Drow Spellsword

Drow class — see Classes for the full list.

Prime Requisite:STR and INT
Requirements:None
Hit Dice:1d6
Maximum Level:10

Drow, like most elves, have a natural affinity for both magic and swordplay. The drow spellsword class exemplifies these natural leanings, achieving excellence in both arts.

Drow Spellsword Level Progression / Spell Progression

ExperienceTitleLevelHit DiceDamage Bonus12345
0Arcanist-Guardian11d6+1+11----
4,250Warrior-Seer22d6+12----
8,500Theurgist-Swordmaster33d6+221---
17,000Magician-Hero44d6+222---
34,000Thaumaturge-Exemplar55d6+2221--
68,000Myrmidon-Enchanter66d6+3222--
135,000Sorcerer-Champion77d6+33221-
270,000Epic Hero-Mage88d6+33322-
440,000Wizard-Lord99d6+433321
610,000Wizard-Lord, 10th level109d6 + 2*+433332

Spellsword Attack Bonus and Saving Throws

LevelParalysisDeathBlastImplementSpellsAttack Bonus
113+13+15+16+16++0
2-312+12+14+15+15++1
411+11+13+14+14++2
5-610+10+12+13+13++3
79+9+11+12+12++4
8-98+8+10+11+11++5
107+7+9+10+10++6

Combat Characteristics

Drow spellswords learn an elegant, deadly style of fighting that enables them to cast arcane spells while fully armored.

Combat Proficiencies: Spellswords have weapon proficiency with all weapons, armor proficiency with all armor, and fighting style proficiency with the dual weapon, two-handed weapon, and weapon and shield styles.

Combat Progression: Spellswords advance in attack throws and saving throws as fighters, by two points every three levels. They increase their base damage roll from successful missile and melee attacks by +1 at 1st level, and by an additional +1 at 3rd, 6th, 9th, and 12th level. They can cleave after felling a foe a maximum of once per round per class level.

Starting Class Powers

Arcane Magic: Drow spellswords can learn and cast powerful arcane spells. The number and levels of spells the spellsword can cast in a single day are listed on the Spellsword Spell Progression table. A spellsword’s spell selection is limited to the spells in his repertoire. A spellsword’s repertoire can include a number of spells up to the number and level of spells listed for his level, increased by his Intellect bonus. Unlike (human) mages, elven spellswords can also cast spells while wearing armor. More information on casting spells and individual spell descriptions can be found in the Spells chapter.

Collegiate Wizardry: The spellsword has received arcane instruction as an apprentice to a spellsword, pupil at a magical academy, or member of an arcane organization. He can begin play as a member of a wizard’s guild or similar order (Judge’s discretion). He can automatically identify arcane symbols, spell signatures, trappings, and grimoires of his own order or tradition, and can recognize those of other orders or traditions with a proficiency throw of 11+. Rare or esoteric traditions might be harder to recognize. (This class power is the equivalent of one rank of Collegiate Wizardry proficiency.)

Additional Class Powers

Minor Magical Research (5th): The drow spellsword can research spells, scribe magical scrolls, and brew potions.

Major Magical Research (9th): The drow spellsword can create more powerful magic items such as weapons, rings, and staffs.

Murkwood Glen: At 9th level, a spellsword who establishes a murkwood glen in a forested or jungle setting can attract followers. See Campaigns and/or ask your Judge for more details.

Racial Traits

Arachnid Affinity: Drow characters can take Vermin Husbandry as a general proficiency.

Attuned Senses: Drow get +1 to avoid surprise in darkness or dim light. Additionally, they can search or listen on an Adventuring proficiency throw 14+. If separately proficient in searching, they instead gain a +2 bonus to searching. If separately proficient in listening, they instead get a +4 bonus on that skill.

Drow Magic: Drow are able to cast tenebrosity once per hour. The character’s caster level is equal to her class level.

Drow Resistances: Drow have a certain level of innate resistances based on their Xen’drik heritage. The target numbers for their saving throws versus death and spells are reduced by 1 each. (These adjustments are already factored into the table above). Additionally, they gain +1 to their HD rolls at 1st level and are immune to diseases caused by undead.

Languages of the Dark: Drow are conversant in the Drow, Goblin, Orc, and Giant, in addition to Common and any languages selected at character creation. Drow with bonus languages from high intellect or from proficiency choices may learn a secret Drow sign language as one of their choices.

Class Proficiencies

Proficiency Progression: At 1st level, spellswords gain one class proficiency from their class proficiency list and one general proficiency from the general proficiency list (as indicated by the template rolled). They select an additional class proficiency at 3rd, 6th, and 9th level. They select an additional general proficiency at 5th and 9th level.

