Swordmage v7.2
Swordmage v7.2
Swordmage v7.2
Swordmage 1
Swordmage v7.2
T
he halfling thief looks around as an ogre finds Magical Warriors
its hiding spot. As the ogre slams its club
down, a swordsman appears with a flash of Swordmages spend equal time learning magic as they do
blue light to block the club with his glowing practicing their bladework creating a unique fighting style.
sword. Between him and his halfling friend, Although all swordmages rely on defensive and offensive
they easily dispatch the surprised ogre. magic, they often specialize in certain types of magic
The mighty dragon breathes fire at the similarly to a wizard. Crimson Knights focus on the
intruder, but the lightly armored elf smiles unconcerned. She application of necromantic blood magic while Inquisitors
strides through the fire, a redish, magical barrier protecting specialize on abjuration and divination magic to hunt down
her from the worst of the flames. The shocked dragon has supernatural threats. Regardless of their specialization,
little time to react to the impossibly alive elf before her blade swordmages blend bladework and magic into a seamless
starts cutting through the dragon's scales. style of combat that is either awe inspiring or terrifying.
As the bandit's blade threatens to cut the pale warrior in
half, the warrior simply twists his hand and mutters an Bonding to a Weapon
arcane word of power. The bandit cries out in pain as his Besides magic, swordmages also bond with a particular
sword arm suddenly stops in place. With a chilling smile, the weapon to provide a conduit for their arcane prowess. As
warrior plunges his blade into the bandit savoring the their bonded weapon is not only their tool in combat, but also
warmth of vitality gained from the bandit's blood. a source of magic, swordmages normally treat their weapon
All these magical warriors are swordmages, combatants with the utmost care. Choosing your bonded weapon is an
that blend magic and martial might. Regardless of a important step that is often dictated by their weapon training
swordmage's magical specialization, magic is crucial to a or personal style. Although the name implies sword wielders,
swordmage. Unlike more mundane warriors, swordmages some swordmages choose other weapons such as axes,
rely on magic to boost their defensive and offensive spears, or flails.
capabilities.
Creating a Swordmage
As you build your swordmage, carefully consider three
elements of your character's background: Where were they
trained, what magic interests them the most, and what
weapon will they bond with? Some large cities, especially
among more magical cultures such as the elves, might have
institutions that train aspiring swordmages. Perhaps you
were a trained soldier chosen for your intelligence to learn
magic in order to help your cause win a war. Maybe you
apprenticed with a swordmage mentor who taught you all
they knew and you are now striking out on your own.
Furthermore, how does your swordmage fight? With an
elegant rapier too fast to block or a large greatsword meant
to intimidate your enemies? The weapon you bond with is an
important choice. Was the weapon a family heirloom or
perhaps passed down from the master that taught you
everything you know? Or did you earn this weapon in combat
and it represents your first victory?
Quick Build
You can make a swordmage quickly by following these
suggestions. First, your highest ability score should be
Dexterity or Strength, depending on whether you want to
focus on regular melee weapons or on finesse melee
weapons. Your next-highest score should be Intelligence as
this determines the power of your magic. Second, choose the
soldier or scholar background.
2 Swordmage
Swordmage Table
Level Proficiency Bonus Features Arcane Die Cantrips Spells Known 1st 2nd 3rd 4th 5th
1st +2 Arcane Weapon, Spellcasting — 2 2 2 — — — —
2nd +2 Arcane Step, Enspell Blade, Fighting Styles 1d4 2 3 2 — — — —
3rd +2 Magical Armory, Swordmage Archetype 1d4 2 4 3 — — — —
4th +2 Ability Score Improvement 1d4 2 4 3 — — — —
5th +3 Extra Attack 1d4 2 5 4 2 — — —
6th +3 Blade Magic 1d6 2 5 4 2 — — —
7th +3 Archetype Feature 1d6 2 6 4 3 — — —
8th +3 Ability Score Improvement 1d6 2 6 4 3 — — —
9th +4 — 1d6 2 7 4 3 2 — —
10th +4 Battle Awareness 1d6 3 7 4 3 2 — —
11th +4 Greater Blade Magic 1d8 3 8 4 3 3 — —
12th +4 Ability Score Improvement 1d8 3 8 4 3 3 — —
13th +5 — 1d8 3 9 4 3 3 1 —
14th +5 Spell Parry 1d8 4 9 4 3 3 1 —
15th +5 Archetype Feature 1d8 4 10 4 3 3 2 —
16th +5 Ability Score Improvement 1d8 4 10 4 3 3 2 —
17th +6 — 1d10 4 11 4 3 3 3 1
18th +6 Greater Enspell Blade 1d10 4 11 4 3 3 3 1
19th +6 Ability Score Improvement 1d10 4 12 4 3 3 3 2
20th +6 Archetype Feature 1d10 4 12 4 3 3 3 2
Arcane Weapon
Class Features At 1st level, you learn a ritual that magically binds a weapon
As a swordmage, you gain the following class features. to yourself. You perform the ritual over the course of 1 hour,
which can be done during a short rest. The weapon must be
Hit Points within your reach throughout the ritual, at the conclusion of
Hit Dice: 1d8 per swordmage level which you touch the weapon and transform it into your
Hit Points at 1st Level: 8 + Constitution modifier Arcane Weapon. Your Arcane Weapon can be used as a
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution spellcasting focus for your Swordmage spells.
modifier per swordmage level after 1st If you attempt to bond with another weapon, you must
Proficiencies break the bond with your current Arcane Weapon.
Armor: Light armor and medium armor Spellcasting
Weapons: Simple weapons, martial weapons
Tools: None Starting at 1st level, you have learned a handful of spells to
Saving Throws: Constitution, Intelligence augment your fighting style. You learn two cantrips from the
Skills: Choose two from Acrobatics, Arcana, Athletics, swordmage spell list. See Spells Rules in the Player’s
History, Insight, and Investigation Handbook for the general rules of spellcasting and the Spells
Equipment Listing for the swordmage spell list at the end of this
You start with with a number of gold coins equal to 5d4 x 10 document.
plus the following equipment, in addition to the equipment Spell Slots
granted by your background: The Swordmage table shows how many spell slots you have
(a) two martial weapons or (b) a longbow and a quiver of to cast your swordmage spells of 1st level and higher. To cast
20 arrows one of these swordmage spells, you must expend a slot of the
(a) a scholar’s pack or (b) an explorer’s pack spell’s level or higher. You regain all expended spell slots
(a) scale mail or (b) leather armor when you finish a long rest.
