Close
Close
Advanced Search

Swordmage, A True Arcane Half-Caster for 5e
Quick Preview
/gs_flipbook/flip.php?xml=/demo_xml/224413.xml&w=500&h=324
Full‑size Preview
https://watermark.dmsguild.com/pdf_previews/224413-sample.pdf

Swordmage, A True Arcane Half-Caster for 5e

ADD TO WISHLIST >
PDF
$
Suggested Price $0.00

We are formerly Geeks New England.  If you came here looking for their Swordmage, you've found it!

Spellsword.  Battlemage.  Magus.  There are a lot of different names to describe characters who wield martial weapons and arcane spells in tandem.  This class concept is a personal favorite of mine, and though 5e has a lot of options to bring players close to the concept (like the eldritch knight or bladesinger), neither is the true arcane half-caster that most people wish existed. 

My class, which I've named the Swordmage in honor of the 4e class, takes a few cues from that edition, including the strong weapon bond and the third level abilities that two of the archetypes receive.  But it's also something a bit new, and borrows some mechanics from Pathfinder's magus class.  While designing it I tried to keep it similar to the paladin, which many already feel is a fantastic example of a half-caster and a sort of divine sister class to what a swordmage would be.  But I also tried to make it different.  Instead of the ability to sense divine beings and undead, the swordmage can sense the presence of magic.  Instead of getting smite, the swordmage can infuse their weapon with arcane power for extended periods, and channel the strength of full-powered spells through weapon strikes.

The three archetypes presented are designed to reflect the ways I feel a weapon-bonding arcane fighter would choose to focus their abilities.

The battlemage is the heavy-armored battle wizard.  They are designed to take punishment and simultaneously dish it out with spell-and-swordplay, and can help their allies by making an enemy more inclined to attack them.

The spellsword is more a lightly armored skirmishes, and more focused on hitting with arcanely-powered sword strikes.  They are better able to strike spells into a target and can momentarily teleport to take advantage of an opponent's openings.

The third archetype, the eldritch archer, can do many of the things that other swordmages can do but at a longer range.  Arcane Archer is coming out as an official class in Xanathar's Guide to Everything, but for now I feel that my own "arcane archer" archetype will differ enough from the fighter archetype Wizards is releasing to justify its existence.

Please, as I always ask, critique and comment.  It's taken a lot of time to design this class, with a lot of input and opinions from around the Internet.


This work is part of the collections of the Arcane Athenæum.  Check out our other works below.

The Artificer class

The Dragon Shaman class

The Ranger class

The Swordmage class

The Barbarian: Path of the Wild Soul subclass

The Monk: Way of the Mystic Force subclass

The Wizard: Blue Magic and Sangromancy subclasses

The Sharkfolk player race

The Treant player race

Crafting Magic Items: A Guide to Artifice

The Draconomicon for 5e

The Explorer's Guide to the Wilderness


Recent Changes:

Version 4.0 13Nov2019

Overall

  • Arcane Infusion has been reworked.  After years- wait a minute *checks calendar* yup; years of people bringing it up, we've moved the 10th level feature (which let you make your infusion an element besides force) to the base arcane infusion feature.  Now, your infusion is force as a base, but you can change it to any other damage type (except bludgeoning, piercing, and slashing) so long as you know a spell that can deal that damage type.  This represents you having the knowledge to wield that element.  Yes, this also makes Chromatic Orb a particularly good spell if you want to be able to change your infusion on the fly.  But it's not necessary; force is arguably the "strongest" damage type in the game already.
  • As a result of the above change, there is a new 10th level feature; when you successfully hit a target with your Spell Strike feature (regardless of whether or not they pass any hypothetical save), the next attack made against that target before the end of your next turn has advantage.  Help yourself or your allies hit better.
  • Arcane Infusion has also been changed to no longer vanish on your weapon leaving your hand; the infusion now remains unless the weapon has "been away from you" for longer than a minute, similar to how the Pact of the Blade Warlock's weapons work.
  • With inspiration from the new UA that was released on Nov 4, we've added a new fighting style.  Arcane Warrior allows you to pick two wizard cantrips, either giving you some utility, a magical ranged attack, or maybe something like booming blade or lightning lure.  This is actually a really cool and flavorful way to give half-casters cantrips that I like a lot; it's literally part of your fighting style.
  • Additionally, speaking of that UA, a note has been added opening up the option to pick from the expanded fighting styles and spell versatility enhancements for the Swordmage assuming your DM allows you to use that UA.  Naturally if you're party's bard isn't allowed to take their spell versatility, you can't either.
Battlemage
  • Hardened Mind has been changed to 1/2 your Intelligence modifier (rounded up) rather than full Intelligence.  Because you have natural proficiency with Con saves, full Intelligence mod had the potential to get exceptionally powerful.  Especially when the War Caster feat is considered which is a very common feat for any gish to take.  It also now specifies that you do get this bonus when making a concentration check to maintain your Arcane Aegis.

