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Spellsword is a custom base class with Arelith specific changes.
- 1 Introduction
- 2 Class Mechanics
- 3 Arelith Changes
- 3.1 Imbue Weapon
- 3.2 Elemental Strike
- 3.3 Imbue Armor
- 3.4 Elemental Maelstrom
- 3.5 Spellsword Path Feats
- 4 Roleplay Tips
- 5 External Links
The dream of melding magic and weaponplay is fulfilled in the person of the spellsword. A student of both arcane rituals and martial techniques, the spellsword is able to cast spells in armor with reduced chance of failure. Moreover, she can imbue her equipment with unique elemental properties, making her a daunting opponent. Mechanics are included in the #Class Mechanics on this page and explained in the #Arelith Changes section. The #Roleplay Tips section provides suggestions for character development.
Alignment restrictions: none
Hit die: d8
Proficiencies: armor (light, medium), weapons (martial, simple), and Shields
Skill points: 4 + int modifier ((4 + int modifier) * 4 at 1st level)
Class Skills: concentration, craft mastery, discipline, heal, leadership, listen, lore, parry, ride, sail, spellcraft, spot
Unavailable feats: weapon specialization, Whirlwind Attack, Improved Whirlwind Attack
Bonus feats: Abjurant Champion, Arcane Defense, Bladesong Style, Brew Potion, Combat Casting, Craft Wand, Greater Spell Focus, Greater Spell Penetration, Metamagic, Spell Focus, and Spell Penetration, Automatic Quicken/Still/Silent Spell
Primary saving throw(s): Fortitude, Will
Base attack bonus: +3/4 level
Spellcasting: Arcane (spell failure from armor is a factor), intelligence-based requiring a base (Hard) intelligence score of 10 + the spell's level to cast a spell, bonus spells are based on modified (Soft) intelligence and The intelligence modifier affects spell DCs. Spells require preparation and Spellswords can learn new spells from scrolls like Wizards.
- Note: The Spellsword class is not eligible for 9th level spells. Which also means that it is not eligible for Epic Spell Foci and Epic Spells. Partial access can be gained via #Spellsword_Path_Feats.
- Note: Unlike the old Spellsword Path, Spellsword are not restricted from casting summoning spells, however there are none available in the Spellsword spell list.
Hit points rolls on Arelith are always maximum.
|Base spells per day|
|1st||+0||+2||+0||+2||Summon Familiar, Scribe Scroll, Imbue Weapon, Weave Affinity
|6th||+4||+5||+2||+5||Arcane Bonus Feat, Elemental Strike||48||-||-||4||6||6||4||—||—||—||—||—|
|10th||+7/+2||+7||+3||+7||Uncanny Dodge I||80||+1||+1||4||6||6||6||6||1||—||—||—|
|12th||+9/+4||+8||+4||+8||Arcane Bonus Feat, Combat Casting||96||+1||+1||4||6||6||6||6||2||—||—||—|
|16th||+12/+7/+2||+10||+5||+10||Greater Elemental Strike||128||+2||+2||4||6||6||6||6||4||3||1||—|
|18th||+13/+8/+3||+11||+6||+11||Arcane Bonus Feat||144||+2||+2||4||6||6||6||6||5||4||2||—|
|23rd||+17/+12/+7||+13||+7||+13||Epic Arcane Bonus Feat||184||+3||+3||4||6||6||6||6||5||5||4||3|
|24th||+17/+12/+7||+14||+8||+14||Improved Combat Casting||172||+3||+3||4||6||6||6||6||5||5||4||4|
|26th||+18/+13/+8||+15||+9||+15||Epic Arcane Bonus Feat, Greater Armor Imbue, Elemental Maelstrom
Caster level against dispels increases by 3
|29th||+20/+15/+10||+16||+10||+16||Epic Arcane Bonus Feat||232||+4||+4||4||6||6||6||6||5||5||4||4|
Bonus feats: The epic Spellsword gains a bonus feat every three levels after 20th. In other words, at levels 23, 26 and 29.
Epic bonus feats: All Arcane Bonus Feats, as well as Armor Skin, Epic Prowess, Epic Spell Penetration, Epic Toughness, Epic Weapon Focus, Great Intelligence, Improved Combat Casting, and Overwhelming Critical.