Swordmage 3
Enspell Blade
Beginning at 2nd level, when you cast a spell of 1st level or
higher, you siphon the residual energy from the spell onto
your weapon. Until the end of your next turn, your next
weapon attack that hits deals 1d4 extra damage. This die
changes as you gain swordmage levels, as shown in the
Arcane Die column of the Swordmage table. The damage
type is a type the spell dealt, or force damage if the spell
didn’t deal damage.
Fighting Styles
When you reach 2nd level, you adopt a particular style of
fighting as your specialty. Choose one of the following
options. You can’t take a Fighting Style option more than
once, even if you later get to choose again.
Arcane Warrior
You learn two more cantrips of your choice from the
swordmage spell list. Whenever you gain a level in this class,
you can replace one of these cantrips with another cantrip
from the swordmage spell list.
Spells Known of 1st Level and Higher Archery
You know two 1st-level spells of your choice from the You gain a +2 bonus to attack rolls you make with ranged
swordmage spell list. weapons.
The Spells Known column of the Swordmage table shows
when you learn more swordmage spells of your choice. Each Defense
of these spells must be of a level for which you have spell While you are wearing armor, you gain a +1 bonus to AC.
slots. For instance, when you reach 5th level in this class, you
can learn one new spell of 1st or 2nd level. Great Weapon Fighting
Additionally, when you gain a level in this class, you can When you roll a 1 or 2 on a damage die for an attack you
choose one of the swordmage spells you know and replace it make with a melee weapon that you are wielding with two
with another spell from the swordmage spell list, which also hands, you can reroll the die and must use the new roll, even
must be of a level for which you have spell slots. if the new roll is a 1 or a 2. The weapon must have the two-
handed or versatile property for you to gain this benefit.
Spellcasting Ability
Intelligence is your spellcasting ability for your swordmage Magic Duelist
spells, since your magic reflects yoour arcane studies. You When you are wielding a melee weapon that lacks the two-
use your Intelligence whenever a spell refers to your handed property in one hand and you have a free hand, you
spellcasting ability. In addition, you use your Intelligence gain a magical +1 bonus to AC and to attack rolls with that
modifier when setting the saving throw DC for a swordmage weapon. If you use two hands to make a weapon attack, you
spell you cast and when making an attack roll with one. lose these magical bonuses until the start of your next turn.
Spell save DC = 8 + your proficiency bonus + your Magical Armory
Intelligence modifier
Spell attack modifier = your proficiency bonus + your At 3rd level, your knowledge of magical tools of war expands.
Intelligence modifier You have advantage on Intelligence checks to recall
Spellcasting Focus: You can use your Arcane Weapon as information on magical weapons and armor.
your spellcasting focus for swordmage spells. You can also bind additional equippable items to yourself in
the same ritual you use to bind your Arcane Weapon. You can
See chapter 10 of the Player’s Handbook for the general bind a number of additional items equal to your Intelligence
rules of spellcasting. modifier (minimum of one). If you attempt to bond with
another item, you must break the bond with one of the other
Arcane Step items.
Starting at 2nd level, you gain a pool of charges you can If any bound items, including your Arcane Weapon, are on
expend to teleport around the battlefield. the same plane of existence as you, you can summon any
As a bonus action, you may expend any number of available number of them as an action on your turn, causing the bound
charges to teleport to an unoccupied space that you can see. items to teleport to you, and instantly equipping them in the
You can teleport up to 5ft per charge expended in this process. If you have another item equipped, then the
manner. previously equipped item is cast onto the ground as part of
The number of charges in this pool is equal to your this action.
swordmage level x 3. These charges replenish on a long rest.
4 Swordmage
Swordmage Archetype You can use this feature a number of times equal to your
Intelligence modifier (a minimum of once). You regain
When you reach 3rd level, you choose an archetype that expended uses when you finish a long rest.
reflects your training. The details on the specific archetypes
are at the end of this document. Greater Enspell Blade
Your choice grants you features at 3rd level and again at At 18th level, you can use Enspell Blade after casting a
7th, 15th, and 20th level. Those features also include cantrip.
archetype spells and an aegis.
Archetype Spells
Each archetype has a list of additional spells that you
Swordmage Archetypes
automatically learn at the denoted levels. The spells counts Most swordmages prioritize certain types of magic and
as Swordmage spells for you, but do not count against the choosing your archetype reflects your arcane preferences.
number of Swordmage spells you know You fully specialize when you reach 3rd level, and the power
you gain represents the culmination of all of your training.
Aegis
Your archetype gives you a powerful dweomer called an Warrior Scholar
Aegis. Each Aegis provided by your archetype explains how Swordmages that become Warrior Scholars refrain from
to use it. You must then finish a short or long rest to use your specializing in a type of magic, but instead prefer a more
Aegis again. holistic approach. Their rigorous studies reward them with
Some Aegis reference your Arcane Die, which is shown in magical secrets unknown to other swordmages.
the Arcane Die column of the Swordmage table. Some Aegis
effects require saving throws. The DC for these saving Aegis
throws is equal to your Swordmage spell save DC. When you take this archetype at 3rd level, you gain the
following Aegis option:
Ability Score Improvement Aegis of Arcana: As a bonus action, you can activate this
When you reach 4th level, and again at 8th, 12th, 16th, and Aegis to empower your spells. For the duration of this Aegis,
19th level, you can increase one ability score of your choice when you deal damage with a spell, you can add your
by 2, or you can increase two ability scores of your choice by Intelligence modifier (a minimum of 1) to one damage roll of
1. As normal, you can’t increase an ability score above 20 that spell. Your Aegis lasts for 1 minute, ending early if you
using this feature. fall unconscious or die.
Using the optional feats rule, you can forgo taking this
feature to take a feat of your choice instead.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Blade Magic
At 6th level, when you use your action to cast a cantrip, you
can make one weapon attack as a bonus action.
Battle Awareness
When you reach 10th level, you are ready to leap into battle at
a moment's notice. You gain a bonus to your initiative rolls
equal to your Intelligence modifier.
At the start of your first turn of each combat, before you
take any actions, and if you aren't surprised, you can teleport
up to 30 feet to an unoccupied space that you can see.
Greater Blade Magic
Starting at 11th level, when you use your action to cast a
spell, you can make one weapon attack as a bonus action.
