Spelljack

An adventurer pulls their knife from the side of the necromancer, drawing some of their magic to use against them. A warrior stands before the necromancer forming a shimmering blade out of mystic energy after absorbing a fear spell cast upon them. A halfling steps from a shadow on the wall aiming a crossbow to fell their enemy.

A swordsman weaves their blade in an intricate dance of steel that reflects back the blazing ray of energy let loose by the monstrous creature ahead of them. Their ally, a bowman, lands true on the target’ s leg, dispelling the force armor protecting them.

All of these heroes are spelljacks, skillful adventurers that use their skills to steal and combat the powers of magic users.

Traveling witch hunters, dungeon-delvers, or shadowwalkers, as spelljacks, they have a unique mastery of magic stolen from their foes.

A Particular Set of Skills

While similar in several respects to the rogue, the spelljack sets themself apart in their slightly reduced rogue capacity and niche approach to combat. Like rogues, spelljacks largely rely on stealth and trickery in combat, but instead of simply debilitating or eliminating their foes in combat, they can draw magic from magic-using creatures, to store and use later.

A Career in the Shadows

The greater majority of spelljacks work similarly to rogues, joining thieving guilds, selling their skills like bounty hunters or mercenaries. Not all spelljacks are unscrupulous criminals or dissidents, some work with law enforcement, hunting criminal spellcasters, as government spies or even skilled duelists.

As adventurers, spelljacks are a rare but welcome addition to any group. They are able to scout, deal with traps, and thwart the spells of enemies. They learn some of the precise weapon placement of rogues, but use it as a vehicle with which to draw out magic power rather than to kill or maim.

Creating a Spelljack

As you build your spelljack, think about two related elements of your character’s background:

Where did you receive your training, and what set you on this path? Was it as part of a guild? Did a traveling master see potential in you and take you under their wing? Did you have a knack for sensing the magic aura around others? What drove you to hone this skill? Profit? Coercion? Revenge? Perhaps you received some training from a wizard.

Or, perhaps declared an undying revenge upon a dragon that destroyed your village. Did you feel the innate call of magic, or was this a rote learned skill? When did you first use your skill? You might have had a childhood fight with a wizard‘s apprentice. Your skill and combat utility are your greatest survival assets.

Quick Build

You can make a spelljack quickly by following these suggestions. First, make Intelligence your highest ability score as your mental acuity helps you overpower the magics of your foes. Your next highest score should be Dexterity so you can be mobile in combat and dodge the attacks of your less-than-magical enemies.

Finally, choose the Acolyte or Criminal background.

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves’ tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four skills from the following Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Equipment

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

  • (a) a rapier, or (b) a short sword
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
  • Leather armor, two daggers, and thieves’ tools
Level Proficiency Bonus Sneak Attack Features
1st +2 1d6 Detect magic, sneak attack, steal magic
2nd +2 1d6 Cunning action
3rd +2 1d6 Spelljack expertise
4th +2 2d6 Ability score improvement
5th +3 2d6 Spell shield
6th +3 2d6 Absorb magic
7th +3 3d6 Evasion
8th +3 3d6 Ability score improvement
9th +4 3d6 Spelljack expertise feature
10th +4 4d6 Drain item
11th +4 4d6 Reflect spell
12th +4 4d6 Ability score improvement
13th +5 5d6 Spelljack expertise feature
14th +5 5d6 Reliable talent
15th +5 5d6 Suppress resistance
16th +5 6d6 Ability score improvement
17th +6 6d6 Spelljack expertise feature
18th +6 6d6 Immediate spell release
19th +6 7d6 Ability score improvement
20th +6 7d6 Aura of spell stealing

Class Features

As a spelljack, you gain the following class features.

Detect Magic

You gain the spell detect magic as a cantrip.

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Spelljack table.

Steal Magic

Beginning at 1st level, any creature you strike with your sneak attack that can cast spells must make a Constitution saving throw (DC 8 + your Intelligence modifier + your proficiency bonus) or lose a spell slot or use of an innate spell for 24 hours. The maximum slot/spell level stolen in such a way is equal to your number of sneak attack dice. If the target has no spells or slots of that level, a random spell or slot of another selectable level is lost (if any).

Once a spell is stolen, you get to select a spell known or prepared by the creature of that spell level and may cast it once. You cast the spell using your Intelligence modifier and proficiency bonus for any attack rolls or DCs. You may retain a number of stolen spells equal to your Intelligence modifier (minimum 1). If the stolen spells are not used, they are lost when you take a long rest. However, when taking a long rest, you may choose to retain one of your stolen spells.

