Despite the raging battle that surrounds the dwarf, his focus is unerring. With pinpoint accuracy, he throws a bolt of flame at an enemy that had wrestled his friend to the ground. Mustering the magical energy within himself, the dwarf shouts an incantation and a volley of glowing bolts of arcane energy emerges from his armored hand, each aimed at the enemy sergeant who is shouting orders at his men.
The elven woman unsheathed her hand-blades and whispered a spell below her breath. "There is arcane residue here. We are on the necromancer's trail." Running a blade over the invisible residue gave her valuable information about the powers of her quarry - such foul magic could not be allowed to endure.

Battlemage Esme Dawnstar, founder of Dawnstar College, with her Mageblade
The spellsword mixes martial prowess with arcane spellcasting in combat, leveraging the lingering traces of their magic to bolster themselves. They are versatile warriors who can fill almost any role in an adventuring party.
Almost all spellswords go through some type of regimented training. One of the largest spellsword schools in the Estian Islands is Dawnstar College, who have trained many battlemages and field medics who serve as officers in the Purple Legion. There are also a smaller elven school on Iacaris, focusing on training magehunters.
Outside of military organizations, spellswords can often gain employment as bounty hunters, bodyguards (elven nobles especially enjoy the more refined nature of a spellsword), or arcane researchers. Of course, many also turn to a life of adventure.
Creating a Spellsword
For a quick build, follow these suggestions. First, Intelligence should be your highest ability score, followed by either Strength or Dexterity depending on what types of weapons you want to focus on, followed by Constitution. Second, choose the Noble or Guard background. Third, take the Booming Blade and Firebolt cantrips, and the Burning Hands and Shield spells.
Ideals
- Skill: A novice trains until they can do it. A master trains until they cannot do it wrong. (Any)
- Humility: When I am wrong, I will practice until I can be better. (Good)
- Pride: I am the greatest hero to walk the Material Plane. (Evil)
- People: I protect those who have earned my respect. (Neutral)
- Command: Just as I obey the commands of my superiors, I expect my own commands to be obeyed. (Lawful)
- Survival: We must adapt to the opposition to gain the upper hand in our struggle. (Chaotic)
Backstory Questions
- What does your fighting look like?
- Who is your greatest idol?
- Where did you receive your training? For what purpose?
Spellswords of the Past
Esme Dawnstar (House Dawnstar)
human spellsword, LN, 1173-1268
Daughter of Gideon Dawnstar, and one of the founders of the Archivists. The Dawnstar College still bears her name. She was instrumental during her father's campaign, commanding much of his forces in battle. She was the first General of the Purple Legion, and she was the first spellsword to wield a Mageblade.
Parsion Junides Canon
(human, LN, 914-988): Battlemage who served in the Teccan Legions and led his flight to many victories. Later elected Senator, and was a driving force behind the evolution and popularization of Dragonchess, of which he is considered the first true master. Parsion's Gambit is still a popular opening among dragonchess players.
Lana Lacemane
(halfling, NG, 1214-1312): Charitor of the Pilgrim Knights, and a gifted healer who worked fearlessly on the frontlines of many battles. Lana played a big role in the establishment of a school for field medics in Elderholm, and their wider incorporation into Pilgrim forces.