Spell Parry
By 14th level, you can thwart harmful magic with your
weapon. When you see a creature within 60 feet of you target
only you with a spell, you can use your reaction to make a
weapon attack roll against the creature's spell save DC. On a
success, the creature's spell fails and has no effect.
Swordmage 5
Archetype Spells Aegis
At 3rd level, you can learn a 1st level spell from the wizard When you take this archetype at 3rd level, you gain the
class. The chosen spell counts as a swordmage spell for you. following Aegis option:
At higher levels of this class, you learn additional wizard Aegis of Terror: As a bonus action you can activate this
spells at 5th, 9th, 13th, and 17th level as shown in the Aegis to terrify your foes with dark magic. When you hit a
Warrior Scholar Spells table. creature with a melee weapon attack, you can attempt to
frighten the creature. The hit creature must succeed on a
Warrior Scholar Spells Wisdom saving throw or be frightened of you until the end of
Swordmage Level Spells your next turn. You can only frighten any creature in this way
3rd a 1st level wizard spell of your choice once per turn. Your Aegis lasts for 1 minute, ending early if
you fall unconscious or die.
5th a 2nd level wizard spell of your choice
9th a 3rd level wizard spell of your choice Archetype Spells
13th a 4th level wizard spell of your choice
You gain archetype spells at the swordmage level listed below.
17th a 5th level wizard spell of your choice Crimson Knight Spells
Swordmage Level Spells
Ritualist 3rd false life
Starting at 3rd level, you have delved deeper into the esoteric 5th hold person
studies of magic. You acquire a ritual book holding one 1st
level spell with the ritual tag from the wizard class. 9th vampiric touch
If you come across a spell in written form, such as a 13th bleeding blade (new spell)
magical scroll or a wizard's spellbook, you might be able to
add it to your ritual book. The spell must be on the wizard's 17th hold monster
spell list, the spell's level must be of a level you can cast, and
it must have the ritual tag. The process of copying the spell Blood Sense
into your ritual books takes 2 hours per level of the spells, At 3rd level, you can feel the flowing blood of nearby beings.
and costs 50 gp per level of the spell. This cost represents As an action, you can open your awareness to detect living
material components spent on practicing the spell, as well as creatures. Until the end of your next turn, you know the
the fine inks you must use to record it. location of any creature within 60 feet of you that is not
behind total cover. You also know if a sensed creature is
Pierce Defenses below its hit point maximum, or if the creature is diseased or
At 7th level, you can empower your blade to weaken a foe's poisoned. This feature does not work on undead or
magical wards. When you hit a creature with a melee weapon constructs.
attack, you can cause the creature to have disadvantage on You can use this feature a number of times equal to your
saving throws it makes against spells you cast before the end Intelligence modifier (a minimum of once). When you finish a
of your next turn. long rest, you regain all expended uses.
You can use this feature a number of times equal to your
Intelligence modifier (a minimum of once). You regain
expended uses when you finish a long rest.
Shielding Spell
When you reach 15th level, you can siphon your magic to
ward yourself. After you cast a spell of 1st level or higher, you
gain temporary hit points equal to one roll of your Arcane Die
plus your Intelligence modifier (a minimum of 1).
Magical Thesis
At 20th level, your magical studies reach a culmination as you
study powerful magic beyond your peers. You learn a 6th level
spell from the wizard class. The spell counts as a swordmage
spell for you. You can cast the chosen spell once without
expending a spell slot. You must finish a long rest before you
can do so again.
Crimson Knight
By becoming a Crimson Knight, you focus your studies on
necromancy and the terrifying art of blood magic. Crimson
Knights are often feared for their dark magic, but not all
these swordmages are evil: some use blood magic to combat
greater evils, while other Blood Knights ruthlessly bend
others to their will.
6 Swordmage
Puppet Aegis
Starting at 7th level, your blood magic can temporarily When you take this archetype at 3rd level, you gain the
control others. When you see a creature within 30 feet of you following Aegis option:
make an attack roll, skill check, or saving throw, you can use Aegis of Deception: As a bonus action, you can activate
your reaction to impose disadvantage on the roll. This feature this Aegis to become invisible until the end of your turn. For
does not work on undead or constructs. the duration of this Aegis, you can use your bonus action to
Once you use this feature, you can't use it again until after a gain the same benefit. The invisibility granted from your
short or long rest. Aegis always ends early if you attack or cast a spell. Your
Aegis lasts for 1 minute, ending early if you fall unconscious
Blood Recall or die.
When you reach 15th level, you can sacrifice some of your
own vitality to recall magical energy. As an bonus action, you Archetype Spells
can expend a number of hit dice up to half of your maximum You gain archetype spells at the swordmage level listed below.
hit dice (rounding down). You recover spell slots with a
combined level equal to the number of hit dice expended. Duplicitist Spells
Once you use this feature, you can't use it again until after a Swordmage Level Spells
long rest. 3rd disguise self
Crimson Lord 5th invisibility
Beginning at 20th level, you unleash necromantic energy 9th enemies abound
around yourself to drain life from your foes. As a bonus action 13th greater invisibility
or as part of your bonus action to activate your Aegis, you
create a 15-foot aura around yourself that lasts for 1 minute. 17th mislead
Any creature of your choosing that starts their turn inside
your aura takes 4d8 necrotic damage. You regain hit points Cunning Trickery
equal to half the damage taken. At 3rd level, you are a master at trickery. You know the minor
Once you use this feature, you can't use it again until after a illusion cantrip and gain proficiency in either the Deception
long rest. or Stealth skill.
Duplicitist Sly Mind
By choosing the Duplicitist archetype, you weave illusions When you reach 7th level, you learn how to use arcane
and enchantments to become an illusive threat. Duplicitist knowledge to aid in your subterfuge. When you make a skill
swordmages are often deadly assassins, admirers of the fey, check using the proficiency you gained from Cunning
cunning warriors, or mischief makers. Trickery feature, you gain a bonus to the check equal to your
Intelligence modifier (a minimum of 1).
Your experience with deceptive magic causes you to gain
proficiency in Wisdom saving throws. If you already have this
proficiency, you instead gain proficiency in Charisma saving
throws.
Illusive Escape
Starting at 15th level, you escape from danger without
anyone noticing. When you take damage, you can use your
reaction to turn invisible and teleport up to 30 feet to an
unoccupied space that you can see. You leave behind an
illusionary image of you. The image has an armor class equal
to 13 plus your Intelligence modifier (minimum of 1) and is
destroyed if damaged. The image and your invisibility last
until the start of your next turn.
Once you use this feature, you can't use it again until after a
short or long rest.