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Spelljack Expertise

At 3rd level, you choose an expertise that demonstrates how your skills and training manifest.

The spelljack expertise you choose grants you features at 3rd level and again at 9th, 13th, and 17th level.

Ability Score Improvement

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.

Spell Shield

Starting at 5th level, you begin to inure yourself to the spells of your foes. You gain advantage on saving throws against spells and spell attacks have disadvantage against you.

Absorb Magic

Starting at 6th level, whenever you succeed on a saving throw against a spell or a spell attack misses you, it is considered to be stolen as per the steal magic ability. This ability only works on direct targeting spells, not area-of-effect spells.

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a red dragon’s fire breath or a cone of cold spell. When you are subject to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Drain Item

Starting at 10th level, you can draw spell power from magic items and scrolls. You may destroy a scroll or absorb a daily use of a spell from a magic item as an action. You then gain a spell slot and use of the spell as if it were stolen by the steal magic ability.

Reflect Spell

Starting at 11th level, whenever you succeed on a saving throw against a spell or a spell attack misses you, instead of stealing the spell per absorb magic, you can reflect it back as a reaction.

You make a spell attack or the target must make the saving throw using your spell DC. The spell must be a direct-target spell, not an area-of-effect spell.

Reliable Talent

Starting at 14th level, whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Suppress Resistance

Starting at 15th level, when you strike an opponent with your sneak attack you suppress their resistances and advantage they may have to spells cast upon them. This effect lasts for a number of rounds equal to your Intelligence modifier (minimum 1). For example, you could sneak attack a red-dragon dragonborn and hit them with a fireball spell. The fireball spell cast upon them would not be subject to their resistance.

Immediate Spell Release

Starting at 18th level, whenever you steal a spell using your steal magic ability (and not absorb magic) you may choose to immediately cast the spell as a bonus action. This ability only works on spells that use an action or bonus action to cast.

Aura of Spell Stealing

At 20th level, you gain a powerful ability to absorb magic within your vicinity. All allies within 15 feet of you gain the benefits of your spell shield absorb magic and reflect spell abilities.

Activating or deactivating this aura is a bonus action. Additionally, you are now able to use the absorb magic and reflect spell abilities against area-of-effect spells instead of only spells which require one or more targets. To do so, when you or your allies within the aura would be subject to a spell that allows a saving throw and you or they succeed against the saving throw, you may choose to either absorb the spell or reflect it. For an area-of-effect spell that is reflected by this ability, you may choose a new area as though you cast the original spell.

Alternate 20th-level Ability

Spell Void

At 20th level, you gain a powerful ability to thwart magic within your vicinity. By expending a 6th level (or higher) spell slot (stolen or otherwise) you may cast the spell antimagic field centered on you. You are unaffected by this antimagic field, and you can selectively choose which spells to be affected by while it is active. The duration of this special antimagic field is shortened to 1 minute (no concentration required). While the field is active, you may, as a bonus action, expend a spell slot to grant a number of allies equal to your Intelligence modifier, the same protections and ability to cast spells while within the antimagic field. This benefit to your allies lasts for a number of rounds equal to the spell slot used.

Spelljack Expertise

Spelljacks have varying ways to accomplish their goals. Each expertise represents how the spelljack goes about expressing their abilities.

Alchemy

Some spelljacks dabble in potions and chemicals to aid in their abilities.

Alchemical Bombs

Beginning at 3rd level, when taking a long rest you can prep a number of alchemical bombs equal to their proficiency bonus + your Intelligence modifier. The bombs require a ranged attack roll and deal elemental damage equal to your sneak attack damage. All creatures within 5 feet of the target take 1 damage. The elemental damage of the bomb must be chosen when the bomb is made. If the bomb misses, roll a 1d8 to determine which adjacent space the bomb lands.

Brew Elixir

Beginning at 9th level, when making your alchemical bombs, you can brew some beneficial elixirs. You can brew a number of elixirs equal to your Intelligence modifier. You may choose one of the following effects for the elixirs:

  • Alacrity: The elixir grants an additional 10 ft. of speed for 1 minute.
  • Bolstering: The elixir grants advantage on the next d20 roll made in the next minute.
  • Healing: The elixir heals 2d4 + your Intelligence modifier in hit points.
  • Shielding: The elixir hardens the skin granting +1 AC for 1 minute.

