Spellsword, Variant (5e Class)

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Spellsword[edit]

<!-Introduction Leader->[edit]

Creating a Spellsword[edit]


Quick Build

You can make a Spellsword quickly by following these suggestions. First, strength should be your highest ability score, followed by intelligence. Second, choose the soldier background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Spellsword you gain the following class features.

Hit Points

Hit Dice: 1d8 per Spellsword level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Spellsword level after 1st

Proficiencies

Armor: Light, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Intelligence
Skills: Choose 2 from Arcana, Athletics, Intimidation, Investigation or Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Any simple weapon and a shield or (b) A longsword
  • (a) A hand crossbow and a quiver of 20 bolts or (b) A shortbow and a quiver of 20 arrow
  • (a) Studded leather armor or (b) Padded armor
  • (a) An explorer's pack or (b) A dungeoneer's pack
  • If you are using starting wealth, you have 6d4 x 10 in funds.

Table: The Spellsword

Level Proficiency
Bonus
Features
1st +2 Magic Weapon
2nd +2 Fighting Style
3rd +2 Spellsword Focus
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Counter
7th +3 Spellsword Focus Feature
8th +3 Ability Score Improvement
9th +4 [[#|]]
10th +4 [[#|]]
11th +4 Spellsword Focus Feature
12th +4 Ability Score Improvement
13th +5 [[#|]]
14th +5 [[#|]]
15th +5 Spellsword Focus Feature
16th +5 Ability Score Improvement
17th +6 [[#|]]
18th +6 [[#|]]
19th +6 Ability Score Improvement
20th +6 [[#|]]

Magic Weapon[edit]

In spite of the name, spellswords may enchant all manner of weapons. When you start, you are able to use an action to imbue your weapon with one type of elemental damage from acid, cold, fire or lightning. Your weapon then deals elemental damage equal to your proficiency bonus, in addition to the normal weapon damage. The effects of this feature last for 1 minute. You are able to use this feature a number of times equal to 1 + your Intelligence modifier (minimum of 1), and regain expended uses upon finishing a short or a long rest.

Fighting Style[edit]

When you reach the 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Spellsword Focus[edit]

At the 3rd level, you choose a spellsword Focus. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

When you reach the 5th level, whenever you use the attack action, you are able to attack twice instead of once.

Counter[edit]

When you reach the 6th level, you have honed your senses to a sharp edge. Whenever you are attacked by a creature that is within 5 feet of you, you are able to use your reaction to parry and strike in return. When you use this feature, you must make a Dexterity save of DC8 + proficiency bonus. On a successful save, you completely dodge the attack that was intended for you, and make an attack roll against the creature attacking you. On a failed save, you take half damage and are able to attack as well. You may use this feature 3 times, and regain expended uses upon finishing a short or a long rest.

[edit]

When you reach the 9th level,

[edit]

When you reach the 10th level,

[edit]

When you reach the 13th level,

[edit]

When you reach the 14th level,

[edit]

When you reach the 17th level,

[edit]

When you reach the 18th level,

[edit]

When you reach the 20th level,


<!-Class Option 1->[edit]

<!-For subclasses introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Option 2->[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:



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