Double Trouble
At 20th level, you weave shadows together to create a near
copy of yourself. You can use your action to create a shadowy
duplicate of yourself as if you had cast the simulacrum spell.
The duplicate's AC is equal to 12 plus your Dexterity
modifier. It has a shadowy weapon that matches the statistics
of your Arcane Weapon. The duplicate cannot use Double
Trouble on itself.
The shadowy duplicate fades away after 1 minute or once it
falls to 0 hit points. Once you use this feature, you can't use it
again until after a long rest.
Swordmage 7
Elementalist
Elementalist are swordmages that specialize in magic
originating from the elemental planes. By binding the primal
power of the planes to themselves, these swordmages
become mortal embodiments of the elements. They might
show minor physical manifestations of this power such as
earthen skin, an ozone smell, or greenish skin.
Elemental Attunement
Choose one of the four great elemental planes: air, earth, fire,
or water. This element becomes your Elemental Attunement
and this choice will reflect the features you gain from this
specialization.
You can change your Elemental Attunement whenever you
gain a level in this class. When you change your Elemental
Attunement, you replace the Aegis and spells gained from
your previous attunement to the Aegis and spells gained by
your new attunement.
Aegis
When you take this archetype at 3rd level, you gain the
following Aegis option:
Aegis of Elements: As a bonus action you can activate this
Aegis to empower your blade with elemental fury. The first
creature you hit on each of your turns with a melee weapon
attack takes extra damage equal to one roll of your Arcane
Die plus half your Swordmage level (rounded down). The
damage type is determined by your Elemental Attunement.
Your Aegis lasts for 1 minute, ending early if you fall
unconscious or die.
Air Attunement
You attune to the elemental plane of air. Your Elemental Fire Attunement
Attunement damage type is lightning. You attune to the elemental plane of fire. Your Elemental
You learn the gust cantrip and gain archetype spells at the Attunement damage type is fire.
swordmage level listed below. You learn the control flames cantrip and gain archetype
Air Elementalist Spells
spells at the swordmage level listed below.
Swordmage Level Spells Fire Elementalist Spells
3rd zephyr strike Swordmage Level Spells
5th warding wind 3rd searing smite
9th lightning bolt 5th scorching ray
13th storm sphere 9th flaming swordburst (new spell)
17th control winds 13th fiery charge (new spell)
17th immolation
Earth Attunement
You attune to the elemental plane of earth. Your Elemental Water Attunement
Attunement damage type matches the damage type of your You attune to the elemental plane of water. Your Elemental
Arcane Weapon. Attunement damage type is cold.
You learn the mold earth cantrip and gain archetype spells You learn the shape water cantrip and gain archetype
at the swordmage level listed below. spells at the swordmage level listed below.
Earth Elementalist Spells Water Elementalist Spells
Swordmage Level Spells Swordmage Level Spells
3rd earth tremor 3rd armor of agathys
5th maximilian's earthen grasp 5th snilloc's snowball swarm
9th erupting earth 9th tidal wave
13th quaking swordburst (new spell) 13th watery sphere
17th transmute rock 17th maelstrom
8 Swordmage
Elemental Studies Air Aspect: You become a living storm. You gain a fly
Starting at 3rd level, you are an expert on the elemental speed of 60 feet. As a bonus action, you can shoot a bolt of
planes. You can speak, read, and write Primordial. You have lightning at a creature within 60 feet of you. Make a spell
advantage on Intelligence (Investigation) checks to attack roll against the creature. On a hit, the target takes
investigate elementals, as well as on Intelligence Checks to 4d10 lightning damage and you can teleport to an
recall information about elementals and their planes of unoccupied space adjacent to them.
existence. Earth Aspect: Your skin hardens to stone. You gain
resistance to bludgeoning, piercing, and slashing damage.
Planar Affinity When you hit a creature with a melee weapon attack, they
Starting at 7th level, you gain one of the following features. must succeed a Strength saving throw against your spell
You can choose to gain the feature of the same type as your save DC or become restrained until the end of your next
Elemental Attunement or a different one. turn as they are encased in stone.
Fire Aspect: Your form becomes writhing flames. You
Air: Your speed increases by 10 feet and you gain gain resistance to fire damage, or immunity if you already
proficiency in Dexterity saving throws. have resistance. You also create an aura of flames around
Earth: Your hit point maximum increases by a number you in a 15-foot radius. Any creature of your choice that
equal to your swordmage level and increases by 1 again starts their turn in your aura takes 4d10 fire damage.
whenever you gain a level in this class. Whenever you Water Aspect: You assume a watery form that is difficult
make a Strength (athletics) check, you gain a bonus to the to pin down. You are under the effects of the freedom of
check equal to your Intelligence modifier (a minimum of movement spell. When you take damage, you can use your
1). reaction to reduce the damage by 4d8 and teleport 30 feet
Fire: You gain fire resistance and can add your to an unoccupied space that you can see.
Intelligence modifier (a minimum of 1) to one damage roll
of any spell you cast that deals fire damage. Guardian
Water: You gain a swim speed equal to your walking Swordmages choosing this archetype focus on protecting
speed, and can breathe underwater. When you damage a others from harm through abjuration magic. Guardians
creature with a spell that's not a cantrip, you can pull or normally serve as elite guards for rulers or are wandering
push the creature up to 10 feet. swordsmen defending the innocent.
Greater Planar Affinity Aegis
When you reach 15th level, your affinity to your chosen planar When you take this archetype at 3rd level, you gain the
element grows stronger. You gain one of the following following Aegis option:
features. You can choose to gain the feature of the same type Aegis of the Defender: As a bonus action, you can activate
as your Elemental Attunement or a different one. this Aegis and mark a creature within 60 feet of you that you
Air: While your Aegis is active, and when you are can see. For the duration of this Aegis, whenever you see the
subjected to an effect that allows you to make a Dexterity marked target successfully make an attack against a creature
saving throw to take only half damage, you instead take no other than you, you can use your reaction to do one of the
damage if you succeed on the saving throw, and only half following effects if the marked target is within 30 feet of you:
damage if you fail. Shield: You create a magical shield surrounding the
Earth: When you activate your Aegis, you gain the attacked creature, and they gain resistance to the attack's
toughness of mountains. You gain temporary hit points damage.
equal to your Swordmage level plus your Intelligence Assault: You teleport to an unoccupied space within 5 feet
modifier (minimum of 1). of the marked target, and you can make one weapon
Fire: While your Aegis is active, you ignore other attack against them.
creature's resistance to fire damage, and you treat
immunity to fire damage as resistance. As a bonus action, you can change the marked target to
Water: While your Aegis is active, when you hit a creature another creature within 60 feet of you that you can see. Your
of a large or smaller size with a melee weapon attack, they Aegis lasts for 1 minute, ending early if you fall unconscious
must succeed on a Strength saving throw against your or die.
swordmage spell save DC or be knocked prone.
