively life like, creatures can no longer tell if illusions are reality or not, regardless of whether or not they have true sight, the only way they can see through the illusion is by passing a wis save against your spell save DC
Deceit - you gain advantage on all charisma rolls, you also get to add your spellcasting mod to your charisma rolls.
Magic - your abjuration spells last twice as long, and you can also cast 2 at a time for the cost of 1 spell slot
Dark/light - when you cast an evocation spell that isnt an area of effect spell, you can cast it again on a different creature within 10ft of the original target without expending an additional spell slot
Summoner - you can expend mana points in multiples of 5 when casting a conjuration spell to reduce the cast time by 1 min per 5 expended
Sight - you get 20ft of true sight
Alchemy - you can convert mana into temporary spell slots, 10 mana per spell slot level
Spellsword Mastery
starting at level 15, you can cast spells that you know from spellsword class without using verbal components
Spellsword Disruption
starting at level 17, you can expend 15 mana points to automatically break the concentration of 1 target regardless of anything they might do to keep their concentration
Gods Boon -
starting at level 18, you gain another ability based on your subclass.
Death - you get a version of undead fortitude, when you are reduced to 0 hitpoints, make a DC5+ damage taken past 0 con save, if you succeed you return to one hit point and stand back up, if you fail the undead fortitude con save you start making death saves
Trickery - your illusions cannot be dispelled by magical means (can still be dispelled by divine, psionic, and basic means), also creatures have disadvantage to see through your illusions
Deceit - when you cast an enchantment spell creatures without immunity to charm have disadvantage on saves against being charmed, creatures that have immunity to charmed effect have to make save against being charmed, they get to make save with advantage, and if they fail they are charmed for the duration (regardless of the condition immunity)
Magic - abjuration spells that you know that cant be moved from a certain spot, now can (example, normally glyph of warding cant be moved more than 10ft from where it was cast, this ability makes it so that movement is invalid)
Dark/light - when you cast an evocation spell, you can chose to expend a slot of one level lower instead of using the normal slot (this does not function for 1st level spells)
Summoner - Your conjuration spells that you know with this class no longer require concentration, but if you are not concentrating on them they last half as long, and their casting time is doubled
Sight - once per day, before you enter a fight, you can activate this ability, this ability lasts until the end of the encounter, if your entire party dies during the fight, or you otherwise chose to activate this ability during the fight, it sends you and your party back to right before the fight started, only creatures you designate can remember what happened previously (you cannot designate yourself, in other words, you will forget everything that transpired)
Alchemy - you can convert one material into another at the cost of mana, the rarity of the material determines the mana cost (cost is determined by the DM, but the DM does need to be fair about it) (this doesnt effect living material)
Spellswords Destruction
starting at level 20, you can expend mana points to instantly kill any creature with less hit points than the mana points that you expended, after using this ability make a con save against your spell save on a fail you fall unconscious for 1 hour (
this ability does not do damage, ex: if you used 100 MP on a creature with 101 HP they will still have 101 HP, and you still lose your mana and risk falling unconscious)
Starting Equipment
a) - martial weapon of choice. b) - two simple weapons of choice
a) - hide armor. b) - scale mail
a) - dungeoneers pack b) - explorers pack
a) - shortbow and 15 arrows, b) hand crossbow and 15 bolts
a) - bag of ball bearings, b) 10 arrows or bolts
a) - medical kit, b) thieves tools
set of common clothes
2d12*10 gold pieces
Spellcasting
you are an (pick between int or cha) caster spell save DC 7+prof+mod, starting at level 9, your spell save DC becomes 8+prof+mod
