Spell Fencer (5e Class)

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Spell Fencer[edit]

Spell Fencers train for years to become Masters of their art be it under a master or from ancient scrolls. Originating from the blazing east, ancient Spell Fencers would train in secret, mastering the perfect balance of steel and spirit. Perfecting this arte took time and each step was detailed in full. Unfortunately, with the advent of The Ruby Mantle all orthodox magic practices were outlawed. Many Spell Fencers were forced into conscription or face execution at The Ruby Mantle’s hands. Many Spell Fencers met their ends in battle and the once great Artes lost. You, a Spell Fencer, have dedicated years to studying the ancient texts of Sword Magic Summoning, passed on by an old master or mysterious outlander. Training in this fashion takes a much longer time to master compared to learning directly under someone. As an Spell Fencer, you can utilize a summoned Spell Totem to enhance your weapons with the effects of magic.


Creating a Spell Fencer[edit]

Any race can train to become an Spell Fencer, providing they have the calm demeaner and have good dexterity and Wisdom. A Spell Fencer can have any alignment. Most favor the neutral stance of a drifter, but some have been known to have picked a chivalrous or maniacal stance to their profession.
A few questions to ask yourself when creating your biography:
What made you take up the Sword Magic Artes?
Who did you study under, and what is your preferred style?
Where did you train, what did you leave behind and what did you have to go through to get there?
How did you use your new Spell Fencing Capabilities?
What is your goal? Fame? Power? Knowledge? ...Vengeance?


Quick Build

To make a Spell Fencer quickly select Dexterity as your highest ability then Wisdom to assist with the magic part of the class.

Class Features

As a Spell Fencer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Spell Fencer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Spell Fencer level after 1st

Proficiencies

Armor: Light Armour
Weapons: Simple Weapons, Martial Weapons, Shortbow and Longbow
Tools: Jeweler’s Tools and Thieves Tools
Saving Throws: Dexterity, Wisdom
Skills: Choose 4 skills from the following: History, Stealth, Arcana, Investigation, Persuasion, Insight, Intimidation, Deception, Sleight of Hand or Perception.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Any Bladed Weapon and Leather Armour or (b) Handaxe and Padded Armour
  • (a) A simple Melee Weapon or (b) A simple Ranged Weapon or (c) Shortbow with 20 Arrows
  • (a) A Diplomat's Pack or (b) An Explorer's Pack

Table: The Spell Fencer

Level Proficiency
Bonus
Features Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Sword Magic Lvl 1, Arcane Oasis 2
2nd +2 Hex Wall 2 2
3rd +2 Sword Magic Lvl 2, Dispel Counter 3 3
4th +2 Ability Score Improvement 3 3
5th +3 Sword Magic Lvl 3, Superior Body 4 4 2
6th +3 Majin’s Armour 4 4 2
7th +3 Sword Magic Lvl 4, Hex Seal 4 4 3
8th +3 Ability Score Improvement 4 4 3
9th +4 Sword Magic Lvl 5 Elemental Adept 4 4 3 2
10th +4 Memento, Soul Mates 5 4 3 2
11th +4 Sword Magic Lvl 6, Quick Focus 5 4 3 3
12th +4 Ability Score Improvement 5 4 3 3
13th +5 Sword Magic Level 7 5 4 3 3 1
14th +5 Anti-Magic 5 4 3 3 1
15th +5 Sword Magic Lvl 8, Phantom Weapon 5 4 3 3 2
16th +5 Ability Score Improvement 5 4 3 3 2
17th +6 Sword Magic Lvl 9 5 4 3 3 3 1
18th +6 Retribution 5 4 3 3 3 1
19th +6 Ability Score Improvement 5 4 3 3 3 2
20th +6 Serenity 5 4 3 3 3 2

Arcane Oasis[edit]

At 1st Level, once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than half your Spell Fencer level (rounded up), and none of the slots can be 6th level or higher.

Sword Magic[edit]

Beginning at 1st Level, you gain the ability to cast and summon magic with a twist. While you may cast defensive and utility spells just like normal; offensive spells are applied to your weapon. During combat, you may expend one of your offensive spells as an action to apply its effect onto your weapon for up to 4 turns. Applying this effect ends your turn. Whenever you hit with that weapon, apply the spell’s effect. If the effect deals damage then you only apply the spell’s damage as a substitute to your weapon’s damage. If the spell has no damaging effect then you apply the weapon damage as well as the effect. You may only use 1 spell at a time and only on one weapon. Overwriting the spell or applying a spell effect to a different weapon will act like the weapon did not have Sword Magic applied to it and will therefore expend a turn and a spell. This effect lasts until the end of combat or the sword magic is dispelled. You are immune to all spell effect’s originating from Sword Magic. Spell effects that occur over a few turns end at the beginning of the turn. The level of the Sword Magic represents the maximum Level of spell that can be used. Your spellcasting Ability is Wisdom.

Preparing and Casting Spells

The Spell Fencer table shows how many spell slots you have to cast your spells of 1st level or higher. To cast one of these spells, you must expend a slot of the spells level or higher. You regain all expended spell slots when you finish a long rest

You prepare the list of Spell Fencer spells that are available for you to cast, choosing from the Spell Fencer spell list. When you do so, choose a number of Spell Fencer spells equal to your Wisdom modifier + half your Spell Fencer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Spell Fencer spells requires time spent in practice and training: at least 1 minute per spell level for each spell on your list.