Unavailable epic feats: epic weapon specialization, outsider shape, construct shape, dragon shape, undead shape, epic spell: dragon knight, epic spell: greater ruin, epic spell: hellball, epic spell: mummy dust
See Category:Spellsword_Spells for a list of all spells by category.
2 Spellsword counts as Wizard/Sorcerer levels for the 80% requirement needed for Tenser's Transformation. Additionally Tenser's Transformation also prevents use of spells and Elemental Strike while active. Imbue damage is unaffected.
3 When cast by Spellswords, the spell's effect is delayed by one round, and only creatures in a 20m radius around the original target location are affected.
|Proficiencies||-||Gain Simple and Martial Weapon proficiency and Light and Medium Armor proficiency, and Shields.|
|Arcane Spell Failure reduction||-||Arcane Spell Failure is reduced by 20% for pure-classed Spellswords and multi-classed characters with 6+ Spellswords levels. This ASF reduction is automatically applied to equipped armors and shields.. This is convenient for entirely removing the arcane spell failure chance for Greensteel Chain and Greensteel Breastplate.|
A Spellsword can manipulate the weave to gain +1 AB and dodge AC per 7 class levels, limited to her base (Hard) intelligence modifier.
|Imbue Weapon||-||Gains the ability to Imbue Weapon. See #Imbue Weapon for more details.|
|True Strike||-||With 80% of levels in Spellsword, for the short duration True Strike is active, the Spellsword's attacks per round goes up by 1. This benefit cannot be from potions, wands or scrolls; only cast from the Spellsword's spellbook.|
|Protection from Spells||-||When cast via the Spellsword spellbook, this spell now only affects the targeted creature - or the caster, if a location was targeted. Scrolls and items are unaffected.|
|Blackstaff||-||Characters with at least 80% Spellsword levels now use the Elemental Strike DC formula for Blackstaff DCs, i.e. 10 + Spellsword levels / 2 + INT modifier.|
|Bonus Language||-||Draconic same as Wizard.|
|Spell changes||-||For specifics, see Category:Spellsword_Spells.|
|Spellbook||-||Can save and load Spellbooks through the Crafting Skills menu. Special Abilities > Crafting Skills > Choose "Spellbooks" from the menu.|
|Spell components||-||Requires spell components (made with Alchemy or Art Crafting) to cast spells greater than level 6. Level 7 spells cost 1. Level 8 spells cost 2.|
|Familiar||-||Familiar changes and notes.|
|Elemental Strike||06||Gains the ability to Elemental Strike. See #Elemental Strike for more details.|
|Uncanny dodge||10||Gain Uncanny Dodge I.|
|Armor Imbue||11||Gains the ability to Imbue your Armor. See #Imbue Armor for more details.|
|Combat Casting||12||Gain Combat Casting.|
|Greater Elemental Strike||16||Upgrade to Elemental Strike. See #Elemental Strike for more details.|
|Improved Combat Casting||24||Gain Improved Combat Casting.|
|Elemental Maelstrom||26||This ability allows the spellsword to perform an instant whirlwind attack. See #Elemental Maelstrom for more details.|
|Greater Armor Imbue||26||Upgrade to Imbue Armor. See #Imbue Armor for more details.|
|Bonus Attack||27||Spellsword receives a bonus attack per round (granted in the bonus attack sequence). Monk levels will disable.|
|Breach resistance||28||Spellsword now become more resilient against spell breaches. The amount of breached wards is reduced by 1, to a minimum of 1.|
This ability allows the Spellsword to empower her weapon with elemental properties.
- This ability has One use/day
- Abjurant Champion: grants 1 additional use/day
- Two-Weapon Fighting Feat: grants 1 additional use/day
- Increases Weapon Attack Bonus to +1 per 6 class levels and adds elemental bonus damage (see below).
- The fixed damage (i.e. +1 or +2) is applied as a damage increase effect, allowing it to pierce damage resistance and immunity.
- The Imbue Weapon lasts for 24 real life hours. Check with -weapon (or -wp) if in doubt.