When making your character you pick one tree from the following (you can only take spells from the tree you pick, you pick using your subclass!) from the entire spell list YOUR WEAPON IS YOUR SPELLCASTING FOCUS
Abjuration -
Necromancy -
Evocation -
Enchantment -
Illusion -
Divination -
Transmutation -
Conjuration -
player Level |
Known Spells |
cantrips |
1st slots |
2nd slots |
3rd slots |
4th slots |
5th slots |
6th slots |
7th slots |
8th slots |
1 |
4 |
3 |
1 |
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2 |
5 |
3 |
2 |
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3 |
6 |
3 |
2 |
1 |
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you also get 1 9th at Lv 20 |
4 |
7 |
4 |
2 |
2 |
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5 |
8 |
4 |
3 |
2 |
1 |
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6 |
9 |
4 |
3 |
2 |
2 |
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7 |
10 |
4 |
4 |
2 |
2 |
1 |
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8 |
11 |
4 |
4 |
2 |
2 |
2 |
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9 |
12 |
5 |
5 |
3 |
2 |
2 |
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10 |
13 |
5 |
5 |
3 |
3 |
2 |
1 |
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11 |
14 |
5 |
5 |
3 |
3 |
3 |
2 |
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12 |
15 |
5 |
5 |
3 |
3 |
3 |
2 |
1 |
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13 |
16 |
5 |
5 |
3 |
4 |
3 |
2 |
1 |
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14 |
17 |
5 |
6 |
3 |
4 |
3 |
2 |
1 |
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15 |
18 |
5 |
6 |
4 |
4 |
3 |
2 |
2 |
1 |
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16 |
19 |
5 |
6 |
4 |
5 |
4 |
3 |
2 |
1 |
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17 |
20 |
5 |
7 |
4 |
5 |
4 |
3 |
2 |
2 |
1 |
18 |
21 |
6 |
7 |
5 |
5 |
4 |
3 |
2 |
2 |
1 |
19 |
22 |
6 |
7 |
5 |
5 |
4 |
3 |
2 |
2 |
1 |
20 |
23 |
6 |
7 |
6 |
5 |
4 |
3 |
2 |
2 |
1 |
Subclass Options
Starting at first level you get your Boon (You get your subclass at level 1) YOU CAN ONLY SELECT SPELLS FROM THE SCHOOL YOU PICKED
(The conditionals are just flavor text)
Boon of Death - necromancy is your school, you must kill (1 x player level) living creatures every month or lose all of your magical powers from this class
Boon of Trickery - illusion is your school, you must escape 1 person a week (this person or thing must be searching for you with ill intent) or lose all of your magical powers from this class, (escape means leave combat and successfully hide)
Boon of Deceit - enchantment is your school, you must successfully deceive (1+prof) person every week (they have to attempt to detect against your deception and fail for it to count, and other player characters dont count unless the DM allows it) or lose all of your magical powers from this class
Boon of Magic - Abjuration is your school, you must read 1 new book every week or lose all of your magical powers from this class
Boon of Dark/Light - evocation is your school, you must meditate and channel your energy for (1+spell mod) hour(s) each week or lose all your magical powers from this class
Boon of The Summoner - Conjuration is your school, you need to create things
Boon of Sight - Divination is your school, nothing you have to do, because who uses divination anyway (its a challenge to even think about playing this school)
Boon of Alchemy - Transmutation is your school, you need to research an object in depth once per month
up to DM if you lose powers or not, just conditionals for lore XD
Level | XP | Abilities |
---|
1 | 0 | mana points, spellswords magic blade, Boon (subclass) |
2 | 300 | arane blood |
3 | 900 | energy potions |
4 | 2,700 | fighting style and ability score improvement |
5 | 6,500 | gods blessing, Multi-Attack |
6 | 14,000 | |
7 | 23,000 | Magic blade upgrade |
8 | 34,000 | spellswords armory and ability score improvement |
9 | 48,000 | Arcane Blood upgrade, spell save upgrade |
10 | 64,000 | Greater Boon |
11 | 85,000 | Arcane Blood upgrade |
12 | 100,000 | spellswords magic armor and ability score improvement |
13 | 120,000 | |
14 | 140,000 | Subclass Ability |
15 | 165,000 | Spellsword mastery |
16 | 195,000 | ability score improvement |
17 | 225,000 | spellsword disruption |
18 | 265,000 | Subclass Ability |
19 | 305,000 | |
20 | 355,000 | spellsword destruction |