Version 3.4 23May2019

Overall

  • The class's starting equipment has been modified a bit again, granting either an additional extra martial weapon or two simple weapons. The reason for this change is combat balance; despite the class fantasy of having one bonded weapon which acts as the fulcrum of the swordmage's powers, realistically a player will want to have a fallback weapon just in case it is needed. Granted, due to the way the bonded weapon works, having your weapon removed from you is extremely unlikely, but this does offer some flexibility in what you want to bring to a battle if you can plan ahead of time.

Version 3.3 14May2019

Overall

  • The class’s saving throws have been changed from Dexterity and Intelligence to Constitution and Intelligence, as Constitution applies more broadly to all of the subclasses.  With Dexterity, Battlemage tended to find itself with a saving throw that wasn’t necessarily appropriate for it.  But all subclasses benefit from Constitution proficiency, and it works well for a martial fighter (which the Swordmage half-is).
  • The starting equipment has been altered to provide more options.  A Swordmage intending to be a ranged fighter could take some kind of ranged weapon, but RAW they were given no ammunition to use with it.  With this change, the class defaults to a longbow, the “intended” weapon for an eldritch archer, much in the same way Rangers default to longbows, but I would imagine any reasonable DM would let you swap for a crossbow or something if you’d prefer.
  • Animal Handling and Survival have both been removed from the class’s list of potential skills, as they weren’t quite appropriate for the class fantasy as an arcane fighter.
  • The Spell Strike feature has received a change to its wording.  It now specifies that spells which have an AoE only effect the target, and if your Intelligence is somehow too low to have a positive modifier, you get a minimum of 1 use of spell strike regardless.  No change otherwise.
  • The addition of a skill has been removed from the Multiclassing proficiencies, as only certain classes provided a skill when you multiclass into it (Bards, Rangers, and Rogues).  These three classes tend to be the ones with the most skills, and the ones which focus most on being skill-focused, which the Swordmage is not intended to be.  And so you do not gain any skill proficiencies when you multiclasss into Swordmage now.

Battlemage

  • War Mage has been altered.  Instead of being identical to the Eldritch Knight’s Improved War Magic feature, you can now make a weapon attack as a bonus action if you cast a spell as an action OR are concentrating on a spell, the channeled magic increasing your martial capabilities in a similar way to how War Magic wizards become harder to hit while they are concentrating.  Note that, for balance reasons, you cannot use this bonus action attack in the same turn that you use this feature; so you can't use your action to Extra Attack and then bonus action strike, or to make a Spell Strike and then bonus action attack.  We'll revisit this if we find that it's overly limiting.

Version 3.2 18Apr2019

Overall

  • Magic Sense got changed last version, but that was actually not using the proper language for what we were hoping to accomplish with the feature.  It's been rebalanced a bit; with this change you can't sense magic items behind total cover, such as a doorway or a barrier.  But, you can sense objects hidden on a person, like in a pocket or hidden in an article of clothing.  And some other rules explaining what else can block the sense.  The intention is that you're using this to either get a quick sense at how many magic items a person may have on their person, or give a cursory glance over an item that you are looking at and gain some useful information about it (like, is it even magical in the first place).  The feature was not meant to give you a large radius of super-magic sense that would let you pick up whether there's an item in another floor of someone's home, for instance.