Imbue Weapon Damage Scaling
Damage increases with class levels and intelligence:
- Class level 1-5 & base (Hard) INT 13+: 1d4 + 1 damage
- Class level 6-10 & base (Hard) INT 14+: 1d6 + 1 damage
- Class level 11-15 & base (Hard) INT 15+: 1d8 + 1 damage
- Class level 16-20 & base (Hard) INT 16+: 2d4 + 2 damage
- Class level 21-25 & base (Hard) INT 17+: 2d6 + 2 damage
- Class level 26-30 & base (Hard) INT 18+: 2d8 + 2 damage
Weapons can only be imbued once per rest, and active imbues cannot be replaced.
Imbue Weapon Damage Types
- Imbue Weapon: Cold
- Imbue Weapon: Fire
- Imbue Weapon: Acid
- Imbue Weapon: Electrical
- Imbue Weapon: Negative
- Imbue Weapon: Magic
- You can only imbue melee weapons.
- You cannot imbue gloves.
- The imbue can stack with nearly any weapon buff. Restrictive weapon buffs (those that require the weapon to be blank) must be cast BEFORE imbuing.
- Permanent weapon essences to not interfere with Imbue, but any shared damage types will only choose the highest damage and disregard the lowest; they do not stack.
- These effects may or may not work with imbue:
- Temporary essences do not work with Imbues.
- The Elemental Weapon spell can be used with Imbue as well as the -stream ability for different elements besides fire.
- Arelith's Custom Poisons needs further testing. Default poisons can stack.
- Assassin's assassinate ability does stack.
- Barbarian passive and rage damage do stack.
- Swashbuckler's Insightful Strike does stack, but may require that you re-equip for the IS bonus damage.
- Hexblade curse weapon does not work with imbue.
- Blackguard's inflict wounds negative weapon damage does not work with imbue.
This ability allows the character to perform an instant melee attack using an Imbued Weapon and empowering the attack with elemental properties.
- Elemental Strike can only be activated once per round.
- Elemental Strike can only be used with an Imbued Weapon.
- Elemental Strike does not show size attack bonus in the action log, but rather reduces the target's AC accordingly.*
- Elemental Strike will enable synergy for both imbue elements on a dual-wield Spellsword.
- Critical hits with Elemental Strike while wielding a weapon with Magic Imbue will empower Elemental Strike bonus damage and inflict the Greater Elemental Strike secondary effects as if the weapon was imbued with the corresponding Elemental Strike Damage Type.
- Synergy bonuses granted by Magic Imbue critical hits do not increase the DC of the secondary effects, only the damage and duration.
- Instant Attack:
Instant Attack Feats (Activated):
- Instant attacks share a cooldown timer: Dirty Fighting, Divine Smite, Eldritch Blast, Eviscerate, Elemental Maelstrom, Elemental Strike, Misericorde, Whirlwind Attack
- Using instant attacks lower attacks in the following round by 1. This is meant to offset the free attack gained by activating them.
- Instant attacks are made to look and feel like regular melee attacks while actually being an entirely independent feature. Cannot trigger cleave and similar abilities for this reason.
- Instant attacks mirror the animation delay of regular attacks via a short cooldown after casting a spell.
- Parrying instant attacks works differently the normal parry mechanics because it is scripted and implemented differently. Parry cannot riposte instant attacks, but parrying the instant attack does not count against parries-per-round. Against a character that has 4 APR and additionally uses an instant attack every round (like a hasted Spellsword), parry builds can parry 4 of these 5 attacks per round and riposte three of them.
- Most instant attacks (except Whirlwind Attack) ignore Weapon Master crit feats. Exception is elemental strike/maelstrom which only allows Ki Critical for Bladesingers (where the feat is built-in to the path) to enable their extra threat range.
- If an attacker is running, their melee instant special attacks against PCs now roll at a disadvantage.
- This disadvantage applies to both attack and threat rolls, causing the attacker to roll a d20 twice and proceed with the lower result. Replaces a prior 0.5 second movement speed penalty.
