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As a Spellsword, you favor both combat and magic, wielding a weapon in one hand and arcane power in the other. You flexibly wield swords and spells in a dance of arcane and martial prowess. You may have gotten your magical capabilities from you or an ancestor being exposed to a powerful source of raw magic or through another
==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 ==
== Subclass Features ==
As a Spellsword, you gain the following features.
As a Spellsword, you gain the following features.


===<span class="level">1</span>Martial Maneuvers ===
===<span class="level">1</span>Martial Maneuvers ===
Add the following martial maneuvers to your list of maneuver options: Twinned Attack, Sweeping Slash, Weapon Triangle, and Heightened Maneuver.
Add the following martial maneuvers to your list of maneuver options: Overdrive, Extend, Evoke, and Bind.
 
====<span class="option"></span>Twinned Attack ====
When you make make a weapon attack against a creature, you can target an additional creature within range. The twinned attack deals an additional 1d6 damage.


* '''Greater Twin:''' Starting at 5th level, your bonus damage increases from 1d6 to 1d8.
====<span class="option"></span>Overdrive ====
* '''Superior Twin:''' Starting at 9th level, your bonus damage increases from 1d8 to 1d10.
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.


====<span class="option"></span>Sweeping Slash ====
* '''Greater Overdrive:''' (5th level) The damage die is increased from a d6 to a d8.<br>
When making a melee weapon attack, you can choose to target creatures within a 10 foot cone and force them to make a dexterity saving throw against your maneuver save DC or take the damage of your attack. They take half damage on a successful save. One creature that fails its saving throw also takes an additional 1d6 bonus damage.
* '''Superior Overdrive:''' (9th level) The damage die is increased from a d8 to a d10.


* '''Greater Sweep:''' Starting at 5th level, your bonus damage increases from 1d6 to 1d8.
====<span class="option"></span>Extend ====
* '''Superior Sweep:''' Starting at 9th level, your bonus damage increases from 1d8 to 1d10.
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.  


====<span class="option"></span>Weapon Triangle ====
* '''Greater Extend:''' Starting at 5th level, your weapons reach is increased by an additional 10 feet.
When you make an attack that deals bludgeoning, piercing, or slashing damage, you can change the primary damage type to a secondary damage type as follows and deal an additional 1d6 damage.
* '''Superior Extend:''' Starting at 9th level, your weapons reach is increased by an additional 15 feet.


====<span class="option"></span>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.
{| class="wikitable"
{| class="wikitable"
|+
|+
!colspan="2"|Weapon Triangle
!colspan="2"|Damage Types
|-
|-
!|Primary <br>Damage Type
|Fire
!|Secondary <br>Damage Type
|Cold
|-
|-
|Bludgeoning
|Lightning
|Piercing
|Thunder
|-
|-
|Piercing
|Poison
|Slashing
|Acid
|-
|Radiant
|Necrotic
|-
|-
|Slashing
|Psychic
|Bludgeoning
|Force
|}
|}


* '''Greater Weapon Triangle:''' Starting at 5th level, your bonus damage increases from 1d6 to 1d8.
* '''Greater Evoke:''' (5th level) Your attack deals an  additional 1d6 damage of the chosen type.<br>
* '''Superior Weapon Triangle:''' Starting at 9th level, your bonus damage increases from 1d8 to 1d10.
* '''Superior Evoke:''' (9th level) Your attack deals an  additional 1d8 damage of the chosen type.<br>
 
====<span class="option"></span>Heightened Maneuver ====
When using another maneuver that forces creatures to make a saving throw, you give one creature disadvantage on the saving throw
* '''Greater Heights:''' Starting at 5th level, you can give two creatures disadvantage on their saving throw.
* '''Superior Heights:''' Starting at 9th level, you can give three creatures disadvantage on their saving throw.
 
===<span class="level">3</span>Sorcery ===
At 3rd level, you gain the ability to cast sorcerer spells by channeling the raw, sorcerous power that burns within you.
 