Vigilant Guardian
Elemental Aspect At 3rd level, your defensive training emphasizes sturdy
At 20th level, you can temporarily transform into an aspect of protection and constant vigilance. You gain proficiency with
your chosen element. As a bonus action or as part of your heavy armor.
bonus action to activate your Aegis, you can also activate your You can also mark an area under your protection. You can
Elemental Aspect, which lasts for 1 minute or until you fall cast the alarm spell without expending a spell slot. You can
unconscious. Once you use this feature, you can't use it again use this feature a number of times equal to your Intelligence
until after a long rest. You gain one of the following modifier (a minimum of 1). When you finish a long rest, you
Elemental Aspects. You can choose to gain the feature of the regain all expended uses.
same type as your Elemental Attunement or a different one.
Archetype Spells
You gain archetype spells at the swordmage level listed below.
Swordmage 9
Guardian Aura
When you reach 20th level, as a bonus action or as part of
your bonus action to activate your Aegis, you can emanate
abjuration magic in a 30-foot aura. You and all friendly
creatures in the aura have advantage on saving throws
against spells and other magical effects, and gain resistance
to spell damage.
Affected creatures also gain 10 temporary hit points at the
start of their turn. The aura ends after 1 minute or if you fall
unconscious.
Once you use this feature, you can't use it again until after a
long rest.
Inquisitor
The inquisitor takes on the dangerous role of hunting and
slaying evil arcane entities, be they wielders of dark magic or
powerful otherworldly creatures. Inquisitors are equipped
with ways to track, attack, and guard themselves from
menacing foes.
Aegis
When you take this archetype at 3rd level, you gain the
following Aegis option:
Aegis of the Hunter: As a bonus action, you can activate
this Aegis and then mark a creature within 60 feet of you that
you can see. The first time each turn that you hit the marked
target with a melee weapon attack, it takes extra force
damage equal to one roll of your Arcane Die.
If your marked target uses a spell or magical effect against
you that forces you to make a saving throw, you can use your
reaction to give yourself advantage on the saving throw. As a
bonus action, you can change marked target to another
creature within 60 feet of you that you can see. Your Aegis
lasts for 1 minute, ending early if you fall unconscious or die.
Archetype Spells
You gain archetype spells at the swordmage level listed below.
Guardian Spells Inquisitor Spells
Swordmage Level Spells Swordmage Level Spells
3rd ensnaring pull (new spell) 3rd detect evil and good
5th warding bond 5th detect thoughts
9th life transference 9th counterspell
13th dimensional vortex (new spell) 13th banishment
17th wall of force 17th scrying
10 Swordmage
Your experience with hostile magic causes you to gain
proficiency in Wisdom saving throws. If you already have this
proficiency, you instead gain proficiency in Charisma saving
throws.
Spell Catcher
Starting at 15th level, you redirect harmful magic to
invigorate yourself. You gain resistance to damage from
spells.
When you use your reaction from Aegis of the Hunter and
succeed on the saving throw, you siphon off some of the
magic. You gain temporary hit points equal to one roll of your
Arcane Die plus your Intelligence modifier (minimum of 1).
Antimagic Gaze
At 20th level, as a bonus action or as part of your bonus
action to activate your Aegis, you can create an area of
antimagic, as in the antimagic field spell, in a 30-foot cone for
1 minute. At the start of each of your turns, you decide which
way the cone faces and whether the cone is active. The area
works against your own spells, but not your magical
equipment.
Once you use this feature, you can't use it again until after a
long rest.
Meteor Knight
Swordmages that become Meteor Knights study the esoteric
magic of dunamancy, specifically concerning the
manipulation of gravity. Fascinated by celestial bodies, these
swordmages channel the gravitational powers of the stars to
keep foes in their orbit of destruction.
Aegis
When you take this archetype at 3rd level, you gain the Student of the Stars
following Aegis option: At 3rd level you manipulate your density to withstand more
Aegis of Gravity: As a bonus action, you can activate this weight than normal. You gain proficiency with heavy armor
Aegis to infuse yourself with the strength of the stars. For the and cartographer's tools. You count as one size larger when
duration of this Aegis, you gain advantage on Strength determining your carrying capacity and the weight you can
(Athletics) and Dexterity (Acrobatics) checks. push, drag, or lift.
Also, when a creature within 30 feet of you that you can
see moves, you can use your reaction to force the creature to Defy Gravity
make a Strength saving throw against your spell save DC. On Starting at 7th level, your magical powers of dunamancy let
a failure, the creature's speed drops to 0 for the rest of the you exceed your physical limits. Whenever you make a
turn. This stops any movement they may have been taking. Strength (Athletics) check, you gain a bonus to the check
Your Aegis lasts for 1 minute, ending early if you fall equal to your Intelligence modifier (a minimum of 1). You gain
unconscious or die. proficiency in Strength saving throws. If you already have this
proficiency, you instead gain proficiency in Dexterity saving
Archetype Spells throws.
You gain archetype spells at the swordmage level listed below.
Star Fall
Meteor Knight Spells At 15th level, you can teleport towards an area in a fiery
Swordmage Level Spells explosion reminiscent of a meteor. As an action, you can
3rd magnify gravity teleport up to 120 feet to an unoccupied space you can see.
5th immovable object
Any creature within 20 feet of the space you teleport to must
make a Strength saving throw against your spell save DC. On
9th melf's minute meteors a failure, a creature takes 4d8 fire damage and is knocked
13th gravity sinkhole prone until the end of your next turn. On a success, a
creature takes half as much damage and isn't knocked prone.
17th destructive wave (radiant only) Once you use this feature, you can't use it again until you
finish a short or long rest.
Swordmage 11
Gravitational Pull
Beginning at 20th level, as a bonus action or as part of your
bonus action to activate your Aegis, you create heavy
gravitational pull in a 30 feet aura centered on you for 1
minute. The area inside the aura is difficult terrain for
everyone but you. Any creature of your choosing that starts
their turn inside the aura must make a Strength saving throw.