Version 3.1 14Apr2019

Overall

  • We've made some balance changes to the class as a whole, and altered the design intention of the subclass-specific bonus spells.
  • Magic Sense has been reworked.  Instead of being a free, double-ranged Detect Magic, magic sense now allows you to sense the presence of magic items within a 60 foot range.  If you do sense an item in this way, you can also tell what rarity the item is, from common all the way up to artifact.  This ties into the Swordmage's fluff of being an arcane martial class which bonds with and utilizes the magics held within weapons.  Your magic sense allows you to sense the presence of these weapons, and how powerful they are.
  • Arcane Infusion has been changed a bit as well, as far as its damage output goes.  Still lasts 10 minutes, but now instead of the damage being equal to the spell slot used (which resulted in a range of 1-5 damage) it is 1 + the spell slot used, up to a max of 4.  This results in infusion damage from 2-4.  This makes even lower-level slots more useful, as even using a 1st level slot gives you 2 extra damage on each hit instead of just one.  It caps at 4 damage instead of 5 because we found that 5 extra damage an attack, combined with spell strikes, got a bit too powerful for our tastes.  We may revisit that in the future, but for now this means using a 4th or 5th level slot gives you no benefit over using a 3rd level slot for infusion.  This does also mean you get to play with your higher level spell slots a bit more, rather than feeling like you need to spend your highest ones on infusion damage.
  • The class's spell list has been played with a bit.  Lost spells include comprehend languages and illusory script (which we felt were utility-based ritual spells that had less of a place with a martial-focused class like the Swordmage).  Spells like longstrider and far step were also removed from the spell list, as they were changed to be subclass-unique bonus spells.  A few other spells were added to the spell list, such as detect magic now that magic sense works differently.  Rather than listed every change, you can check out the spell list for yourself and see if a spell you had been using has been lost or not.
Battlemage
  • The bonus spells granted by this subclass have been changed.  Now, Battlemages learn protection from evil and good, warding bond, enemies abound, Otiluke's resilient sphere, and circle of power.  This mixture of spells better enhances the battlemage's role as a tank and protector of its allies.
Eldritch Archer
  • The bonus spells granted by this subclass have been changed.  Now, Eldritch Archers learn zephyr strike, cordon of arrows, wind wall, elemental bane, and swift quiver.  This mixture of spells better enhances the eldritch archer's role as a long-range archer and caster.  Zephyr Strike allows for great positioning, while wind wall is a spell which takes advantage of the subclass's phasing shot feature to allow them to attack behind a unique form of cover.
  • The subclass's capstone feature Eldritch Accuracy has been reworded, hopefully to make it a bit more clear how it works.  It's not a complicated feature; I just want to ensure no one will get confused about how much of a bonus you get to hit or can I have extra damage and the bonus to hit at the same time? (The answer is no, btw; it's one or the other).  Your Arcane Infusion feature can either deal extra damage OR grant a bonus to hit rolls made with your bonded weapon.  And both values are the same; for example, if you used a 2nd-level spell slot for your Arcane Infusion, the infusion's extra damage would be +3 OR you get a +3 bonus to hit; you choose when you apply the infusion and can swap between these two effects with another bonus action on your turn.
Spellsword
  • The bonus spells granted by this subclass have been changed.  Now, Spellswords learn longstrider, blur, haste, freedom of movement, and far step.  Each of these spells better enhances the spellsword's role as a quick skirmisher who likes to dart in and out of combat, deal damage, and move away again.  Do note that a spellsword can still learn zephyr strike from their class's spell list, which is also a fantastic spell for them, and combos really well with longstrider.

For a full changelog, click here.

 
 More from this Title's Contributors
 
 Customers Who Bought this Title also Purchased
Reviews (7)
Discussions (66)
Customer avatar
Michael V April 18, 2020 6:40 am UTC
PURCHASER
Hey so question with spell strike. If you use spellstrike with a spell that allows repeat saving throws like levitate, will each subsequent saving throw after the first have disadvantage?
Customer avatar
Jeff V May 08, 2020 10:28 pm UTC
CREATOR
No, the intention is that subsequent saving throws would not have disadvantage; only the initial one. Reason being that they are getting hit literally with/at the same time as the magical effect, so it results in making it more difficult to resist it.
Customer avatar
Michael V May 10, 2020 10:24 pm UTC
PURCHASER
ok thought so. Just wanted to be 100% sure
Customer avatar
Edward B March 07, 2020 11:33 pm UTC
PURCHASER
If I use spellstrike am i still able to use my extra attack?
Customer avatar
Jeff V March 19, 2020 6:33 pm UTC
CREATOR
No; Spellstrike requires an action, so you are using your action to Spellstrike, meaning you aren't using an action to attack (which is when Extra Attack comes into play).

