Better Dnd Dmg Rapier Or Two Shortswords

If your going to use a finesse able weapon in your main hand, might as well use the same in both hands so both short swords just because it saves taking improved crit twice, of course if your not using any special feat rapier is better for main hand, and if your not finessing might as well take a level of fighter and use a better martial weapon.

Spellsword

(Complete Warrior variant, p. 79)

The dream of melding magic and weaponplay is fulfilled in the person of the spellsword.

Better Dnd Dmg Rapier Or Two Short Swords Defender Extreme

Requirements

Base Attack Bonus: +4

Skills:Knowledge (arcana) 6 ranks

Spells: Able to cast 2nd-level arcane spells.
Special: Must have defeated a foe through force of arms alone, without recourse to spellcasting.
Feats: Proficiency with all simple and martial weapons and with all armor (heavy, medium, and light).


Hit die

d8

Skill points

2 + Int

Class Features

Spells per Day: At every odd-numbered level, a spell sword gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on), save for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a spellsword, he must decide to which class he adds the new level for purposes of determining spells per day.

Better Dnd Dmg Rapier Or Two Short Swords 3

Ignore Spell Failure (Ex): Beginning at 1st level, a spell sword's hard work and practice at merging spellcraft with weaponplay starts to pay off. As an extraordinary ability, he ignores a portion of the arcane spell failure chance associated with using armor. This reduction starts at 10%and gradually increases to 30%, as shown on the class table. A spellsword subtracts the given percentage value from his total spell failure chance, if any. For instance, a character wearing scale mail and carrying a small shield normally has a spell failure chance of 30%, but this drops to only 20% for a 1st-level spellsword.

Bonus Feat: At 2nd level, a spellsword advances his art, gaining a bonus feat. This bonus feat must be either a metamagic feat or one drawn from the list of bonus feats allowed to a fighter (see Table 5—1 on page 90 of the Player's Handbook).

Channel Spell (Sp): At 4th level, a spellsword can channel any spell he can cast into his melee weapon. Using this ability requires a move action, and the spellsword uses up the prepared spell or spell slot just as if he had cast the spell. The channeled spell affects the next target that the spell sword successfully attacks with his weapon (saving throws and spell resistance still apply). Even if the spell normally affects an area or is a ray, it affects only the target. The spell is discharged from the weapon, which can then hold an other spell. A spellsword can channel his spells into only one weapon at a time. Spells channeled into a weapon are lost if not used in 8 hours.

Multiple Channel Spell (Sp): A 10th-level spellsword can channel two spells into his melee weapon, using a move action to channel each one. Both channeled spells affect the next target the spellsword successfully attacks with his weapon, in the order the spells were placed into the weapon. As with the channel spell class feature, saving throws and spell resistance apply normally. Each time a spellsword uses multiple channel spell, two of his five channel spell uses per day are expended.

Advancement

Level BABFort Ref Will Special Spellcasting
1st +1 +2 +0 +2 Ignore spell failure 10% +1 level of existing arcane spellcasting class
2nd +2 +3 +0 +3 Bonus feat
3rd +3 +3 +1 +3 Ignore spell failure 15% +1 level of existing arcane spellcasting class
4th +4 +4 +1 +4 Channel spell 3/day
5th +5 +4 +1 +4 Ignore spell failure 20% +1 level of existing arcane spellcasting class
6th +6 +5 +2 +5 Channel spell 4/day
7th +7 +5 +2 +5 Ignore spell failure 25% +1 level of existing arcane spellcasting class
8th +8 +6 +2 +6 Channel spell 5/day
9th +9 +6 +3 +6 Ignore spell failure 30% +1 level of existing arcane spellcasting class
10th +10 +7 +3 +7 Multiple channel spell

Class skills

Dmg
Skill nameKey abilityTrained onlyArmor check penalty
ClimbSTR
ConcentrationCON
JumpSTR
KnowledgeInt
ProfessionWIS
SpellcraftINT

Also appears in

Spells for Spellsword

From D&D Wiki

Dnd
Jump to: navigation, search
This material is published under the OGL


Shortsword

Martial Melee Weapons

Better Dnd Dmg Rapier Or Two Short Swords Games

WeaponCostDamageWeightProperties
Shortsword10 gp1d6 piercing2 lb.Finesse, light


Back to Main Page → 5e System Reference Document → Equipment → Weapons

Open Game Content (place problems on the discussion page).
This is part of the 5e System Reference Document. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. To distinguish it, these items will have this notice. If you see any page that contains SRD material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.

Better Dnd Dmg Rapier Or Two Short Swords Meaning

Retrieved from 'https://www.dandwiki.com/w/index.php?title=5e_SRD:Shortsword&oldid=877664'