Core Spellsword Traits
Primary Ability | Intelligence and Dexterity or Strength |
Hit Point Die | d8 per Spellsword level |
Saving Throw Proficiencies | Constitution and Intelligence |
Skill Proficiencies | Choose 2: Acrobatics, Athletics, Arcana, History, Nature, Investigation, Religion, Perception, Insight, Stealth |
Weapon Proficiencies | Simple Weapons, Martial Weapons |
Tool Proficiencies | None |
Armor Training | None |
Starting Equipment | 100gp |
The Spellsword Table
Level | Proficiency Bonus | Features | Cantrips known | Spells known | 1st-level slots | 2nd-level slots | 3rd-level slots | 4th-level slots | 5th-level slots |
---|---|---|---|---|---|---|---|---|---|
1 | +2 | Spellcasting, Spellsword Defense | 2 | 2 | 2 | - | - | - | - |
2 | +2 | Potency | 2 | 2 | 2 | - | - | - | - |
3 | +2 | Spellsword Style | 2 | 3 | 3 | - | - | - | - |
4 | +2 | Ability Score Increase | 3 | 3 | 3 | - | - | - | - |
5 | +3 | Extra Attack | 3 | 4 | 4 | 2 | - | - | - |
6 | +3 | Spellsword Style Feature | 3 | 4 | 4 | 2 | - | - | - |
7 | +3 | Focused Mind | 3 | 5 | 4 | 3 | - | - | - |
8 | +3 | Ability Score Increase | 3 | 5 | 4 | 3 | - | - | - |
9 | +4 | - | 3 | 6 | 4 | 3 | 2 | - | - |
10 | +4 | Spellsword Style Feature | 4 | 6 | 4 | 3 | 2 | - | - |
11 | +4 | Latent Power | 4 | 7 | 4 | 3 | 3 | - | - |
12 | +4 | Ability Score Increase | 4 | 7 | 4 | 3 | 3 | - | - |
13 | +5 | - | 4 | 8 | 4 | 3 | 3 | 1 | - |
14 | +5 | Spellsword Style Feature | 4 | 8 | 4 | 3 | 3 | 1 | - |
15 | +5 | Second Chance | 5 | 9 | 4 | 3 | 3 | 2 | - |
16 | +5 | Ability Score Increase | 5 | 9 | 4 | 3 | 3 | 2 | - |
17 | +6 | - | 5 | 10 | 4 | 3 | 3 | 2 | 1 |
18 | +6 | Offensive Potential | 5 | 10 | 4 | 3 | 3 | 2 | 1 |
19 | +6 | Epic Boon | 5 | 11 | 4 | 3 | 3 | 2 | 2 |
20 | +6 | Master of Sword and Sorcery | 5 | 12 | 4 | 3 | 3 | 2 | 2 |
Spellsword Features
As a spellsword, you gain the following class features.
Level 1: Spellsword Defense
Spellswords have many ways of defending themselves, each effective in their own right. Choose one of the following features. You gain the indicated armor training, as well as an extra feature.
- Warding Tattoos (none): Your AC becomes 10 + dex + int, and your movement speed increases by 10 feet.
- Skirmisher (light): You can take the Disengage action as a bonus action on your turn.
- Dragoon (light, medium, shields): When a creature hits you with an attack, you add your proficiency bonus to your AC against all attacks made by that creature until the start of your next turn.
- Juggernaut (light, medium, heavy, shields): You gain 1 extra hit point for each level you have in this class.
You only gain the benefit of the chosen feature while you do not wear heavier armor than the feature gives you training with.
When you gain a level that gives you an Ability Score Increase from this class, you can change this choice. This represents your training regimen evolving to face new challenges.
Level 1: Spellcasting
You have learned to cast arcane magic to bolster your defenses and bring destruction upon your enemies.
Spell Slots
The Spellsword table shows how many spell slots you have to cast your Spellsword spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.
Cantrips
At 1st level, you know two cantrips of your choice from the Spellsword spell list. You learn additional cantrips of your choice at higher level, as shown in the Cantrips Known column of the Spellsword table.
Prepared of 1st Level and Higher
You prepare two 1st-level spells of your choice from the Spellsword spell list.
The number of spells you can prepare increases as you gain Spellsword levels, as shown in the Prepared Spells column of the Spellsword table. Whenever that number increases, choose additional spells from the Spellsword spell list. The chosen spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
If another Spellsword feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Spellsword spells for you.
Changing your Prepared Spells
Whenever you gain a level in this class, you can replace a spell you have prepared with another spell from the Spellsword spell list, which must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your Spellsword spells. You use 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 and when making an attack roll for one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spellcasting Focus
In addition to ordinary arcane foci, you can use any weapon you are proficient with as an arcane focus for your spellsword spells.
Level 2: Potency
Your magic lingers, enhancing your abilities after the spell has been cast. You gain one Potency for every level of spell slot you spend. The maximum Potency you can have at any one time equals your level in this class, and you can never spend more than your Proficiency Bonus. If a Potency-spending feature forces a creature to make a saving throw, it uses your spell save DC. Your Potency resets to 0 when you finish a long rest.