That said, if you were to, say, multiclass into Fighter and get action surge, you COULD make a Spellstrike, then action surge to make an extra attack action if you wanted.
Customer avatar
Edward B March 06, 2020 8:45 am UTC
PURCHASER
Is a level 3 spell slot the highest I can expend for the arcane infusion?
Customer avatar
Jeff V March 19, 2020 6:37 pm UTC
CREATOR
You can still expend a higher level slot than 3, you just won't get any more damage than 4 per hit.

So if you expend a 3rd level slot, it'll do 4 damage per hit. 4th level slot, it'll do 4 damage per hit as well. 5th level slot, it'll also do 4 damage per hit.

Customer avatar
Suiko R February 09, 2020 9:23 pm UTC
PURCHASER
So, at 2nd level you can get the Protection Fighting Style, which requires a shield. But it isn't until you are 3rd level and choose to become a Battlemage that you get proficiency with shields. So, if you chose Protection, during one full level (from 2nd to 3rd) you either: a) have a feature that you can't use, since you don't have a shield equipped; or b) you can't cast spells, since wearing armor/shield without proficiency forbids you from doing so.

Oversight or intended?
Customer avatar
Jeff V February 25, 2020 5:31 pm UTC
CREATOR
It's neither intended nor an oversight, really. It's just a problem with the way half-caster martial-focused classes work. You get your fighting style at lvl 2, and your subclass at lvl 3, so there's an unfortunate gap where you get that kind of interaction.

I could change when you get the subclass, or when you get the fighting style, but doing either would throw off 5e's leveling balance and I don't want to do that. I could give the entire class shield proficiency, bu I don't think the eldritch archer or spellsword should have it.

My recommendation when I think someone else brought this up was; just let the player have the shield proficiency a level early so their build works. I mean, it's literally just lvl 2; they shouldn't be there longer than a couple sessions, and I don't think it breaks the game.
Customer avatar
Michael V December 28, 2019 8:57 am UTC
PURCHASER
Hey me again. I just want to say I love the newer update to the swordmage. It's nice to have a tenth level feature that actually feels impactful. Tho I still wonder what are you gonna do about the material components issue? I have an idea if you want to hear it. And no it's not reducing the cost or negating it all together. But rather just a level 1 ability that specifies that you do not need hands to use the components
Customer avatar
Jeff V January 02, 2020 10:31 pm UTC
CREATOR
I have been thinking about it a bit, and I came to a conclusion:

Nothing is preventing you from grabbing onto the material item in one hand with your free item interaction, casting the spell strike spell which then goes into your weapon in your other hand, and then just dropping the item back in your pocket/amulet around your neck/whatever, gripping the weapon with both hands (if needed), and attacking. 5e lets you freely move your hands like that. You could start your turn gripping your greatsword two handed, let go with one hand to open a door, walk up to someone still holding the sword one-handed, cast a bonus-action spell with your free hand, then grip the sword with both hands again and make an attack. That is completely legal and RAW. 2-handed weapons only have to be wielded 2-handed, no carried 2-handed.
Customer avatar
Michael V January 04, 2020 7:22 pm UTC
PURCHASER
Yeah that much is true but I'm more specifying sword/shield kind of things. Cause at that point you can't cast spells with material components if boths hands are filled
Customer avatar
Jeff V January 07, 2020 4:09 pm UTC
CREATOR
That's fair. I want to be careful about allowing for too much play here, because I don't necessarily want to allow a Swordmage to get access to certain things by accident with the way I phrase things. I particularly want to avoid giving them part of the Warcaster feat for free.

Just saying "you must have the material on your person, but don't need to be holding it" might work, if it's ONLY for the spell strike. It just starts to feel weird if you are sitting there with sword and shield in hand, cast a spell which requires the expenditure of, say, 100gp of diamond dust (or whatever), and it just vanishes from your pocket without you actually interacting with it.
Customer avatar
Michael V January 20, 2020 7:26 pm UTC
PURCHASER
Fair enough
Customer avatar
Gerard P November 27, 2019 10:42 am UTC
PURCHASER
I have a question with the new elemental arcane infusion. In theory, absorb elements have the capability to do multiple types of damage, so would it allow you to use these elements on the infusions?
Customer avatar
Jeff V November 27, 2019 5:38 pm UTC
CREATOR
RAI, no. While you're technically correct, the idea I see behind absorb elements is that you are using the magic of the spell to capture some of the energy that hit you, put it on your weapon, and strike back with it; you aren't generating the energy yourself.
Customer avatar
Gerard P November 28, 2019 11:45 am UTC
PURCHASER
Thank you, that's what i thought. I like this new flavor for the infusions.
Customer avatar
Sebastian C November 27, 2019 1:51 am UTC
PURCHASER
Silly question, I am considering playing this class for my next adventure.