- Epic Dodge does not cause Instant Attacks to automatically miss due to an engine limitation (Epic Dodge is hard coded to affect normal flurry attacks). It instead forces any Instant Attack to roll at disadvantage until it causes one to miss. Then it goes on cooldown for 6 seconds.
- This means attacking a target that has Epic Dodge while moving will roll twice at disadvantage. Effectively rolling four times.
Elemental Strike Damage Scaling
Damage increases with class levels and intelligence:
- Level 6-10 & base (Hard) INT 14+: +2 elemental damage
- Level 11-15 & base (Hard) INT 15+: +2d2 elemental damage
- Level 16-20 & base (Hard) INT 16+: +2d4 elemental damage
- Level 21-25 & base (Hard) INT 17+: +2d6 elemental damage
- Level 26-30 & base (Hard) INT 18+: +2d8 elemental damage
The above damage is empowered (+50%) when combined with a Weapon Imbue that matches the Strike's element.
Elemental Strike Damage Type
- Icethorn Strike: Cold
- Incendiary Strike: Fire
- Vitriolic Strike: Acid
- Lightning Strike: Electrical
- Necrosis Strike: Negative
Greater Elemental Strike
At Spellsword level 16, Elemental Strike becomes Greater Elemental Strike and inflicts additional element-specific penalties to the target. Once again the effects are empowered when using a matching Weapon Imbue:
- Acid: 20% Acid Vulnerability and -1 AC for 1 round (2 rounds with Acid Imbue). These penalties are halved by a successful Fortitude saving throw. The -1 AC penalty is applied as an Armor AC Penalty.
- Cold: -1 attack per round and -20% movement speed for 1 round (-2 attacks per round and -40% movement speed with Cold Imbue). These penalties are halved by a successful Fortitude saving throw (Freedom of Movement offers protection against all maluses). When used against PCs, the movement speed penalty is entirely by a successful saving throw.
- Electrical: Lightning arcs at up to 3 nearby targets, inflicting twice the above bonus damage (up to 6 targets and empowered damage with any Imbue). This damage is halved by a successful reflex saving throw and is subject to Evasion. Reduces Elemental Maelstrom cooldown by 6 seconds on critical hits, if combined with Electrical Imbue. (Magic Imbue and Elemental Maelstrom will not trigger this feature.)
- Fire: The target catches fire for 1 round, taking twice the above bonus damage twice per round (double duration with Fire Imbue). This damage is halved by a successful initial reflex saving throw. Targets with Improved Evasion or Evasion quarter the damage on a successful save. On a failed save, Improved Evasion still halves the damage ticks. Burn damage ticks are never empowered (i.e. 4d8 at maximum), regardless of active imbues.
- Negative: Vampiric Regeneration equal to the above bonus damage. The effect is halved by a successful will saving throw. (No saving throw when using Negative Imbue.) Healing scales with a target's immunity/vulnerability against negative energy damage. Strips Negative Energy Protection on critical hits, if combined with Negative Imbue. (Magic Imbue will not trigger this feature.)
The DC for saving throws is 10 + class level / 2 + INT modifier.
If the Weapon Imbue matches the Elemental Strike's element, the DC increases by 5.
The ability can also be activated with the chat command "-elestrike [acid/cold/fire/elec/negative]". If no element is specified, it will default to the last used one.
Auto Elemental Strike
- Autostrike Mode: See -elestrike for more details.
Once per rest, this ability allows the Spellsword to empower her armor with elemental properties, increasing its AC bonus to +1 per 6 class levels and granting additional elemental protection as follows:
- Class level 10-14 & base (Hard) INT 15+: 5% immunity and 2/- resistance against the chosen element
- Class level 15-19 & base (Hard) INT 16+: 10% immunity and 5/- resistance against the chosen element
- Class level 20-24 & base (Hard) INT 17+: 20% immunity and 10/- resistance against the chosen element
- Class level 25-30 & base (Hard) INT 18+: 30% immunity and 15/- resistance against the chosen element
Greater Imbue Armor
Imbue Armor improves to Greater Imbue Armor at class level 26, causing attackers to take 1 elemental damage per base (Hard) intelligence modifier. Additionally, the Spellsword gains element-specific bonuses:
- Acid: The above retaliation damage increases by 1d8.