Burst of Clarity: When you make an ability check that includes your proficiency bonus, you can spend 1 Potency to gain advantage on that check.
Arcane Lashing: When you hit with a weapon attack, you can spend Potency to deal an additional 1d6 force damage per Potency spent.
Level 3: Spellsword Style
What kind of spellsword you are determines your combat style. Choose one of the subclasses detailed below.
You gain features from your Style at 3rd, 6th, 10th, and 14th level.
Level 4: Ability Score Increase
You gain a feat of your choice for which you qualify. You gain this feature again at 8th, 12th, 16th, and 19th level.
Additionally, whenever you reach a level that lets you grants this feature, you can replace a cantrip you learned from this class with another from this class' spell list.
Level 5: Extra Attack
When you take the Attack action on your turn, you can make two attacks, and you can replace one of them with casting a cantrip. The cantrip must have a casting time of 1 Action.
Level 7: Focused Mind
Your potency helps you focus on your spells. When you make a Constitution saving throw to maintain concentration on one of your spells, you can spend 1 Potency to treat the d20 roll as equal to your Spellsword level. You make this choice after you see the result.
Level 11: Latent Power
The damage of your Arcane Lashing increases to 1d8 per Potency spent, and if you counterspell a spell, dispel a magic effect, or break a caster's concentration on a spell, you gain Potency equal to that spell's level.
Additionally, when you finish a long rest, you start with 2d4 Potency instead of 0.
Level 15: Second Chance
You can now use Focused Mind on any saving throw you make, but it costs 2 Potency for non-concentration saves.
Level 18: Offensive Potential
While you have more than half your maximum Potency, you have advantage on attack rolls.
Level 19: Epic Boon
You gain an Epic Boon feat, or another feat of your choice for which you qualify.
Level 20: Master of Sword and Sorcery
You have become a paragon of blending swordplay with the magical arts. When you take the Attack action, you can make three attacks, and you can forgo two of your attacks to cast a spell with a casting time of 1 Action.
Spellsword Styles
The following are different kinds of spellswords, each using their magic and potency in different ways and for different purposes.
Magehunter
Sometimes the best defense is a good offense. A magehunter glides in and out of combat in order to reach enemy spellcasters and stop them from casting their spells. Some magehunters wield curved hand-blades with fluid slashes, others wear armor and smash the wands of their enemies to splinters with heavy maces.
Level 3: Magehunter Spells
You always have certain spells prepared after you reach the Spellsword level shown in the following table.
Spellsword level | Spell |
---|---|
3 | Detect Magic |
5 | Silence |
9 | Counterspell |
13 | Dimension Door |
17 | Circle of Power |
Level 3: Stalking the Arcane
You have learned to step through space itself to find your quarry. As a bonus action, you can spend Potency to teleport to an unoccupied space you can see within 10 feet per Potency spent.
When you hit a creature that is concentrating on a spell with Arcane Lashing, they have disadvantage on the saving throw they make to maintain its concentration.
Additionally, you gain expertise in Arcana.
Level 6: Warding Incantations
While you benefit from your chosen Spellsword Defense feature, you have advantage on saving throws versus spells and other magical effects.
Level 10: Distracting Strikes
After you use Stalking the Arcane, you have advantage on the next weapon attack you make before the end of your turn.
Additionally, you can also add your proficiency bonus to any ability checks you make as part of the Counterspell or Dispel Magic spells and you have advantage on attacks against creatures who are concentrating on spells.
Level 14: Mana Break
When a creature within your reach casts a spell, you can use your reaction and spend 3 Potency to make a melee attack against that creature. If the attack hits, the creature must make a concentration check against the damage dealt or the spell they are casting fizzles.
Battlemage
The battlemage is a front-line fighter who decimates their enemies with devastating elemental magic. They are in high demand by military forces, where they are not seldom promoted to positions of command. A single skilled battlemage can wipe out an entire enemy squadron, if left undisturbed.
Level 3: Battlemage Spells
You always have certain spells prepared after you reach the Spellsword level shown in the following table.
Spellsword level | Spell |
---|---|
3 | Shield |
5 | Elemental Blast |
9 | Lightning Bolt |
13 | Fire Shield |
17 | Destructive Wave |
Level 3: Arcane Surge
After casting a levelled spell using your Action, you can spend 1 Potency to make a weapon attack as a bonus action.