How would AoE spells work using Spell Strike? Is the weapon the origin of the spell? If it is a cone, line, etc, can you choose the direction of the effect? If my allies or Myself are in the area of effect, are we affected by the spell?

Thank you kindly.
Customer avatar
Jeff V November 27, 2019 5:41 pm UTC
CREATOR
If you read through Spell Strike, it says that *ONLY* the target is affected by the spell. There is no AoE when you spell strike; just the one target suffers the effects of the spell.

So say you decided to spell strike a fireball; there would be no huge explosion, and no one around you/the target would have to make any kind of save. The target, however, would take that 8d6 fire damage. Maybe for flavor you would describe a little explosion/fireball as the target was hit, but mechanically they are the *only* ones who get effected by the spell.

If you spell strike an AoE spell, it turns that spell into a weapon attack-delivered single-target burst.
Customer avatar
Taka S November 12, 2019 7:43 am UTC
PURCHASER
I know you are busy working on the update, but I just wanted to ask how Spellstrike works with a spell like Scorching Ray which has uses attack rolls and has multiple attacks
Customer avatar
Jeff V November 13, 2019 3:00 am UTC
CREATOR
The target suffers the effects of the spell, so in this example, the effect of scorching ray is that the target gets hit by the 3 rays and suffers the damage from each.
Customer avatar
Alex L November 11, 2019 7:15 pm UTC
PURCHASER
Hi! With the recent unearthed arcana giving half casters the option of taking cantrips, will that impact whether or not the swordmage here will be able to take cantrips in a future update?

Thank you!
Customer avatar
Jeff V November 11, 2019 8:57 pm UTC
CREATOR
I think you'll like the next update. Keep an eye out in for the next day or two.
Customer avatar
Michael V September 17, 2019 6:40 am UTC
PURCHASER
Ok, and thank you for responding. I'm really happy that you respond quickly to questions, feedbacks, etc. And yeah I would agree about combining Elemental Infusion with the base infusion. I feel like it does make more sense tbh. And War Mage, fair enough. And ok, just wanted to make sure with Phasing shot. And I guess that makes sense to ignore only the +3 aspect of it, since it is the only magical part. Also if I may as a suggestion. Why not give a meta magic feature at level 10? Similar to how Paladin gets a fighting Style, but with less options available. And maybe limit it only a number of uses of whatever you decide. I think it would be cool. Or maybe gain 2 cantrips of your choice from the wizards spell list. Those are just my two ideas if you do decide to combine Elemental Infusion with normal Infusion. Oh! Or another idea, and this could solve the whole Material Components aspect, make a feature where you can ignore material components that require a consumption of a material or ignore material components...See more
Customer avatar
Jeff V September 18, 2019 4:26 pm UTC
CREATOR
You're very welcome, and thank you! I don't always get back to everyone right away but I try to respond to all the feedback I get.

I've been sitting squarely on the fence of cantrips for this class for a while. The new Artificer being a 1/2 caster and getting cantrips makes me less hesitant about it, BUT I haven't been able to make a decision about that.

Meta magic I think should remain with the Sorcerer, especially since Swordmages are fundamentally more like wizard-knights than sorcerer-knights. I definitely don't think I'm going to remove material components; those tend to be important for balance reasons and I don't think this class in particular should just ignore them.

