Magic Knight

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ClassesFighterSpellsword

This page or section is incomplete, and will eventually be expanded with more information.



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 all 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
19th 7
To cast a spell, you must expend a number of stamina points as determined by the spell. You can cast a spell up to but not exceeding your "magic limit." Your magic limit defines the most many stamina points you can expend when you cast a spell. Your magic limit is initially 2. This limit increases by 1 at 5th, 7th, 9th, 13th, 16th, and 19th levels as shown in the spellsword table. If you have levels in multiple spellcasting classes, your magic limit may be different, as described under multiclassing.

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 7th level, and a fourth at 11th level.

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.

Overpowering a Spell

You can cast a powered spell with more stamina 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 stamina points in excess of your Magic Limit.

For example, consider fireball, a 5-point spell. If your Magic Limit is high enough, you can overpower it to increase the damage it deals.

Versatile Casting

You can supply the somatic components of your spellsword spells even when you have a weapon or shield in one or both hands.

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.

War Magic

Beginning at 7th level, when you use your action to cast a cantrip or activate a rod, you can use your bonus action to make one weapon attack.

Spellstrike

At 11th level, you learn to focus your spell attacks the same way you can target your weapon attacks. Just before making a spell attack roll with a rod or a spellsword spell, you can make it a spellstrike by expending 2 stamina points.

If a spellstrike hits, the damage roll is maximized (e.g., treat 1d10 simply as 10), including any extra dice rolled as part of a critical hit or from other sources. Your DM may enable alternate or additional effects for a spellstrike, as with target strikes.

Improved War Magic

Starting at 15th level, when you use your action to cast any spellsword spell or activate a rod, you can use your bonus action to make one weapon attack.

Boundless Spellcraft

At 20th level, you can learn two more cantrips and up to three powered spells of your choice up to 7-points (or 5th level). These new spells can be from the spellsword spell list or any researcher spell list. You can cast these spells using stamina points instead of magic points, and Intelligence is your casting ability for them, but they otherwise do not count as as spellsword spells unless they appear on the spellsword spell list.

Whenever you finish a long rest, you can replace a spellsword spell you know with a new one. The new spell must have the same points (or be the same level) as the spell it replaces. You can replace both cantrips and powered spells with this feature.

Spellsword Spell List

Name MP Lv School Summary