Additionally, you gain expertise in Athletics.
Level 6: Magical Absorption
While you benefit from your chosen Spellsword Defense feature, you have resistance to all damage from spells and you automatically succeed on saving throws against your own spells.
Level 10: Influx of Magic
When you take the attack action, you can replace each attack with a spellsword cantrip.
When you use Arcane Surge, you can cast a cantrip as a bonus action.
Level 14: Bursting with Energy
All damage dealt by Arcane Lashing and your spells explode.
Field Medic
Supporting their comrades on the front lines, the field medic is a defensive caster who bolsters their allies with magical healing and wards. Field Medics are always in high demand by all who are going into danger.
Level 3: Field Medic Spells
You always have certain spells prepared after you reach the Spellsword level shown in the following table.
Spellsword level | Spell |
---|---|
3 | Cure Wounds |
5 | Aid |
9 | Mass Healing Word |
13 | Death Ward |
17 | Greater Restoration |
Level 3: Mystical Aegis
You can use your residual magic to weave protective magic around your allies. As a bonus action, you can spend Potency to grant Temporary Hit Points to a creature within 30 feet of you that you can see, equal to 1d6 per Potency spent + your Intelligence modifier.
Level 3: Field Hospital Training
You learn the Guidance and Resistance cantrips, and you gain Expertise in Medicine.
Level 6: Battlefield Beacon
You are a lighthouse of courage on the battlefield. You gain proficiency in Wisdom saving throws. If you already have that proficiency, you can choose another saving throw to gain proficiency in. Additionally, when you use Mystical Aegis, you can end an effect that causes the target to be Charmed or Frightened.
Level 10: Strengthened Aegis
Mystical Aegis now gives temporary hit points equal to 1d10 per Potency plus your Intelligence modifier, and you can end a spell effect on the target of a level up to the number of Potency spent.
Additionally, you can use Mystical Aegis as a reaction when an ally within 30 feet of you takes damage, applying the temporary hit points before the damage.
Level 14: Rally to the Flag
Once per long rest, you can use an action to rally your friends to you. Each creature of your choice within 30 feet are cleansed of any effects that cause them to be Charmed or Frightened, and can use their reaction to move up to their movement speed towards you without provoking opportunity attacks, and if they end up within 5 feet of you, they gain 2d6 + your level + your Intelligence modifier of Temporary Hit Points.
Shadowcrawler
Lurking in the darkness, the shadowcrawler terrifies their enemies with horrific illusions before lunging at them with sharp blades.
Level 3: Shadowcrawler Spells
You always have certain spells prepared after you reach the Spellsword level shown in the following table.
Spellsword level | Spell |
---|---|
3 | Silent Image |
5 | Blur |
9 | Hypnotic Pattern |
13 | Greater Invisibility |
17 | Seeming |
Level 3: Flash of Despair
When you cast a leveled spell of the Illusion school, you can spend Potency to strike fear into creatures who can see it. A number of creatures up to the amount of Potency you spend must make Wisdom saving throws against your spell save DC or be Frightened of you (or your illusion, if the spell conjures one) for up to 1 minute. They can repeat this save at the end of their turns, ending the effect on a success. If an affected creature takes damage the effect instantly ends.
Level 3: Born of Darkness
You gain expertise in Stealth, and you can Hide as a bonus action while you are in dim light or darkness.
Additionally, you gain 60 feet of darkvision. If you already had darkvision from your race, its radius increases by 30 feet.
Level 6: Guarded Psyche
You are immune to the Frightened condition, and you have resistance to Psychic damage.
Additionally, you can forgo any verbal components of Illusion spells you cast.
Level 10: Mindrending Horror
You have advantage on attack rolls against any creature that is frightened of you or one of your illusions, and creatures who fail their save against your Flash of Despair take 1d8 psychic damage for every level of the spell that caused it.
Level 14: Assault Consciousness
As an action, you can unleash a storm of psychic tendrils that confuse your enemies to attack each other. All creatures of your choice within 30 feet must succeed on an Intelligence saving throw. On a failure, creatures take 4d10 psychic damage and must use their reaction to attack another targeted creature if they are able. On a successful save, they take half damage, and do not need to attack, but they are still a valid target for those who failed their save.