On a failure, the creature takes 4d6 bludgeoning damage and
is pulled to an unoccupied space adjacent to you. On a
success, the creature takes half damage and isn't pulled.
Once you use this feature, you can't use it again until you
finish a long rest.
Eldritch Sniper
Some Swordmages forgo close quarter combat to instead
focus on sniping their enemies from afar. Eldritch Snipers
prefer to channel their battle magic through bows,
crossbows, or anything that can be thrown.
Aegis
When you take this archetype at 3rd level, you gain the
following Aegis option:
Aegis of the Sniper: As a bonus action, you can activate
this Aegis and gain advantage on your next ranged attack roll
before the end of your turn. If the attack hits, it deals
additional force damage equal to one roll of your Arcane Die.
While this Aegis is active, you can use your bonus action to
gain the same benefit. Your Aegis lasts for 1 minute, ending
early if you fall unconscious or die.
Archer Magic
At 3rd level, you are never left empty handed in battle. If your
Arcane Weapon requires ammunition and you are out of
ammunition, then mundane ammunition is magically created
as needed.
You also gain proficiency in woodcarver tools and your
choice of the Perception or Stealth skill.
Archetype Spells Once you use this feature, you can't use it again until you
You gain archetype spells at the swordmage level listed below. finish a short or long rest.
Spell Sniper Spells Elemental Arrow
Swordmage Level Spells When you reach 15th level, you can enchant your arrows with
3rd hail of thorns deadly elemental magic. When you hit a creature with a
ranged weapon attack, you can inflict elemental magic
5th acid arrow against the creature. You can choose from one of the
9th conjure barrage following effects:
13th locate creature Acidic Arrow: The creature takes 4d8 acid damage and
17th conjure volley must succeed on a Constitution saving throw against your
spell save DC or be blinded for 1 minute. At the end of
Divining Arrow each of its turns, the target can make another Constitution
Starting at 7th level, you can rapidly shoot an ethereal arrow saving throw. On a success, the blindness ends on the
to reveal hidden enemies. As a bonus action, you shoot a target.
ranged weapon to an unoccupied space within 120 feet from Fiery Arrow: The creature takes 4d8 fire damage and
you. Everything within 30 feet of the space is visible to all, must succeed on a Dexterity saving throw against your
even through solid matter, for 1 minute. Solid objects within spell save DC or is burning for 1 minute. While a target is
that radius appear transparent and don't prevent light from burning, it takes 2d8 fire damage at the start of its turn. At
passing through them. The vision can penetrate 1 foot of the end of each of its turns, the target can make another
stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Dexterity saving throw. On a success, the burning ends on
Thicker substances block the vision, as does a thin sheet of the target.
lead.
12 Swordmage
Freezing Arrow: The creature takes 4d8 cold damage
and must succeed on a Constitution saving throw against Multiclassing
your spell save DC or be restrained for 1 minute. At the When you advance in level, and with your DM's permission,
end of each of its turns, the target can make another you may take the option to multiclass into a swordmage. You
Constitution saving throw. On a success, the target is no must meet the following prerequisites to qualify for an
longer restrained. swordmage.
Storm Arrow: The creature takes 4d8 lightning damage
and you can choose any creatures within 15 feet of the Prerequisites
original target. Those creatures must succeed on a You need a 13 Intelligence, and a 13 Strength or 13 Dexterity.
Dexterity saving throw against your spell save DC or take
4d8 lightning damage. On a success, they take half Proficiencies
damage.
When you first multiclass into swordmage, you gain only
Thundering Arrow: The creature takes 4d8 thunder proficiency in simple weapons, martial weapons, light armor,
damage. The target and all creatures within 20 feet of it and medium armor.
must succeed on a Strength saving throw against your
spell save DC or be knocked prone. Spell Slots
Once you use this feature, you can't use it again until you When determining spell slots, you add one half (rounded up)
finish a short or long rest. of your swordmage levels to the levels of your other classes
as described on page 164 of the Player's Handbook. Use the
Death Arrow resulting total to determine your spell slots by consulting the
At 20th level, when you hit a creature with a ranged weapon Multiclass Spellcaster table on page 165 of the Player's
attack, you can infuse the attack with deadly necromancy. Handbook.
The target must make a Constitution saving throw against
your spell save DC. On a failure, the target takes 8d10
necrotic damage and half as much on a success. Additionally,
if this attack reduces the target to 50 hit points or fewer, the
target dies.
Once you use this feature, you can't use it again until you
finish a long rest.
Swordmage 13
see invisibility
Swordmage Spell List shadow blade
The list is organized by spell level, not character level. Bold shatter
spells are new spells detailed at the end of this document. snilloc's snowball swarm
warding wind
Cantrips (0 Level) withering strike
acid splash 3rd Level
arcing weapon blade storm
blade ward blink
booming blade counterspell
burning weapon dimensional retaliation
fire bolt dispel magic
freezing weapon elemental weapon
frostbite fireball
greenflame blade flaming swordburst
light fly
lightning lure frigid strike
mage hand haste
mending lightning bolt
message protection from energy
mind weapon thunder step
mountain weapon
poison spray 4th Level
prestidigitation banishment
protective blade bleeding blade
ray of frost dimension door
shocking grasp dimensional vortex
swordburst fiery charge
true strike fire shield
vampiric weapon ice storm
quaking swordburst
1st Level stoneskin
absorb elements storm sphere
burning hands wall of fire
chromatic orb vitriolic sphere
corrosive swordburst
detect magic 5th Level
ensnaring pull cone of cold
expeditious retreat far step
feather fall nightmare swordburst
ice knife prismatic blade
identify shocking blade
mage armor steel wind strike
magic missile teleportation circle
predictive strike time warp blade
protection from evil and good
shield
thunderwave
venomous strike
2nd Level
aganazzar's scorcher
blur
darkness
darkvision
enhance ability
enlarge/reduce
electrifying swordburst
far strike
isolating strike
magic weapon
mirror image
misty step
scorching ray
14 Swordmage
Greenflame/Booming Blade
Greenflame Blade and Booming Blade are
controversial spells that have the potential to deal a
lot of damage for cantrips, especially in
combination with Blade Magic. If your DM is
uncomfortable with these spells, then substitutions
are available to achieve the same fire and storm
themes. The alternative to Greenflame Blade is
Burning Weapon, and the alternative to Booming
Blade is Arcing Weapon. Instead of very strong
conditional damage, these new weapon cantrips
have smaller, immediate rider effects.
