| Line 43: | Line 43: | ||
====<span class="option"></span>Pinpoint. ==== | ====<span class="option"></span>Pinpoint. ==== | ||
When you make an attack roll, you can add 1d4 to the result. | When you make an attack roll, you can add 1d4 to the result. | ||
* '''Greater Pinpoint:''' Starting at 5th level, | * '''Greater Pinpoint:''' Starting at 5th level, the bonus increases from a d4 to a d6.<br> | ||
* '''Superior Pinpoint:''' Starting at 9th level, | * '''Superior Pinpoint:''' Starting at 9th level, the bonus increases from a d6 to a d8 | ||
===<span class="level">3</span>Sorcery === | ===<span class="level">3</span>Sorcery === | ||
Revision as of 09:54, 17 September 2020
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
Subclass Features
As a Spellsword, you gain the following features.
1Martial Maneuvers
Add the following martial maneuvers to your list of maneuver options: Twinned Attack, Sweeping Slash, Weapon Triangle, and Heightened Maneuver.
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.
- Superior Twin: Starting at 9th level, your bonus damage increases from 1d8 to 1d10.
Sweeping Slash
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.
- Greater Sweep: Starting at 5th level, your bonus damage increases from 1d6 to 1d8.
- Superior Sweep: Starting at 9th level, your bonus damage increases from 1d8 to 1d10.
Weapon Triangle
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.
| Weapon Triangle | |
|---|---|
| Primary Damage Type |
Secondary Damage Type |
| Bludgeoning | Piercing |
| Piercing | Slashing |
| Slashing | Bludgeoning |
- Greater Weapon Triangle: Starting at 5th level, your bonus damage increases from 1d6 to 1d8.
- Superior Weapon Triangle: Starting at 9th level, your bonus damage increases from 1d8 to 1d10.
Pinpoint.
When you make an attack roll, you can add 1d4 to the result.
- Greater Pinpoint: Starting at 5th level, the bonus increases from a d4 to a d6.
- Superior Pinpoint: Starting at 9th level, the bonus increases from a d6 to a d8
3Sorcery
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.
Spells Known of 1st-Level and Higher 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.
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.
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.
Spellcasting Ability 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.
| Spellcasting Ability |
|---|
| Spell save DC: 8 + your proficiency bonus + your Charisma modifier |
| Spell attack modifier: your proficiency bonus + your Charisma modifier |
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.
| Spellsword Spellcasting | ||||
|---|---|---|---|---|
| Level | Cantrips Known | Spells Known | Maximum Spell Level | Sorcery Points |
| 1 | 0 | 0 | 0 | 0 |
| 2 | 0 | 0 | 0 | 0 |
| 3 | 4 | 2 | 1 | 4 |
| 4 | 4 | 3 | 1 | 6 |
| 5 | 4 | 3 | 1 | 6 |
| 6 | 4 | 3 | 1 | 6 |
| 7 | 4 | 4 | 2 | 14 |
| 8 | 4 | 4 | 2 | 14 |
| 9 | 4 | 4 | 2 | 14 |
| 10 | 5 | 5 | 2 | 17 |
Sorcery Points 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 recover all expended sorcery points when you finish a long rest.
| Sorcerous Spellcasting | |
|---|---|
| Spell Level | Sorcery Cost |
| 1 | 2 |
| 2 | 3 |
3Martial 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.
| 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 point of resolve to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). 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. | ||||||||||||
| Sweeping Slash | Quickened Spell | When you cast a spell that has a casting time of 1 action, you can spend a point of resolve 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 a point of resolve to invert the type of that damage. There are five known elemental pairings:
| ||||||||||||
| 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 a point of resolve to give one target of the spell disadvantage on its first saving throw made against the spell. | ||||||||||||
| Disarm | Disarming Spell | When you cast a spell and a creature fails its saving throw, you can spend a point of resolve to disarm it. The creature drops one item of your choice that it's holding. The object lands at the target's feet. If the spell targets more than one creature, you can spend additional sorcery points fir each creature you would like to disarm. | ||||||||||||
| Intercept | Intercepting Spell | When an creature within 30 feet of you is targeted by an effect that requires a saving throw and you are not incapacitated, you can spend your reaction and a point of resolve to direct the attack onto yourself, forcing you to make the saving throw instead. Choose a spell you know of 1st level or lower. Roll the damage die for that spell, and the damage you take is reduced by that result. The damage reduction is doubled if the two damage types for the spells are elemental pairs. | ||||||||||||
| Push | Forceful Spell | When you cast a spell and a creature fails its saving throw, you can spend a point of resolve to push the creature that is large or smaller 10 feet away from you. If the spell targets multiple creatures, you can spend additional sorcery points for each creature you would like to push. | ||||||||||||
| Slam | Slamming Spell | When you cast a spell and a creature fails its saving throw, you can use a bonus action and a point of resolve to knock the creature down. The target falls prone. If the spell targets multiple creatures, you can spend additional sorcery points for each creature you would like to knock. | ||||||||||||
| Stagger | Staggering Spell | When you cast a spell and a creature fails its saving throw, you can momentarily stagger it. Until the start of your next turn, the next attack roll made against the creature by an attacker other than you has advantage. If the spell targets multiple creatures, you can spend additional sorcery points for each creature you would like to knock. | ||||||||||||
| Taunt | Taunting Spell | When you cast a spell and a creature fails its saving throw, you can attempt to taunt the creature into attacking you. The creature has disadvantage on all attack rolls against targets other than you until the end of your next turn. If the spell targets multiple creatures, you can spend additional sorcery points for each creature you would like to knock. | ||||||||||||
7Extra 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.
10Spell 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.