You choose to learn one Elemental Imbuement listed below.Īs a bonus action, you infuse a single weapon with the magical energy of a known Elemental Imbuement for up to 8 hours. If you attempt to bond with a third weapon, you must break the bond with one of the other two.Īlso at 1st level, you learn to invoke powerful magic within your weapon.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. You perform the ritual over the course of 1 hour, which can been done during a short rest. (a) a dungeoneer's pack or (b) an explorer's packĪt 1st level, you can perform a ritual that creates a magical bond between yourself and a weapon. You start with the following equipment, in addition to the equipment granted by your background: Skills: Choose two from Acrobatics, Arcana, Athletics, History, Insight and Medicine Weapons: Marksman, Short Blade, and Long Blade Hit Points At higher levels: 1d8 (or 5) + your Endurance modifier per spellsword level after 1st
Hit Points at 1st Level: 8 + your Endurance modifier Third, choose the g reen flame blade and e ldritch blast cantrips, along with the 1st level spells hex and shield.Īs a spellsword, you gain the following class features. Your next highest score should be Intelligence. First, make Strength or Agility your highest attribute score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). You can make a spellsword quickly by following these suggestions. With a weapon in one hand and a spell in the other, spellswords should never be underestimated. Veteran spellswords are prized as mercenaries, and well-suited for careers as adventurers and soldiers-of-fortune. Spellswords are spellcasting specialists trained to support Imperial troops in skirmish and in battle.