If you find you can’t choose between being an arcane spellcaster who zaps your enemies with powerful spells and a nimble, powerful front-line melee character who lays them low with a sword, the dream of melding magic and weapon-play is fulfilled in the person of the spellsword.



Class Features

As a spellsword, you gain the following class features.
Hit Points
Hit Dice: 1d10 per spellsword level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your
Constitution modifier per spellsword level after 1st


Armor: Light armor
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Intelligence
Skills: Choose three from Athletics, Arcana, History, Nature, Investigation, Nature, and Perception.


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

• (a) leather armor
• (a) one martial weapon
• (a) spell component pouch
• (a) a scholar’s pack or (b) an explorer’s pack
• A spellbook


At 1st level, you have a spellbook containing six 1st-level Spellsword spells of your choice.

Arcane Attunement

At 1st level, choose Three of the Following Spells.
Dancing Lights, Light, Detect Magic, Fire Bolt, Message, Shocking Grasp, and True Strike

As a bonus action, you may cast any of the following spells without sacrificing a spell slot.

Arcane Channeling

Beginning at 2nd level, you can spend a bonus action to Channel any spell that asks you to make a melee spell attack or the range is designated as Touch. You now can deliver the spell through your weapon during your next attack.

Casting a spell in this manner does not provoke attacks of opportunity.

The spell must have a casting time of 1 action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.

At 14th level, the spell that you channel effects all attack actions you make in that round of combat, however, you must sacrifice the appropriate number of spell slots for each use.


As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See chapter 10 for the general rules of spellcasting and the Spellsword Spell List.

Preparing and Casting Spells.

The Spellsword table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of Spellsword spells that are available for you to cast. To do so. Choose a number of Spellsword spells from your spellbook equal to your Intelligence modifier + your Spellsword level (minimum of one spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your Spellsword spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Spellsword spell you cast when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence Modifier

Spell Attack Modifier = Your proficiency bonus + your Intelligence Modifier.

Spellcasting Focus.

You can use a martial weapon as an arcane focus (found in chapter 5) as a spellcasting focus for your Spellsword spells.

Spellsword Archetype

When you reach 3rd level, you can choose a Spellsword Archetype, shaping your practice of magic through different approaches whether its the jinxes of a Hexblade or the Might of the Abjurant Champion.
Your choice grants you features at 3rd level and again at 7th, 11th, and 15th.

Armored Casting

At 3rd level, you gain proficiency with Medium Armor.

At 8th level you gain proficiency with shields.

Ability Score Improvement

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

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Quick Cast

Beginning at 6th level, you can cast one as a bonus action, so long as the casting time of the spell is 1 standard action or less. This ability cannot be used again until you finish a long rest

At the 10th level, you can use this ability a number of times per day equal to your Intelligence Modifier.

Spell Power

Starting at 6th level, you gain advantage on enemies who have Magic Resistance.

At the 18th level, this ability improves, you deal full damage to creatures who have “Magic Resistance”.

Multiple Channel Spell

At 20th level, you have full control over the magic that you channel within your weapons. You can now choose to channel two touch spells through your weapon in the same bonus action you use for Arcane Channeling.


Merovia demonickin0