Drow Spellsword Proficiency List: Battle Magic, Black Lore of Mabar, Blind Fighting, Combat Reflexes, Combat Trickery (disarm, knock down), Command, Counterspelling, Elementalism, Expanded Repertoire, Experimenting, Familiar, Fighting Style Specialization, Loremastery, Magical Engineering, Magical Music, Mastery of Enchantments & Illusions, Mounted Combat, Mystic Aura, Quiet Magic, Precise Shooting, Prestidigitation, Running, Sensing Power, Skirmishing, Soothsaying, Swashbuckling, Unflappable Casting, Vermin Friendship, Wakefulness, Weapon Focus, Weapon Finesse

Spellsword Templates

3d6TemplateProficienciesStarting Equipment
3 – 4ExileRunning Survival NavigationTattered spellbook with chameleon and slickness, short bow, quiver with 20 arrows, old short sword, dagger, threadbare tunic and pants, embossed belt, low boots, backpack, waterskin, 1 week’s iron rations, 1gp (enc. 2 3/6 st)
5 – 6Vulkoori TamerVermin Friendship Vermin Husbandry NaturalismHidebound spellbook with slumber and chameleon, long bow, quiver with 20 arrows, menacingly curved sword, dagger, chitin armor, thick wool cloak, wool tunic and pants, embossed belt, low boots, backpack, waterskin, 1 week’s iron rations, 2gp (enc. 4 2/6 st)
7 – 8DreamweaverMastery of Enchantments & Illusions Mapping Art (painting)Multicolored leather spellbook with beguile humanoid and illusory figment, short bow, quiver with 20 arrows, shiny curved sword, well-polished dagger with boot-sheath, ring mail armor, multicolored tunic and pants, embossed belt, low boots, backpack, waterskin, 1 week’s iron rations (enc. 5 3/6 st)
9 – 10Blackblade[[Blind FightingBlind-Fighting]] Intimidation Diplomacy
11 – 12SwordmageBattle Magic Military Strategy Manual of ArmsLeather-bound spellbook with mage missile and sharpness, short bow, quiver with 20 arrows, menacingly curved sword and short sword, scorpion breastplate, traveler’s tunic and pants, embossed belt, low boots, backpack, waterskin, 1 week’s iron rations, 15gp (enc. 7 3/6 st)
13 – 14SulatariElementalism Naturalism SurvivalRedwood spellbook with fan of flames and kindle flame, long bow, quiver with 20 arrows, pair of gracefully curved swords, banded plate armor, armiger’s tunic and pants, embossed belt, high boots, backpack, tinderbox, 6 torches, 3 flasks of military oil, waterskin, 21gp (enc. 10 st)
15 – 16Vulkoori CaptainCommand Leadership Military StrategyBattle-scarred spellbook with counterspell and seal portal, short bow, quiver with 20 arrows, whitewood spear with leaf-head, menacingly curved sword, steel shield bearing house crest, banded plate armor, armiger’s tunic and pants, embossed belt, low boots, backpack, waterskin, 1 week’s rations, 49gp (enc. 9 1/3 st st)
17 – 18Eldritch KnightFamiliar (raven) Riding LeadershipRaven familiar, finely-made spellbook with thunderclap and leaping, lance with pennant, polished sword, steel shield bearing house crest, midnight black war chitin, armiger’s tunic, high boots, medium riding horse, riding saddle and tack, saddlebag, waterskin, 1 week’s iron rations, 9gp (enc. 9 1/6 st with rations on horse)

Notes: Most characters of this class have above average Intellect, and the templates above reflect that. Each template assumes that the character has an INT attribute of between 13 and 15, qualifying him for one bonus proficiency and one bonus spell. The bonus proficiency and bonus spell that each template begins with are noted last. For characters with INT of less than 13, delete the third proficiency and the second spell. For characters with INT higher than 15, select the appropriate number of additional general proficiencies and ask your Judge to determine what additional spells your character knows.

The Flametongue can choose to replace the fire spells with one of three alternative spell selections available, one for each element:

Air: thunderclap, wall of smoke

Earth: earth’s excrescence, shatter blade

Water: desiccate, slickness

The Vulkoori’s chitin armor is a form of hide armor. The swordmage and Vulkoori Captain’s scorpion breastplate is a form of banded plate armor. The eldritch knight’s war chitin is a form of plate armor. The eldritch knight’s raven familiar grants him the Command proficiency.

Spells

Studious arcane caster: choose the repertoire from the whole arcane spell list. See Magic and Spellcasting for how repertoires work.