This subclass is WIP and is not ready for use in actual games.

As a Spellsword, your soul is a being of pure magic that takes the form of an arcane weapon, brimming with untapped power.

Subclass Features

As a Spellsword, you gain the following features.

1Martial Maneuvers

Add the following martial maneuvers to your list of maneuver options: Overdrive, Extend, Evoke, and Bind.

Overdrive

When you make a melee weapon attack against a creature or object, you can cause a wave of force to burst through the creature, dealing 1d6 bludgeoning damage to another creature or object.

  • Greater Overdrive: (5th level) The damage die is increased from a d6 to a d8.
  • Superior Overdrive: (9th level) The damage die is increased from a d8 to a d10.

Extend

When making a weapon attack, you can choose to give your weapon the reach property, increasing reach by 5 feet. This applies to only the first range of ranged weapon attacks.

  • Greater Extend: Starting at 5th level, your weapons reach is increased by an additional 10 feet.
  • Superior Extend: Starting at 9th level, your weapons reach is increased by an additional 15 feet.

Evoke

At the end of each long rest, you choose a damage type. When you make a weapon attack, you can surround your weapon with an aura of elemental affinity to change its damage type to the type selected.

Damage Types
Fire Cold
Lightning Thunder
Poison Acid
Radiant Necrotic
Psychic Force
  • Greater Evoke: (5th level) Your attack deals an additional 1d6 damage of the chosen type.
  • Superior Evoke: (9th level) Your attack deals an additional 1d8 damage of the chosen type.

Bind.

When you hit a creature with a weapon attack, you can cause glowing runic chains to wrap around their legs, wings, fins, or other movement appendages to bind them to the surface in which they reside. If the creature is Large or smaller, it must make a Dexterity saving throw. On a failed save, the creature's movement speed becomes 0 until the end of their next turn. Swimming and Airborn creatures remain static in the water or air respectively but can take non-movement related actions as normal.

  • Greater Bind: (5th-level) You can use this maneuver against Huge creatures.
  • Superior Bind: (9th-level) You can use this maneuver against Gargantuan creatures.

3Summon Soul Weapon

You gain the ability to manifest your soul weapon in the physical world. It lasts for 1 hour or until you die. You cannot be willingly disarmed of your soul weapon unless you are incapacitated, and you can summon it 3 times per long rest. Your soul weapon cannot break, and if it is forced into a position where it would, it is instead unsummoned. It is also magical for the sake of overcoming resistances.

3Soul Weapon

When you gain this feature, choose the type of weapon your soul manifests itself as from the list of simple or martial weapons in the Player's Handbook. If your campaign features weapons from other books, your GM may allow you to choose one of those instead.

You can summon your soul weapon once per turn as part of your attack action.

Your soul weapon gains two standard traits that it would not have otherwise and one magical trait.

Traits
Trait Description
Light A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. If the base weapon has the two-handed and/or heavy properties, taking this trait removes them both, but does not give your weapon the Light property.
Finesse When making an attack with a finesse weapon, you use your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Thrown If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Reach This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon. This trait stacks with the Extend maneuver.
Magical Traits
Trait Description
Bright This weapon sheds bright light from a radius of 15 feet and sheds dim light from a radius of 30 feet. If you miss an attack roll, you can force the target to make a constitution saving throw against your Maneuver Save DC or become blinded until the end of your next turn.
Indefinite This weapon creates it's own ammo.
Mobile When you hit with this weapon, you can move 5 feet, even exceeding your base movement speed. This movement provokes opportunity attacks as normal.
Vampiric When you attack with this weapon, you can use your Second Wind feature as part of the same attack action. It still consumes the resource as normal.
Sparking A flammable object hit by this weapon ignites if it isn’t being worn or carried.
Shocking A creature hit by this weapon can’t take reactions until the start of its next turn.
Tremoring The ground directly beneath a creature or object hit by this weapon on a 5-foot radius becomes difficult terrain until the start of your next turn
Incorporeal This weapon deals damage internally and does not leave behind any external trace of injury.
Double When you summon your soul weapon, it manifests as two separate weapons with all of the same properties.

7Unleash

You have gained the ability to unleash your weapon's hidden power. Unleashes take a bonus action to activate, last for 1 minute, and can be used twice per long rest.

Unleashes
Airborn While unleashed, as part of your attack action, you can make your soul weapon hover, fly up to 30 feet, and attack one creature of your choice within attacking range of it. While your soul weapon hovers, you can make weapon attacks with your soul weapon from its location and cause it to fly up to 30 feet to another spot within 30 feet of you. It can only fly a maximum of 30 feet per turn. Your soul weapon becomes unsummoned if you move more than 30 feet away from it. If you make an attack with a light weapon that is not your soul weapon and your soul weapon has the light property, you can make an attack with your soul weapon as a bonus action.
Rallying While unleashed, each ally within 15 feet of you gains temporary HP equal to your fighter level at the start of your turn and gains an additional 10 feet of movement.
Blinking While unleashed, you can teleport 20 feet each time you take the attack action or make an extra attack, but not when you attack as a bonus action. This 20-foot teleport does not use movement or go through walls.

10Final Release

WIP Feature, Probably a narrower selection of ultimate abilities depending on weapon type. Also yes that's a bleach reference.

Final Releases
Arsenal You can summon a second soul weapon. Your second soul weapon gains two standard traits that it would not have otherwise, one magical trait, and one unleash. You can use your second soul weapons unleash once per long rest instead of twice, and can summon both soul weapons as part of the same action.