Additional Elixirs

Beginning at 13th level, you gain the following extra types of elixirs. Additionally, the previous elixir types have their durations extended to 10 minutes.

  • Disguise: The elixir grants the effects of the spell alter self for 10 minutes.
  • False Life: The elixir grants temporary hit points equal to 2d6 + your Intelligence modifier.
  • Lesser Restoration: The elixir acts as the spell lesser restoration.
  • Levitation: The elixir grants the effects of the Levitation spell for 10 minutes.

Masterful Elixirs

Beginning at 17th level, you gain the following extra types of elixirs.

Additionally, you gain an additional number of elixirs per day equal to your proficiency bonus.

  • Elemental Resistance: The elixir grants resistance to one energy type (chosen when the elixir is made) for 10 minutes.
  • Greater Healing: The elixir heals 4d4 + your proficiency bonus + your Intelligence modifier in hit points.
  • Greater Restoration: The elixir acts as the spell greater restoration.
  • Invisibility: The elixir acts as the spell invisibility.

Aural Manipulation

Some spelljacks double as performers and learn ways to integrate their musical talents into their adventuring skills.

Aural Manipulation Spells

Beginning at 3rd level, you augment your spell-stealing with the ability to cast spells.

Cantrips

You learn three cantrips: Thaumaturgy and two other cantrips of your choice from the wizard or bard spell list. You learn another wizard or bard cantrip of your choice at 10th level.

Spell Slots

The Aural Manipulation Spellcasting table shows how many spell slots you have to cast your wizard or bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’ s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Charm Person and have a 1stlevel and a 2nd-level spell slot available, you can cast Charm Person using either slot.

Aural Manipulation Spellcasting Spell Slots per Level
Level Cantrips Spells Known 1st 2nd 3rd 4th
3rd Thaumaturgy +2 3 2
4th Thaumaturgy +2 4 3
5th Thaumaturgy +2 4 3
6th Thaumaturgy +2 4 3
7th Thaumaturgy +2 5 4 2
8th Thaumaturgy +2 6 4 2
9th Thaumaturgy +2 6 4 2
10th Thaumaturgy +3 7 4 3
11th Thaumaturgy +3 8 4 3
12th Thaumaturgy +3 8 4 3
13th Thaumaturgy +3 9 4 3 2
14th Thaumaturgy +3 10 4 3 2
15th Thaumaturgy +3 10 4 3 2
16th Thaumaturgy +3 11 4 3 3
17th Thaumaturgy +3 11 4 3 3
18th Thaumaturgy +3 11 4 3 3
19th Thaumaturgy +3 12 4 3 3 1
20th Thaumaturgy +3 13 4 3 3 1

Spells Known of 1st Level and Higher

You know three 1st-level wizard or bard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.

The ‘Spells Known’ column of the Aural Manipulation Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard or bard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard or bard spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Swaying the Tide

Beginning at 9th level, you can begin an mystically enhanced performance by expending a spell slot (stolen or otherwise) as an action. This action can be used to either grant a d6 Inspiration die or a d6 Cowardice die to a creature within 60 feet. The cowardice die is considered a fear effect for those immune to such effects.

For the Inspiration die, the creature may choose to apply their Inspiration die to one ability check, attack roll, or saving throw made within 10 minutes. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one Inspiration die at a time.

For the cowardice die, you may choose to apply the Cowardice die as a penalty to one ability check, attack roll, or saving throw made by the target creature within 10 minutes. You can wait until after the creature rolls the d20 before deciding to use the Cowardice die, but must decide before the DM says whether the roll succeeds or fails. Once the Cowardice die is rolled, it is lost. A creature can have only one Cowardice die at a time.

The Inspiration/Cowardice die increases to 1d8 at 13th level and 1d10 at 17th level.

Improved Swaying the Tide

Beginning at 13th level, you can choose to expend a spell slot (stolen or otherwise) of 2nd or higher to affect 3 different targets with your swaying the tide ability. Doing so reduces the Inspiration/Cowardice dice down by one level (1d8 becomes 1d6, 1d10 becomes 1d8).

Battlefield Mastery

Beginning at 17th level, you may affect all creatures within 60 feet of you by expending a spell slot (stolen or otherwise) of 4th level or higher. Doing so reduces the Inspiration/Cowardice die to 1d6.

Blade Manifestation

Some spelljacks learn to focus and form their mystic energy into a glowing blade of magical energy.

Mystic Blade

Beginning at 3rd level, you may form a weapon made of pure magical energy as a bonus action.