'''Cantrips'''
At 3rd-level, you know four cantrips of your choice from the sorcerer spell list. You learn additional cantrips of your choice from the sorcerer spell list at higher levels, as shown in the Cantrips Known column of the Spellsword Spellcasting table.


Replacing Known Cantrips: When you gain a spellsword fighter level, you may choose one of the sorcerer cantrips you know and replace it with another cantrip from the sorcerer spell list.
====<span class="option"></span>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.<br>
* '''Superior Bind:''' (9th-level) You can use this maneuver against Gargantuan creatures.


'''Spells Known of 1st-Level and Higher'''
===<span class="level">3</span>Summon Soul Weapon===
At 3rd-level, you know two 1st-level spells of your choice from the sorcerer spell list. You learn additional spells of your choice from the sorcerer spell list at higher levels, as shown in the Spells Known column of the Spellsword Spellcasting table. Any spell that you learn must be of a level lower than or equal to your Maximum Spell Level.
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.<br>


Replacing Known Spells: When you gain a sorcerer level, you may choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list. The new spell can be of any level that is lower than or equal to your Maximum Spell Level.
===<span class="level">3</span>Soul 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.


Upcasting Spells: When casting a sorcerer spell at a higher spell level, you can't exceed your Maximum Spell Level—even if you have enough sorcery points.
You can summon your soul weapon once per turn as part of your attack action.


'''Spellcasting Ability'''
Your soul weapon gains two standard traits that it would not have otherwise and one magical trait.
Charisma is your spellcasting ability for your sorcerer spells. Use your Charisma to determine the saving throw DC or attack modifier for a sorcerer spell you cast.


{| class="wikitable"
{| class="wikitable"
|+
|+
!|Spellcasting Ability
!colspan="2"|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.
|-
|-
|Spell save DC: 8 + your proficiency bonus + your Charisma modifier
|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.
|-
|-
|Spell attack modifier: your proficiency bonus + your Charisma modifier
|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.
|}
|}
'''Spellcasting Focus'''
You don't need an arcane focus to cast sorcery—you are your own spellcasting focus for your sorcerer spells.
'''Sorcerout Versitility
When you finish a long rest, you may replace one of your known sorcerer spells (including cantrips) with another spell from the sorcerer spell list. The new spell must be of the same spell level as the spell you replace.


{| class="wikitable"
{| class="wikitable"
|+
|+
!colspan="5"|Spellsword Spellcasting
!colspan="2"|Magical Traits
|-
!|Level
!|Cantrips Known
!|Spells Known
!|Maximum Spell Level
!|Sorcery Points
|-
|-
|1
|Trait
|0
|Description
|0
|0
|0
|-
|-
|2
|Bright
|0
|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.
|0
|0
|0
|-
|-
|3
|Indefinite
|4
|This weapon creates it's own ammo.
|2
|1
|4
|-
|-
|4
|Mobile
|4
|When you hit with this weapon, you can move 5 feet, even exceeding your base movement speed. This movement provokes opportunity attacks as normal.
|3
|1
|6
|-
|-
|5
|Vampiric
|4
|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.
|3
|1
|6
|-
|-
|6
|Sparking
|4
|A flammable object hit by this weapon ignites if it isn’t being worn or carried.
|3
|1
|6
|-
|-
|7
|Shocking
|4
|A creature hit by this weapon can’t take reactions until the start of its next turn.
|4
|2
|14
|-
|-
|8
|Tremoring
|4
|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
|4
|2
|14
|-
|-
|9
|Incorporeal
|4
|This weapon deals damage internally and does not leave behind any external trace of injury.
|4
|2
|14
|-
|10
|5
|5
|2
|17
|-
|-
|Double
|When you summon your soul weapon, it manifests as two separate weapons with all of the same properties.
|}
|}


'''Sorcery Points'''
===<span class="level">7</span>Unleash ===
You have a pool of sorcery points as shown in the Sorcery Points column of the Spellsword Spellcasting table. To cast a sorcerer spell of 1st-level or higher, you must spend a number of sorcery points as shown in the Sorcerous Spellcasting table below.
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.
 