- Cold: Spellsword armor class increases by 1 (AC Dodge Modifier).
- Electrical: Spellsword movement speed increases by 20%.
- Fire: Spellsword attack bonus increases by 1.
- Negative: Spellsword gains regeneration equal to her base (Hard) intelligence modifier, up to a maximum of +5. Healing scales with a target's immunity/vulnerability against negative energy damage.
This ability allows the spellsword to perform an instant whirlwind attack, adding their base (Hard) intelligence modifier to the attack roll and empowering the attack with elemental properties corresponding to their active Weapon Imbue in their main hand. Elemental Maelstrom can only be activated once per minute instead of a regular Elemental Strike.
- Note: Maelstrom and Whirlwind share this cooldown and using either feat will result in a Maelstrom upon obtaining Maelstrom.
- Note: When dual wielding, Maelstrom always defaults to the main hand element unless the main hand is not imbued but the off hand is imbued.
Instant Attack Feats (Activated):
In addition to the weapon damage, nearby enemies take damage scaling with the Spellsword's intelligence:
- Base (Hard) INT 14: 2 elemental damage
- Base (Hard) INT 15: 2d2 elemental damage
- Base (Hard) INT 16: 2d4 elemental damage
- Base (Hard) INT 17: 2d6 elemental damage
- Base (Hard) INT 18+: 2d8 elemental damage
Elemental Maelstrom inflicts additional element-specific penalties to affected targets:
- Acid: 20% Acid Vulnerability and -2 AC for 2 rounds, halved by a successful Fortitude saving throw.
- Cold: -2 attacks per round and -40% movement speed for 1 round, halved by a successful fortitude saving throw (Freedom of Movement offers protection against all maluses).
- Electrical: Lightning arcs between up to 6 nearby targets, inflicting twice the above bonus damage per target, halved by a successful reflex saving throw and is subject to Evasion.
- Fire: Affected creatures catch fire for 2 rounds, taking twice the above bonus damage twice per round. This damage is halved by a successful initial reflex saving throw. Targets with Improved Evasion or Evasion quarter the damage on a successful save. On a failed save, Improved Evasion still halves the damage ticks.
- Negative: Vampiric Regeneration equal to the above bonus damage. No saving throw. Healing scales with a target's immunity/vulnerability against negative energy damage. Strips Negative Energy Protection on critical hits, if combined with Negative Imbue.
- Magic: Two breached spell effect.
The DC for saving throws is 15 + class level / 2 + (Soft) INT modifier.
Spellsword Path Feats
- Spellsword 12+
- Armor Proficiency (Heavy) Feat
- Greater Spell Focus: Abjuration
- Base (Hard) Strength: 13+
- Specifics: An abjurant champion's abilities are focused on melding arcane defenses and martial offense into a deadly alloy, a fierce combination of techniques allowing them to overpower or outlast their opponents.
- Passive Bonuses: None
- Active Bonuses:
- Shield Imbue: Can Imbue shields using the #Imbue Weapon ability
- Adding 1 +1 per 8 class levels Shield AC Bonus (does not stack with existing Shield AC Bonus, the higher of the two is counted)
- Grants 5/+[base (Hard) INT modifier + 1] Damage Reduction (Caps at 5/+4)
- Grants Elemental Damage Immunity and Damage Reduction equal to to 1/2 the Spellsword's #Imbue Armor bonus
- Bonus feats:
- Spellsword Level 14: Automatic Still Spell I
- Spellsword Level 21: Automatic Still Spell II
- Spellsword Level 28: Epic Spell Focus: Abjuration
- Limitations: Cannot activate #Elemental Maelstrom ability
- Additional Notes:
- As this path nets Automatic Still Spell I and II, the requirements for the purchase of Automatic Still Spell III as an epic general feat are considered met (epic arcane feats cannot be used for this purpose), allowing it to be purchased.
- Elemental Strike and Maelstrom are subject to Arcane Spell Failure (ASF).
- Note: Only Automatic Still Spell III completely removes the ASF effect on Elemental Strike.