New Spells
These new spells are a mix of original ideas and adaptations
of the 4E swordmage powers. Per your DM's discretion, you
can easily add these spells to the spell lists of other classes.
Arcing Weapon
Evocation cantrip
Casting Time: 1 action
Range: range of your weapon
Components: V, M (a weapon)
Duration: 1 round
As part of the action used to cast this spell, you must make Freezing Weapon
an attack with a weapon against one creature within your Evocation cantrip
weapon's range, otherwise the spell fails. On a hit, the target
suffers the attack's normal effects, and crackling electricity Casting Time: 1 action
leaps from the target to another creature within 15 feet of the Range: range of your weapon
target. The second target takes lightning damage equal to Components: V, M (a weapon)
your Intelligence modifier. Duration: 1 round
At 5th level, the attack deals extra lightning damage to the As part of the action used to cast this spell, you must make
first target equal to 1d8 for a melee weapon or 1d6 for a an attack with a weapon against one creature within your
ranged weapon. The damage roll increases to 2d8 or 2d6 at weapon's range, otherwise the spell fails. On a hit, the target
11th level, and 3d8 or 3d6 at 17th level. suffers the attack's normal effects, and your weapon covers
the target in frost. The creature subtracts a d4 from their next
Burning Weapon attack roll.
Evocation cantrip At 5th level, the attack deals extra cold damage to the
Casting Time: 1 action target equal to 1d8 for a melee weapon or 1d6 for a ranged
Range: range of your weapon weapon. The damage roll increases to 2d8 or 2d6 at 11th
Components: V, M (a weapon) level, and 3d8 or 3d6 at 17th level.
Duration: 1 round
Mind Weapon
As part of the action used to cast this spell, you must make Enchantment cantrip
an attack with a weapon against one creature within your
weapon's range, otherwise the spell fails. On a hit, the target Casting Time: 1 action
suffers the attack's normal effects, and magical fire from your Range: range of your weapon
weapon burns the target's defenses until the start of your Components: V, M (a weapon)
next turn. The next attack against the target before then, adds Duration: 1 round
a d4 to the attack roll, and the spell ends. As part of the action used to cast this spell, you must make
At 5th level, the attack deals extra fire damage to the target an attack with a weapon against one creature within your
equal to 1d8 for a melee weapon or 1d6 for a ranged weapon. weapon's range, otherwise the spell fails. On a hit, the target
The damage roll increases to 2d8 or 2d6 at 11th level, and suffers the attack's normal effects, and psychic energy
3d8 or 3d6 at 17th level. assaults their mind. The creature subtracts a d4 from their
next saving throw.
At 5th level, the attack deals extra psychic damage to the
target equal to 1d8 for a melee weapon or 1d6 for a ranged
weapon. The damage roll increases to 2d8 or 2d6 at 11th
level, and 3d8 or 3d6 at 17th level.
Swordmage 15
Mountain Weapon Vampiric Weapon
Transmutation cantrip Necromancy cantrip
Casting Time: 1 action Casting Time: 1 action
Range: range of your weapon Range: range of your weapon
Components: V, M (a weapon) Components: V, M (a weapon)
Duration: 1 round Duration: 1 round
As part of the action used to cast this spell, you must make As part of the action used to cast this spell, you must make
an attack with a weapon against one creature within the an attack with a weapon against one creature within the
spell's range, otherwise the spell fails. On a hit, the target spell's range, otherwise the spell fails. On a hit, the target
suffers the attack's normal effects, and they are blasted by suffers the attack's normal effects, and you sap their life
earthen elements. If the creature is of a large or smaller size, force. You gain temporary hit points equal to your
you can push the creature back up to 5 feet. spellcasting modifier. The temporary hit points disappear at
At 5th level, the attack deals extra bludgeoning damage to the start of your next turn.
the target equal to 1d8 for a melee weapon or 1d6 for a At 5th level, the attack deals extra necrotic damage to the
ranged weapon. The damage roll increases to 2d8 or 2d6 at target equal to 1d8 for a melee weapon or 1d6 for a ranged
11th level, and 3d8 or 3d6 at 17th level. weapon. The damage roll increases to 2d8 or 2d6 at 11th
level, and 3d8 or 3d6 at 17th level.
Protective Blade
Abjuration cantrip Corrosive Swordburst
Casting Time: 1 action 1st level evocation
Range: range of your weapon Casting Time: 1 action
Components: V, M (a weapon) Range: Self (10-foot radius)
Duration: 1 round Components: V, M (a weapon)
As part of the action used to cast this spell, you must make Duration: Instantaneous
a melee attack with a weapon against one creature within the You slam your blade into the ground and burning acid
spell's range, otherwise the spell fails. On a hit, the target bursts forth around you. Each creature within range, other
suffers the attack's normal effects, and it becomes sheathed than you, must make a Dexterity saving throw. On a failed
in abjuring energy until the start of your next turn. If the save, the creature takes 2d4 acid damage and another 1d4
target willingly attacks a creature other than you before then, acid damage at the end of its next turn. On a successful save,
the attack is made with disadvantage, and the spell ends. a creature takes half the initial damage and no damage at the
At 5th level, the melee attack deals an extra 1d8 force end of its next turn.
damage to the target. The damage roll increases by 1d8 at At Higher Levels: When you cast this spell using a spell
11th level and 17th level. slot of 2nd level or higher, both the initial and secondary
damage increase by 1d4 for each slot level above 1st.
16 Swordmage
Ensnaring Pull Empowering your blade with crackling electricity, you hold
1st level conjuration your weapon aloft as lightning strikes out at your surrounding
foes. Each creature within range, other than you, must make
Casting Time: 1 action a Dexterity saving throw. On a failed save, the creature takes
Range: 30 ft 3d8 lightning damage and it can't take reactions until the
Components: V, M (a weapon) start of its next turn. On a successful save, the creature takes
Duration: 1 round half as much damage and can take reactions. The creature
You pull a distant foe through dimensional space to be has disadvantage on the saving throw if they are wearing
struck by your blade. As an action, choose a creature within armor made of metal.
30 feet of you and they must succeed a Charisma saving At Higher Levels: When you cast this spell using a spell
throw. If they fail, you teleport the creature to an unoccupied slot of 3rd level or higher, the damage increases by 1d8 for
space adjacent to you, and you can make one melee weapon each slot level above 2nd.
attack against it. The spell fails if there is no unoccupied Far Strike
space adjacent to you or if you teleport the creature to a 2nd level conjuration
space not on the ground or not on a floor.
