Spellsword
About this class
Spellswords blend structured spellwork with disciplined weapon techniques, weaving arcane power directly into martial combat.
Domains
Arcana
Blade
Starting stats
Hope feature
Class features
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Arcane Parry
When you are targeted by an attack while wielding a weapon, mark 1 Stress to gain +2 Evasion against it.
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Arcane Weaponry
Until end of scene, whenever you or another creature within Close range succeeds on a Spellcast Roll, empower your weapon, gaining +1 damage on its attacks. This bonus stacks. When you succeed on a Spellcast Roll, you can mark 1 Stress to unleash the stored power, adding the accumulated bonus to the effect and resetting the bonus to 0.
Class items
- A weapon inscribed with arcane channels.
- A compact tome of combat formulae.
Character questions
Background prompts
Connection prompts
Subclass cards
Printable via header menu
Order of the Battlecrafter
Foundation
SPELLCAST TRAIT: Finesse
Arcane Binding: At the end of a rest, choose a card from your loadout or vault and bind it to your weapon. When you hit with your weapon, you can cast the bound card without making a Spellcast Roll. Vault the card after use.
Arcane Infusion: When you succeed on a Spellcast Roll, you can mark 1 Stress to increase your Proficiency by 1 on your next weapon damage roll.
Order of the Battlecrafter
Specialization
Double Binding: You can have two cards bound to your weapon at once.
Overcharged Weaponry: When you unleash the power stored by Arcane Weaponry, you can spend 2 Hope to keep the passive bonus until the end of your next spotlight instead of resetting it.
Order of the Battlecrafter
Mastery
Arcane Arsenal: Once per scene, when you hit with a weapon attack, you can cast every card currently bound to your weapon as part of the attack. Vault all cards cast this way and resolve each card separately. Mark a stress for every card cast.
Perfect Binding: You can have up to three cards bound to your weapon at once. Once per scene, you can bind a new card to your weapon during a spotlight.
Order of the Spellthief
Foundation
SPELLCAST TRAIT: Presence
Spell Mooch: When an ally within Close range succeeds on a Spellcast Roll, mark 1 Stress to copy their spell. Use that spell for your next Spellcast Roll instead of a card from your loadout.
Spell Theft: When an adversary within Close range makes a magical attack that deals damage, mark 1 Stress to steal the attack. The attack deals no damage, and you can deal the damage as additional magical damage next spotlight freely.
Order of the Spellthief
Specialization
Spell Hoard: You can hold up to three stolen magical attacks at once.
Turnabout: When you use a stolen magical attack, you can spend 1 Hope to target the creature that originally used it as well.
Order of the Spellthief
Mastery
Spell Devourer: When you steal a magical attack, the adversary cannot use that attack again until you cast it.
Spell Mimic: When an ally within Close range succeeds on a Spellcast Roll, spend 2 Hope to cast a copy of the same spell as part of their action.
Spellsword
Spellswords blend structured spellwork with disciplined weapon techniques, weaving arcane power directly into martial combat.
Domains
Arcana + Blade
Starting Evasion
11
Starting Hit Points
6
Class Items
- • A weapon inscribed with arcane channels.
- • A compact tome of combat formulae.
Spellsword’s Hope Feature
Arcane Flourish : Spend 3 Hope after making a Spellcast Roll to make a Weapon Attack Roll, or after making a Weapon Attack Roll to make a Spellcast Roll using the same roll.
Class Features
Arcane Parry
When you are targeted by an attack while wielding a weapon, mark 1 Stress to gain +2 Evasion against it.
Arcane Weaponry
Until end of scene, whenever you or another creature within Close range succeeds on a Spellcast Roll, empower your weapon, gaining +1 damage on its attacks. This bonus stacks. When you succeed on a Spellcast Roll, you can mark 1 Stress to unleash the stored power, adding the accumulated bonus to the effect and resetting the bonus to 0.
Spellsword Subclasses
Choose either the Order of the Battlecrafter or Order of the Spellthief subclass.
Order of the Battlecrafter
Play Battlecrafter if you want to prepare spells through your weapon and build devastating attacks from a growing arcane arsenal.
Spellcast Trait
Finesse
Foundation Features
Arcane Binding: At the end of a rest, choose a card from your loadout or vault and bind it to your weapon. When you hit with your weapon, you can cast the bound card without making a Spellcast Roll. Vault the card after use.
Arcane Infusion: When you succeed on a Spellcast Roll, you can mark 1 Stress to increase your Proficiency by 1 on your next weapon damage roll.
Specialization Feature
Double Binding: You can have two cards bound to your weapon at once.
Overcharged Weaponry: When you unleash the power stored by Arcane Weaponry, you can spend 2 Hope to keep the passive bonus until the end of your next spotlight instead of resetting it.
Mastery Feature
Arcane Arsenal: Once per scene, when you hit with a weapon attack, you can cast every card currently bound to your weapon as part of the attack. Vault all cards cast this way and resolve each card separately. Mark a stress for every card cast.
Perfect Binding: You can have up to three cards bound to your weapon at once. Once per scene, you can bind a new card to your weapon during a spotlight.
Order of the Spellthief
Play Spellthief if you want to steal magical attacks, borrow the talents of others, and turn magical power against its source.
Spellcast Trait
Presence
Foundation Features
Spell Mooch: When an ally within Close range succeeds on a Spellcast Roll, mark 1 Stress to copy their spell. Use that spell for your next Spellcast Roll instead of a card from your loadout.
Spell Theft: When an adversary within Close range makes a magical attack that deals damage, mark 1 Stress to steal the attack. The attack deals no damage, and you can deal the damage as additional magical damage next spotlight freely.
Specialization Feature
Spell Hoard: You can hold up to three stolen magical attacks at once.
Turnabout: When you use a stolen magical attack, you can spend 1 Hope to target the creature that originally used it as well.
Mastery Feature
Spell Devourer: When you steal a magical attack, the adversary cannot use that attack again until you cast it.
Spell Mimic: When an ally within Close range succeeds on a Spellcast Roll, spend 2 Hope to cast a copy of the same spell as part of their action.
Background Questions
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Connections
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