You recover all expended sorcery points when you finish a long rest.
 
{| class="wikitable"
{| class="wikitable"
|+
|+
!colspan="2"|Sorcerous Spellcasting
!colspan="2"|Unleashes
|-
|-
!|Spell Level
|Airborn
!|Sorcery Cost
|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.
|-
|-
|1
|Rallying
|2
|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.
|-
|-
|2
|Blinking
|3
|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.
|}
 
===<span class="level">3</span>Martial Metamagics ===
You can apply maneuvers to some cantrips. If a maneuver requires a melee weapon attack, you can apply that maneuver to a cantrip that makes a melee spell attack. If a maneuver requires a ranged weapon attack, you can apply that maneuver to a cantrip that makes a ranged spell attack. These maneuvers spend resolve as normal. You can also spend a point of resolve to apply the following metamagics to your spells of 1st level or higher, provided you have mastered the required maneuver.
 
{| class="wikitable"
|+
!colspan="3"|Martial Metamagics
|-
|-
!|Required Maneuver
|
!|Metamagic
|
!|Description
|-
|-
|Twinned Attack
|
|Twinned Spell
|
|When you cast a spell that (a) targets only one creature and (b) doesn't have a range of self, you can spend a number of sorcery points equal to the spell level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).<br>
'''Single-target Only:''' A spell can be twinned only if it is incapable of targeting more than one creature at the spell's casting level.<br>
For example, ''Magic Missile'' and ''Scorching Ray'' aren't eligible, but ''Ray of Frost'' and ''Chromatic Orb'' are.
|-
|-
|Sweeping Slash
|
|Quickened Spell
|
|When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
|-
|-
|Weapon Triangle
|
|Inverted Spell
|
|When you roll damage for a spell with an elemental effect, you can spend 1 sorcery point to invert the type of that damage. There are five known elemental pairings:
|}
 
===<span class="level">10</span>Final Release ===
WIP Feature, Probably a narrower selection of ultimate abilities depending on weapon type. Also yes that's a bleach reference.
{| class="wikitable"
{| class="wikitable"
|+
|+
!colspan="2"| Pairs
!colspan="2"|Final Releases
|-
|-
|Fire
|Arsenal
|Cold
|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.
|-
 
|Radiant
|Necrotic
|-
|Lightning
|Thunder
|-
|Poison
|Acid
|-
|Psychic
|Force
|}
|-
|Heightened Maneuver
|Heightened Spell
|When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
|}
|}


===<span class="level">7</span>Extra Spellcasting ===
When you make an attack with the Attack action or the Extra Attack ability, you can cast a cantrip instead of making a weapon attack. You can add your Charisma modifier to the damage roll. In addition, While action surging and attacking with a melee weapon, you can choose to instead make a ranged spell attack with a range of 30/90 feet using that melee weapon. The damage is considered magical for the sake of overcoming resistances.


===<span class="level">10</span>Spell and Steel ===
Once per long rest, you can use an action to gain hypersensitivity. Until the end of your next turrn, you can choose to take an attack of opportunity against any creature that makes an attack or casts a spell within 20 feet of you. During this turn, you have a number of reactions equal to your charisma modifier, and your melee weapons can make ranged spell attacks of up to 20 feet away from you. You cannot attack a single creature more than once using this ability.
[[Category:Class Compendium]][[Category:Fighter]][[Category:Subclass]][[Category:Gerald Mountaindew]]
[[Category:Class Compendium]][[Category:Fighter]][[Category:Subclass]][[Category:Gerald Mountaindew]]

Latest revision as of 06:13, 2 June 2024

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.