The form or color of the weapon is unique to you but in all cases it deals 1d8 damage and you may use the greater of your Strength or Dexterity for their attack and damage rolls. You are always proficient with your mystic blade. Dismissing the mystic blade is a bonus action. The damage dealt by the mystic blade does not need to correspond to the form the weapon takes, however, the type of damage dealt (bludgeoning, piercing or slashing) must be chosen when the blade is formed. The mystic blade is always considered a magic weapon for the purposes of immunities or resistances.

As you grow in power, the mystic blade also becomes more powerful. At 5th level, the weapon is considered a +1 weapon and provides +1 to attack and damage rolls. At 10th level, the bonus increases to +2,, then to +3 at 15th and +4 at 20th.

You cannot be disarmed of your mystic blade and nor can it be dropped or given to another to wield.

Stunning Blade

Beginning at 9th level, you may expend a stolen spell after you hit a creature with your mystic blade to attempt to stun them. A successful Constitution saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) negates the stunning effect.

Dispelling Blade

Beginning at 13th level, once per round when striking a creature with your mystic blade you may dispel a spell effect on the target as if using the spell dispel magic. The spell is considered to be cast using a slot equal to 1/2 your level (maximum 9th).

Sever Existencial Cord

Beginning at 17th level, you may use your blade to sever the mystic cord tying your opponent to reality. You may only attempt to do so once per short rest. If you hit your target, you may expend a stolen spell to destroy them. The target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or be destroyed as if reduced to 0 hit points by the disintegrate spell.

Shadow Manipulation

A spelljack that learns shadow manipulation bends and moves through shadows as if they are a part of themself.

Shadow Spells

Beginning at 3rd level, you augment your spell-stealing with the ability to cast spells.

Shadow Manipulation Spellcasting Spell Slots per Level
Level Cantrips Spells Known 1st 2nd 3rd 4th
3rd Minor Illusion +2 3 2
4th Minor Illusion +2 4 3
5th Minor Illusion +2 4 3
6th Minor Illusion +2 4 3
7th Minor Illusion +2 5 4 2
8th Minor Illusion +2 6 4 2
9th Minor Illusion +2 6 4 2
10th Minor Illusion +3 7 4 3
11th Minor Illusion +3 8 4 3
12th Minor Illusion +3 8 4 3
13th Minor Illusion +3 9 4 3 2
14th Minor Illusion +3 10 4 3 2
15th Minor Illusion +3 10 4 3 2
16th Minor Illusion +3 11 4 3 2
17th Minor Illusion +3 11 4 3 2
18th Minor Illusion +3 11 4 3 2
19th Minor Illusion +3 12 4 3 3 1
20th Minor Illusion +3 13 4 3 3 1

Cantrips

You learn three cantrips: Minor illusion and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots

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

For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the conjuration and illusion spells on the wizard spell list.

The Spells Known column of the Shadow Manipulation Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a conjuration or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be a conjuration or illusion spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard or bard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard or bard spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Shadow Jump

Beginning at 9th level, you move from shadow to shadow as if they were connected. You may teleport from one area of dim light or darkness to another within 60 feet as a bonus action. You gain advantage on the first attack made after using this ability.

Shadow Cloak

Beginning at 13th level, while in an area of dim light or darkness, the spelljack can use their action to become invisible as per the spell. If the spelljack enters an area that is well lit or bright, they become visible. Additionally, your vision is unhampered by darkness of any kind.

Shifting Shadows

Beginning at 17th level, anytime the spelljack is in an area of dim light or darkness attackers have disadvantage on attacks against you unless they have darkvision or a similar ability.

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Spellcasting Dueling

Some spelljacks learn how to use their skills to combat spellcasters, deflecting their spells and protecting themselves among other dueling techniques.

Dueling Techniques

Beginning at 3rd level, any round that you focus all of your attacks on one target, that target has disadvantage on attacks against you. As an action, you can take a defensive stance to grant your spell shield ability to any ally adjacent to you. You must be using a sword in one hand and nothing in your off hand. Additionally, you gain proficiency with all one-handed swords.

Mystic Net

Beginning at 9th level, you can take a defensive stance as an action to give yourself additional reactions equal to your number of attacks in a round. Additionally, any time before your next turn, if you have no reactions remaining, you may expend a stolen spell slot to gain an additional reaction. You may do this as many times as you have stolen spell slots remaining.

Finally, while in the stance, any square adjacent to you is considered difficult terrain for any enemy and you can apply your spell shield to adjacent allies like in the defensive techniques ability. You must be using a sword in one hand and nothing in your off hand to use this ability.