Once you use this feature, you cannot do it again until you finish a long rest, unless you spend 5 Potency to do so.
Spellbow
The spellbow is a master archer who has learned to use their arrows to deliver deadly spells. Staying in the backline, Spellbows can turn even the toughest enemies into pincushions with their magical arrows.
While some of the Spellbow features refer to bows and arrows, they function equally well with all ranged weapons that use ammunition.
Level 3: Spellbow spells
You always have certain spells prepared after you reach the Spellsword level shown in the following table.
Spellsword level | Spell |
---|---|
3 | Hunter's Mark |
5 | Melf's Acid Arrow |
9 | Lightning Arrow |
13 | Locate Creature |
17 | Conjure Volley |
Level 3: Volley of Splinters
When you take the Attack action, you can forgo one attack in order to fire an arrow and use your magic to shatter it into high-speed shrapnel right after you release it. All creatures in a 30-foot cone originating from you must make a Dexterity saving throw against your spell saving throw DC. On a failure, they take 1d6 force damage per Potency spent plus your Intelligence modifier. On a successful save, creatures take half damage.
Level 3: Magical Archery
You have trained to combine your arcane knowledge with your archery. You can make the attacks for weapon cantrips, such as Booming Blade, with your ranged weapons.
Additionally, you gain expertise in Perception.
Level 6: Conjured Arrows
When you attack with a ranged weapon, you can conjure arrows (or other type of ammunition) for it, letting you ignore the ammunition and loading properties. These conjured arrows are magical and can deal your choice of fire, cold, lightning, or force damage instead of the normal damage type for your weapon, and they disappear after they hit or miss a target.
If you use Arcane Lashing or Volley on Splinters with these arrows, that feature's damage type becomes that of the arrow.
Level 10: Impactful Strikes
When you hit with a ranged weapon attack using your conjured arrows, you can add your Intelligence modifier to the damage dealt. Additionally, the damage dice of your Volley of Splinters increases to a d10s, and the range of its cone increases to 60ft.
Level 14: Swift Conjuring
You can conjure arrows as fast as you can draw your bow. You are permanently under the effects of the Swift Quiver spell, which produces conjured arrows for you.
The Spellsword Spell List
Spell Level | Spells |
---|---|
Cantrips | Acid Splash, Blade Ward, Booming Blade, Chill Touch, Fire Bolt, Friends, Green-Flame Blade, Light, Lightning Lure, Magic Stone, Message, Mind Lash Strike, Mind Sliver, Minor Illusion, Prestidigitation, Ray of Frost, Shocking Grasp, Sword Burst, Thaumaturgy, Thunderclap |
1 | Absorb Elements, Burning Hands, Catapult, Compelled Duel, Detect Magic, Disguise Self, Ensnaring Strike, Faerie Fire, Feather Fall, Fog Cloud, Inflict Wounds, Jump, Magic Missile, Protection from Evil and Good, Shield, Sleep |
2 | Aganazzar's Scorcher, Blur, Darkvision, Dragon's Breath, Earthbind, Electrocute, Elemental Blast, Enhance Ability, Enlarge/Reduce, Flaming Sphere, Heat Metal, Hold Person, Invisibility, Magic Weapon, Melf's Acid Arrow, Misty Step, Mirror Image, Scorching Ray, Shadow Blade, Sword Leap, Tasha's Mind Whip, Unstable Shield, Vortex Warp |
3 | Bind Weapon, Conjure Barrage, Counterspell, Daylight, Dispel Magic, Elemental Weapon, Fireball, Fly, Haste, Fear, Intellect Fortress, Lightning Bolt, Protection from Energy, Sleet Storm, Slow, Spirit Shroud, Tidal Wave, Thunder Step |
4 | Banishment, Dawnstar's Arcane Armaments, Dimension Door, Fire Shield, Freedom of Movement, Ice Storm, Otiluke's Resilient Sphere, Storm Sphere, Summon Geyser, Vitriolic Sphere, Wall of Fire |
5 | Bigby's Hand, Cone of Cold, Far Step, Hold Monster, Maelstrom, Passwall, Steel Wind Strike, Teleportation Circle, Wall of Force |