Spellcasting Ability

Wisdom is your spellcasting ability for your Spell Fencer spells. The power of your spells come from your intensive training and summoning spirits of nature into your Sword Magic totem. You use your Wisdom modifier whenever a Spell Fencer spell refers to your spellcasting ability.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier


Ritual Casting
You can cast a spell that has the ritual tag as a normal spell, expending the appropriate spell slot.
Spellcasting Focus

You can use your melee martial weapon as a spellcasting focus for your battle medic spells.

Hex Wall[edit]

Beginning at 2nd Level, when you are struck by a physical attack, as a reaction, you may roll a d4. If the number is 3 or 4 inflict 1d8 of elemental damage to the attacker. The element is decided by which element of Sword magic is currently equipped or by rolling a d8 (1: Acid, 2: Cold, 3: Fire, 4: Lighting, 5: Necrotic, 6: Radiant, 7: Psychic, 8: Force).

Dispel Counter[edit]

At 3rd Level, you can dispel your summoned Sword Magic as well any magics within 10ft of you. This removes the spell effect on your weapon as well as any magic cast equal to or below the level of the spell slot used in the Sword magic summon; within 10ft.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Superior Body[edit]

At level 5, You can use your Superior reflexes to dodge attacks. While you are wearing no armour or shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Majin's Armour[edit]

At 6th Level, when using Elemental Sword magic you gain resistance to effects of the same element as the summoned Sword Magic.

Hex Seal[edit]

At 7th Level, you learn to shift your stance to a hex sealing focus. While in this stance, reduce your AC by 3 but you gain advantage on all saving throws against all spells that target you.

Elemental Adept[edit]

At 9th level, whenever you deal damage from any source that is the same type of damage that your Sword Magic is infused with, that damage bypasses resistance (but not immunity).

Memento[edit]

At 10th Level, when you fall in battle and enter a dying state any allies within 30ft of you, when you enter this state, recover spell slots whose combined level is equal to or less than half of their class level (Rounded up). This effect can only occur once per encounter.

Soul Mates[edit]

At 10th Level, you may add an additional damage dice to any attack equal to the number of party members within 30ft of you that are in a dying state or deceased.

Quick Focus[edit]

At 11th Level, you gain a better focus on the Sword Summoning Artes. When you summon or overwrite Sword magic it now classes as a bonus action and no longer takes an action.

Anti-Magic[edit]

At 14th Level, when you are hit by a spell effect, any further spells have a disadvantage to hit against you for the next 3 turns. This effect cannot stack.

Phantom Weapon[edit]

At 15th Level, when you strike a target with a weapon under the effects of Sword Magic; deal normal weapon damage in addition to the damage of the Sword Magic.

Retribution[edit]

At 18th Level, when you take single target damage roll a d4. If the number is 4 you gain an additional action during your next turn. This effect cannot trigger in response to Condition damage.

Serenity[edit]

At 20th level, you become a master of the Sword Summoning Artes. You gain immunity from non-damaging effects of spells and abilities that inflict damage as well as additional effects.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Spell Fencer class, you must meet these prerequisites: Dexterity 15 and Wisdom 15

Proficiencies. When you multiclass into the Spell Fencer class, you gain the following proficiencies: Arcana

Spell List for Spell Fencer[edit]


Cantrips: Blade Ward, Dancing Lights, Friends, Guidance, Light, Mending, Message, Poison Spray, Prestidigitation, Produce Flame, Resistance, Shocking Grasp, Spare the Dying, Thaumaturgy, True Strike
Level 1:
Armour of Agathys, Burning Hands, Charm Person, Chromatic Orb, Colour Spray, Compelled Duel, Cure Wounds, Dissonant Whispers, Ensnaring Strike, Guiding Bolt, Hail of Thorns, Healing Word, Hex, Hunter’s Mark, Inflict Wounds, Magic Missile, Protection from Good and Evil, Ray of Sickness, Searing Smite, Sleep, Thunder Wave, Thundering Smite, Witch Bolt, Wrathful Smite
Level 2:
Aid, Bark Skin, Blindness/Deafness, Blur, Branding Smite, Cloud of Daggers, Cordon of Arrows, Crown of Madness, Darkness, Enhance Ability, Flame Blade, Flaming Sphere, Gust of Wind, Hold Person, Lesser Restoration, Magic Weapon, Melf’s Acid Arrow, Moonbeam, Prayer of Healing, Ray of Enfeeblement, Scorching Ray, See Invisibility, Shatter, Spike Growth, Spiritual Weapon, Web
Level 3:
Beacon of Hope, Bestow Curse, Bliding Smite, Call Lightning, Conjure Barrage, Counter Spell, Crusader’s Mantle, Dispel Magic, Elemental Weapon, Fear, Fireball, Glyph of Warding, Hunger of Hadar, Hypnotic Pattern, Lightning Bolt, Lightning Arrow, Magic Circle, Mass Healing Word, Protection from Energy, Remove Curse, Stinking Cloud, Sleet Storm, Slow, Spirit Guardians, Vampiric Touch
Level 4:
Aura of Purity, Banishment, Blight, Confusion, Evard’s Black Tentacles, Fire Shield, Freedom of Movement, Grasping Vines, Ice Storm, Mordenkainen’s Private Sanctum, Staggering Smite, Stone Skin
Level 5:
Banishing Smite, Circle of Power, Cloudkill, Cone of Cold, Conjure Volley, Contagion, Destructive Wave, Dispel Good and Evil, Flame Strike, Greater Restoration, Hold Monster, Insect Plague, Mass Cure Wounds, Swift Quiver


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