- Spellsword 12+
- Toughness Feat
- Weapon Focus (Melee Weapon)
- Note: Unarmed Weapon Focus does NOT meet this prerequisite
- Base (Hard) Constitution: 13+
- Specifics: Some spellswords strive to use heavier weaponry for taking down foes, preferring a brute-force approach to combat that most magi shy away from. These arcane marauders trade defensive abilities for more powerful attacking strength.
- Passive Bonuses:
- 1 Physical Damage Resistance per base (Hard) Intelligence modifier, up to 5/-
- Active Bonuses: N/A
- Bonus feats:
- Spellsword Level 14: Weapon Specialization
- Spellsword Level 21: Power Attack
- Spellsword Level 28: Epic Weapon Specialization.
- The Spellsword can no longer #Imbue Armor.
- Weave Affinity bonuses to attack and defense are lost while NOT wielding a two-handed (or -twohand) weapon.
- Note: This means Two-handed weapons, not Large weapons and not Double-sided weapons.
- Bonus AC cannot exceed a Marauder's base DEX modifier.
- Additional Notes: N/A
- Elf or Half-Elf (Not Drow)
- Spellsword 12+
- Dodge Feat
- Base (Hard) Dexterity: 13+
- Specifics: Bladesingers are elves who have blended art, swordplay, and arcane magic into a harmonious whole. In battle, a bladesinger's lithe movements and subtle tactics are beautiful, belying their deadly martial efficiency.
- Passive Bonuses:
- A lightly armored Bladesinger wielding a longsword or rapier with an empty offhand gains a 10% bonus to movement speed and Shield AC equal to 3 + base (Hard) intelligence modifier (up to +1 per 8 class levels) with a maximum bonus of +6.
- Note: For balance reasons, this AC bonus is also disabled for characters with Monk levels.
- Mastery Elven Chainmail is considered light armor for this
- Active Bonuses: None
- Bonus feats:
- Bladesinger: Now grants the Deflect Arrows feat.
- Spellsword Level 14: Automatic Quicken Spell I
- Spellsword Level 21: Automatic Quicken Spell II
- Spellsword Level 28: Ki Critical, Weapon of Choice: Longsword & Rapier
- Limitations: The Spellsword's Arcane Spell Failure reduction is disabled while wearing medium or heavy armor or not wielding a rapier or longsword with an empty offhand.
Spellswords, also known as spellblades, are arcane warriors; students of both might and magic that combine their arts to retain the massive array of abilities of the mage and the prowess of a martial fighter. Whilst their art is unique, they do not excel at neither form of their disciplines, often cutting edges to meet ends, not only having to sacrifice one whole school of magic, but for either code, ritual, choice or dogma, they are forced to forego the use of creation and summoning spells.
The following is a view on spellswords that may help you put the class in perspective. It is not the only way to play them or explain their abilities, at all.
Wizardry is often regarded as a highly intellectual study that takes many, many years to even become an initiate in. It is truly a feat and an achievement to become a proper wizard, and advance through the many echelons of magic. Spellswords, under this light, are a rare breed of mage, for not only they manage to keep up and pay the incredible mental toll that is the study of magic, but at the same time they prove capable fighters, apt in the use of either blade or staff as it personally suits them.
This doesn't mean that they favor one side more to the other. No, the true power of the spellsword is not merely setting things on fire and then stabbing them - from their two arts, their true power is born - the power known as imbuing. This unique characteristic allows them to reduce spells to their basic semantics and charge their equipment with different effects.
Their duality and versatility of trade, however, comes at a cost. They often find themselves taking shortcuts and cutting corners to meet ends and keep up with their studies. It is common for them to disregard a whole school of magic, and even more - all of them are completely cut off from summoning and creation magic, either by their choice to remain independent and mark the distinction from the cowardly wizard that hides behind their towering elementals, or simply as another price to pay for their uncanny versatility.
The greatest and most powerful spellswords realize, once the mysteries of the higher magic unfold to them, that they have cut too many corners on their journey to manage a true grasp on all epic magic. But where their grasp in magic is lacking, there is still the potential to become a true force to be reckoned, bearing enchanted blades and enough spells to worry both the dedicated mage and the martial master. After all, they know exactly what both worlds can offer - the spellsword carries them in each hand.