Difference between revisions of "Magic Knight"
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At 2nd level, your training with magic grants you additional proficiencies. | At 2nd level, your training with magic grants you additional proficiencies. | ||
− | You gain proficiency with {{MI|fire rod}}s, {{MI|ice rod}}s, and {{MI|lightning rod}}s. You can | + | You gain proficiency with {{MI|fire rod}}s, {{MI|ice rod}}s, and {{MI|lightning rod}}s. You can supply their magic point costs with stamina points instead. |
You also gain proficiency with one [[skill]] from [[Arcana]], [[History]], [[Medicine]], and [[Religion]]. | You also gain proficiency with one [[skill]] from [[Arcana]], [[History]], [[Medicine]], and [[Religion]]. |
Revision as of 13:36, 7 May 2020
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Player's Guide |
System Reference |
Compendium |
This page or section is incomplete, and will eventually be expanded with more information. |
Contents
Spellsword is one of several possible subclasses you can undertake as a fighter.
Your subclass yields features when you undertake it at 2nd level, and further features as your level increases. See Fighter#Spellsword for an integrated list that combines spellsword features with those of the base fighter class.
Magical Proficiencies
At 2nd level, your training with magic grants you additional proficiencies.
You gain proficiency with fire rods, ice rods, and lightning rods. You can supply their magic point costs with stamina points instead.
You also gain proficiency with one skill from Arcana, History, Medicine, and Religion.
Stamina Spellcasting
When you reach 3rd level, you have begun to master the study of magic. Your practice requires extensive, practice and memorization. Although you learn and cast spells through the Intelligence of your mind, unlike most spellcasters your spells are powered by your physical stamina. Your spellsword spells are cast with stamina points as if they were magic points.
Magic Limit
Fighter Level |
Magic Limit |
---|---|
3rd | 2 |
5th | 3 |
9th | 4 |
13th | 5 |
16th | 6 |
17th | 7 |
19th | 8 |
Spellcasting Ability
Intelligence is your spellcasting ability for your spellsword spells, since the power of your magic relies on study, practice, 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 and when making an attack roll with one.
Your spell saving throw DC is 8 + your proficiency bonus + your Intelligence modifier.
When you make a spell attack roll, you roll a d20 and add both your proficiency bonus and your Charisma modifier.
Cantrips
You initially know two cantrips (or "unpowered spells") of your choice from the spellsword spell list. You learn a third cantrip from this list at 11th level You can use your Improvement feature to learn even more cantrips, or replace cantrips you know with new ones.
Powered Spells Known
At 3rd level, you know two 2-point spells of your choice from the spellsword spell list.
Drawing from this list, you learn a new spell at every odd-numbered list thereafter. You must choose a 3-point spell at 5th and 7th levels, a 5-point spell at 9th and 11th levels, a 6-point spell at 13th and 15th level, and a 7-point spell at 17th and 19th levels. Your magic is less flexible than dedicated spellcasters, and consequently you cannot opt for a spell of lower or higher points.
You can use your Improvement feature to learn even more powered spells.
Overpowering a Spell
You can cast a powered spell with more magic points than required to potentially increase its power. This is called "overpowering" the spell. Only some spells can be overpowered, as each spell describes. When overpowering a spell, you still cannot expend magic points in excess of your Magic Limit.
For example, consider fly, a 5-point spell. If your Magic Limit is high enough, you can overpower it to affect multiple creatures instead of only one.
Life
Starting at 7th level, you can use up some of your natural stamina reserves to enable more potent magical healing. As an action, you can expend one of your Heart Containers (or "Hit Dice") to cast the life spell without expending magic or stamina points, using Intelligence as your spellcasting ability. You cannot empower life when you cast it in this way, and it does not otherwise count as a spellsword spell.
Any Heart Containers you expend on this feature cannot otherwise be used during a short rest, but are still restored when you finish a long rest.
15th
Starting at 15th level,
20th
At 20th level,