Counter Spellcaster

Beginning at 13th level, anytime you are targeted by a spell you may expend a reaction to attack the spellcaster. If you did not use your movement in your previous round, you may use it to close on the spellcaster to attack regardless of you getting within melee range.

You must be using a sword in one hand and nothing in the other.

Parry and Riposte

Beginning at 17th level, you may use a reaction to parry and riposte on any attack roll made against you or any adjacent ally. This reaction must be declared when the enemy’s attack is declared or rolled but the results have not been revealed. You roll an attack roll. If your attack roll is greater than that of the original attacker, the attack is parried and automatically misses.

On a successful parry, if the attacker is within your sword attack range, you may make a free attack against them albeit with disadvantage.

Uncanny Defense

Not all spelljacks rely on offense and attacking spellcasters, some truly focus on their defense.

Defensive Spellcasting

Beginning at 3rd level, you gain proficiency with shields. Additionally, you augment your spellstealing with the ability to cast spells.

Cantrips

You learn three cantrips: Resistance and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots

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

For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and transmutation spells on the wizard spell list.

The Spells Known column of the Defensive Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Uncanny Defense Spellcasting Spell Slots per Level
Level Cantrips Spells Known 1st 2nd 3rd 4th
3rd Resistance +2 3 2
4th Resistance +2 4 3
5th Resistance +2 4 3
6th Resistance +2 4 3
7th Resistance +2 5 4 2
8th Resistance +2 6 4 2
9th Resistance +2 6 4 2
10th Resistance +3 3 2
11th Resistance +3 8 4 3
12th Resistance +3 8 4 3
13th Resistance +3 9 4 3 2
14th Resistance +3 10 4 3 2
15th Resistance +3 11 4 3 3
16th Resistance +3 11 4 3 3
17th Resistance +3 11 4 3 3
18th Resistance +3 11 4 3 3
19th Resistance +3 12 4 3 3 1
20th Resistance +3 13 4 3 3 1

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard or bard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard or bard spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Unconventional Defense

Beginning at 9th level, you can expend a stolen spell slot to apply your shield AC bonus to your saving throws for 1 minute.

Uncanny Deflection

Beginning at 13th level, anytime you or an ally are targeted by a spell you can expend a stolen spell slot as a reaction to thwart the spell. The DC equals 10 + the spell’ s level. On a successful check, the spell ends. The stolen spell slot used must be greater than or equal to the spell being thwarted.

Masterful Mystic Defense

Beginning at 17th level, you no longer need to expend a stolen spell to use unconventional defense. Additionally, you may expend a stolen spell to grant your shield AC bonus to adjacent allies.

War Magic

Some spelljacks eschew some of their subtlety and trickery for combat magic.

Combat Spells

Beginning at 3rd level, you augment your spell-stealing with the ability to cast spells.

Cantrips

You learn three cantrips: Blade Ward and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots

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

For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration or evocation spells on the wizard spell list.

The Spells Known column of the War Magic Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard or bard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard or bard spell you cast and when making an attack roll with one.

War Magic Spellcasting Spell Slots per Level
Level Cantrips Spells Known 1st 2nd 3rd 4th
3rd Blade Ward +2 3 2
4th Blade Ward +2 4 3
5th Blade Ward +2 4 3
6th Blade Ward +2 4 3
7th Blade Ward +2 5 4 2
8th Blade Ward +2 6 4 2
9th Blade Ward +2 6 4 2
10th Blade Ward +3 7 4 3
11th Blade Ward +3 8 4 3
12th Blade Ward +3 8 4 3
13th Blade Ward +3 9 4 3 2
14th Blade Ward +3 10 4 3 2
15th Blade Ward +3 10 4 3 2
16th Blade Ward +3 11 4 3 3
17th Blade Ward +3 11 4 3 3
18th Blade Ward +3 11 4 3 3
19th Blade Ward +3 12 4 3 3 1
20th Blade Ward +3 12 4 3 3 1

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spell Strike

Beginning at 9th level, when you cast a cantrip, you can make one weapon attack as a bonus action.

Spell Mark

Beginning at 13th level, when you hit an enemy with a physical attack, they have disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Improved Spell Mark

Beginning at 17th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

Section 15: Copyright Notice

Breath of Life: The Spelljack (5E) © 2022, Orphaned Bookworm Productions; Authors: Norman Mitchell Jr. and Connor Bates

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