I'll have to do some thinking. As to WHEN the next update will release? Unfortunately I can't say. I don't always have free time to sit down to write, and I gotta decide what changes to make.
Customer avatar
Michael V September 21, 2019 3:23 am UTC
PURCHASER
Fair enough. Just some suggestions that I thought may help make the process easier
Customer avatar
Jamie E October 16, 2019 1:10 am UTC
PURCHASER
Still loving this.
If you do decide to grant Cantrips to this class, you could limit them. Sword Burst, Booming Blade, and My personal favorite, Green-Flame Blade would be perfect, as two require the use of a weapon attack to even do the spell, and the other is literally a whirlwind of blades cutting nearby opponents. If having Cantrips would seem too overpowered, then just limit the choices for melee/very short range, and utility.
My thoughts: choice of 2 or 3 of (including the 3 previously mentioned): Blade Ward, Lightning Lure, Poison Spray, Shocking Grasp, Thunderclap, & True Strike(but who would?). They also can not be used with the Spell Strike ability, as they don't consume a spell slot.
Customer avatar
Michael V September 13, 2019 6:47 am UTC
PURCHASER
Hello! So I took a read threw the class itself and I have some concerns. First off I feel like that the opponent automatically fails dexterity saving throws is a bit overpowered in my opinion. I love the concept of channel magic threw a weapon. So it's pretty cool to see that. But again autofailing a dexterity checks seems ridiculously strong. Especially when combined with elemental adept where you ignore resistance and treat all 1's as 2's for damage of the elemental type. Scaling is fairly good because it follows spell progression normally.

Eldritch Might - is awesome if it works the way I think it does. But would like some clerification that it applies to skill checks like Athletics, Acrobatics, etc. And does it also apply to the saving throws? Feel like it could use a little more wording in that aspect

Elemental Infusion - I love the idea of this ability. But feel like it's a bit underpowered when compared to the force damage of the base ability. Just because Force Damage is extremely...See more
Customer avatar
Jeff V September 14, 2019 11:22 pm UTC
CREATOR
Hey, thanks for the feedback. Let me hit each point separately.

Spell Strike - The concept of a Dex save is the target in question attempting to jump out of the way of the attack; ducking down to avoid the lightning blast, taking quick cover from the fireball, etc. When you Spell Strike, you are wrapping your weapon in the spell and then hitting the creature with it, and there is no AoE from the spell even if it normally would have it (like fireball). As such, dodging it isn't really possible; by getting hit by the weapon, you are taking the brunt of the spell. Saves like Con saves and Wis saves are still taken, because they don't represent *avoiding* the spell in a physical sense (Con is just tanking through it, Wis is having the mental fortitude to ignore it, Str is being strong enough to resist it, etc.) but at disadvantage because the concentrated nature of the spell makes it more difficult to resist.

Granted yes; a Dex save-based spell will be stronger for this reason, and elemental...See more
Customer avatar
Evan L August 29, 2019 5:57 pm UTC
PURCHASER
Does using spellstrike require concentration? It says you “concentrate a spell” into the weapon you’ve bonded with in the description of the feature, and it seems like flavour text; but knowing spells and how finicky some of the spell related features can be for the classes, I figure I’d best ask you directly.
Customer avatar
Jeff V September 04, 2019 7:41 pm UTC
CREATOR
It does not; just some flavor text. You're casting the spell and putting the power of the spell into the weapon and then immediately making an attack with it. So you are never concentrating in that manner.

UNLESS of course the spell normally requires concentration; then you start concentrating the moment you cast it, as normal for spell casting (because you are still casting the spell).
Customer avatar
Andrew G July 25, 2019 8:36 pm UTC
PURCHASER
Hi, I have a question.

Spell Strike says that if you hit, the target automatically fails a Dexterity Saving Throw of the spell. In regards to this, how does this interact with Legendary Resistance? Is it intended that a creature can "dodge" the effect, after already (by extent) been hit by it, or is RAI that if the spell has a Dexterity Saving Throw, it always hits its mark?
Customer avatar
Jeff V July 25, 2019 10:57 pm UTC
CREATOR
I'd say, from a RAW perspective, the Spell Strike means that they automatically fail. That's not necessarily the same as "they cannot succeed." So in the case of Legendary Resistance, they fail the save (because Spell Strike says they do), but they could still use LR to turn that failure into a success.

However, ultimately I think it's up to the DM, and depends on what you think Legendary Resistance actually does from a fluff standpoint. Me personally, I'd say that it doesn't necessarily mean that the dragon (or whatever) is legendarily good at jumping out of the way. Rather, I interpret it to mean that the dragon is so powerful that your abilities just aren't as effective against it (until it runs out of uses, of course). A blue dragon that gets hit by fireball, fails its save, but uses LR to succeed anyway did legitimately fail it's attempt to jump aside; it got hit full-blast by the spell. It's just a DRAGON, so it shrugs it off anyway.

And a Spell Strike would be the...See more
Customer avatar
Pec U July 04, 2019 9:01 pm UTC
PURCHASER
I have a question regarding some clarification of the Spell Strike feature. When successfully striking a target with your bonded weapon using this feature, do you still need to fulfil e.g. the somatic component for a spell? For example, a tanky sword+shield wielding Sword Mage needs to do some donning/doffing shield shenanigans to use Spell Strike with Somatic spells? Of course, you could alternatively get the War Caster feat, assuming you play with feats.
The other way I imagine one could interpret the Spell Strike feature is that it ignores component requirements. The logic being that you focus the features of this spell into a more simplified form in the physical weapon attack.
Could you clarify how it's meant to function?
Customer avatar
Jeff V July 08, 2019 2:54 pm UTC
CREATOR
I'm going to be honest; spell components are not something I considered when I designed this feature. As you bring it up, somatic components are a legitimate question, as would material components which have a gold cost (so, say, Chromatic Orb). Thinking about it, I've always considered that the somatic component can be properly ignored; the channeling of the spell into the blade means that the "regular" method of casting doesn't really apply. So say you are Spell Striking with Fireball; normally you'd point your finger toward your target to cast the spell. But when you Spell Strike, you are infusing your blade with the spell energy, and then making an attack roll, and then on a successful hit the energy of the spell is released onto the target.

So I'd say, ignore somatic components. The act of making the attack roll is, itself, essentially the somatic component. So if you are prevented from making an attack, such as your hands being manacled behind your back or something, then you...See more
Customer avatar
Turbo L June 12, 2019 3:34 pm UTC
PURCHASER
I have a question the Eldritch Might:Beginning at 6th level, you can add half your Intelligence modifier (round up) to any Strength, Dexterity, or Constitution ability check you make.
Ability checks means it goes both to skills and saves?
Customer avatar
Jeff V June 17, 2019 2:10 pm UTC
CREATOR
Not for saves. A save is different from an ability check. Ability checks include skill checks, but any check you make with Str, Dex, or Con is an ability check (by which I mean, if your DM says to "make a Str check" without involving any skill, that's an ability check that would benefit from Eldritch Might. If your DM asked you to make a Str saving throw, that would not benefit since saves are different from checks.
Customer avatar
Dragonoid O June 02, 2019 10:57 pm UTC
PURCHASER
Do Eldritch Might and Hardened Mind Stack?
Customer avatar
Jeff V June 17, 2019 2:12 pm UTC
CREATOR
They do not, because Eldritch Might doesn't affect saving throws, only ability checks. Hardened Mind benefits Con saves only.
See 16 more
Browse Categories
 Follow Your Favorites!
NotificationsSign in to get custom notifications of new products!











Product Information
Silver seller
Community Content
Rules Edition(s)
Pages
8
Format
Original electronic
Scanned image
These products were created by scanning an original printed edition. Most older books are in scanned image format because original digital layout files never existed or were no longer available from the publisher.

For PDF download editions, each page has been run through Optical Character Recognition (OCR) software to attempt to decipher the printed text. The result of this OCR process is placed invisibly behind the picture of each scanned page, to allow for text searching. However, any text in a given book set on a graphical background or in handwritten fonts would most likely not be picked up by the OCR software, and is therefore not searchable. Also, a few larger books may be resampled to fit into the system, and may not have this searchable text background.

For printed books, we have performed high-resolution scans of an original hardcopy of the book. We essentially digitally re-master the book. Unfortunately, the resulting quality of these books is not as high. It's the problem of making a copy of a copy. The text is fine for reading, but illustration work starts to run dark, pixellating and/or losing shades of grey. Moiré patterns may develop in photos. We mark clearly which print titles come from scanned image books so that you can make an informed purchase decision about the quality of what you will receive.
Original electronic format
These ebooks were created from the original electronic layout files, and therefore are fully text searchable. Also, their file size tends to be smaller than scanned image books. Most newer books are in the original electronic format. Both download and print editions of such books should be high quality.
File Last Updated:
November 13, 2019
This title was added to our catalog on October 19, 2017.