At Higher Levels: When you cast this spell using a spell Casting Time: 1 action
slot of 2nd level or higher, you can target one additional Range: 60 ft
creature for each slot level above 1st. You make one melee Components: V, M (a weapon)
weapon attack against each creature you pull in. Duration: Instantaneous
Predictive Strike You create a temporary portal next to a distant foe to strike
1st level divination at them with your blade. Choose a creature within 60 feet of
you and you can make one melee attack against them. The
Casting Time: 1 bonus action attack deals an extra 2d6 force damage to the target.
Range: Self At Higher Levels: When you cast this spell using a spell
Components: V, M (a weapon) slot of 3rd level or higher, the damage increases by 1d6 and
Duration: Concentration, up to 1 minute the range increases by 15 feet for each slot level above 2nd.
You briefly glimpse into the future to see how your foe will
react before they do. You have advantage on weapon attack
rolls until this spell ends. If you hit, the attack deals an
additional 1d6 force damage and the spell ends.
Venomous Strike
1st level evocation
Casting Time: 1 bonus action
Range: Self
Components: V, M (a weapon)
Duration: Concentration, up to 1 minute
The next time you hit a creature with a weapon attack
before this spell ends, you coat your weapon with toxic
poison, and the attack deals an extra 1d6 poison damage to
the target. Additionally, the target must succeed on a
Constitution saving throw or be poisoned until the spell ends.
At the end of each of its turns, the target can make another
Constitution saving throw. On a success, the spell ends on the
target.
Electrifying Swordburst
2nd level evocation
Casting Time: 1 action
Range: Self (10-foot radius)
Components: V, M (a weapon)
Duration: Instantaneous
Swordmage 17
Isolating Strike Flaming Swordburst
2nd level conjuration 3rd level evocation
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: Self (20-foot radius)
Components: V, M (a weapon) Components: V, M (a weapon)
Duration: Concentration, up to 1 minute Duration: Instantaneous
The next time you hit a creature with a weapon attack Raging fire bursts from your blade to engulf your foes in an
before this spell ends, your weapon crackles with inferno. Each creature within range, other than you, must
dimensional power, and the attack deals an extra 2d6 force make a Dexterity saving throw. On a failed save, the creature
damage to the target. Additionally, the target must succeed on takes 4d6 fire damage and is burning. On a successful save, a
a Charisma saving throw or be teleported to an unoccupied creature takes half the damage and isn't burning. While a
space up to 30 feet away from you. That space must be on the target is burning, it takes 2d6 fire damage at the start of its
ground or on a floor. turn. At the end of each of its turns, the target can make
another Dexterity saving throw. On a success, the burning
Withering Strike ends on the target.
2nd level necromancy At Higher Levels: When you cast this spell using a spell
slot of 4th level or higher, the initial damage increases by 1d6
Casting Time: 1 bonus action for each slot level above 3rd.
Range: Self
Components: V, M (a weapon) Frigid Strike
Duration: Concentration, up to 1 minute 3rd level evocation
The next time you hit a creature with a weapon attack Casting Time: 1 bonus action
before this spell ends, your weapon crackles with life Range: Self
draining energy, and the attack deals an extra 2d6 necrotic Components: V, M (a weapon)
damage to the target. Additionally, the target must succeed on Duration: Concentration, up to 1 minute
a Constitution saving throw or the target deals only half
damage with weapon attacks that use Strength until the spell The next time you hit a creature with a weapon attack
ends. before this spell ends, your weapon chills with elemental
At the end of each of its turns, the target can make another frost, and the attack deals an extra 3d8 cold damage to the
Constitution saving throw. On a success, the spell ends on the target. Additionally, the target must succeed on a Constitution
target. saving throw or be restrained until the spell ends.
At the end of each of its turns, the target can make another
Blade Storm Constitution saving throw. On a success, the spell ends on the
3rd level evocation target.
Casting Time: 1 action Bleeding Blade
Range: Self (30-foot cone) 4th level necromancy
Components: V, M (a weapon)
Duration: Instantaneous Casting Time: 1 bonus action
Range: Self
You swing your weapon creating magical duplicates that Components: V, M (a weapon)
strike at all foes. Each creature you choose within the area Duration: Concentration, up to 1 minute
must make a Dexterity saving throw. A creature takes 6d6
force damage on a failed save, or half as much damage on a The next time you hit a creature with a weapon attack
successful one. before this spell ends, your weapon darkens with necrotic
At Higher Levels: When you cast this spell using a spell power, and the attack deals an extra 4d8 necrotic damage to
slot of 4th level or higher, the damage increases by 1d6 for the target. Additionally, the target must succeed on a
each slot level above 3rd. Constitution saving throw or be wounded for the spell's
duration. While wounded, hit points lost to this spell can be
Dimensional Retaliation regained only through a Short or Long Rest, rather than by
3rd level conjuration regeneration, magic, or any other means.
At the end of each of its turns, the target repeats the saving
Casting Time: 1 reaction, which you take when you take throw. It takes 2d8 necrotic damage on a failed save, and the
damage from a ranged attack within 60 ft of you spell ends on a successful one.
Range: 60 ft
Components: V, M (a weapon)
Duration: Instantaneous
You teleport to an unoccupied space within 5 feet of the
creature that attacked you. You can then make one melee
weapon attack against the creature. On a hit, the attack deals
an additional 3d8 force damage.
18 Swordmage
Dimensional Vortex Nightmare Swordburst
4th level conjuration 5th level enchantment
Casting Time: 1 reaction, which you take when you see a Casting Time: 1 action
creature within 60 ft of you attack you or a friendly Range: Self (30-foot radius)
creature Components: V, M (a weapon)
Range: 60 ft Duration: Concentration, up to 1 minute
Components: V, M (a weapon) A powerful wave of terrifying visions burst from your blade
Duration: Instantaneous as your foes see you as their worst nightmare. Each creature
You interrupt a creature's attack by warping space with you choose within the area must make a Wisdom saving
your blade, causing your foe to appear a short distance away throw. On a failed save, the creature takes 4d10 psychic
and unleash its attack elsewhere. The creature must succeed damage and is frightened of you for the spell's duration. On a
a Charisma saving throw or be teleported to an unoccupied successful save, a creature takes half the damage and isn't
space up to 60 feet away from their original location. That frightened.
space must be on the ground or on a floor. The creature then At the end of each of its turns, a frightened creature
makes their attack against another creature of your choosing repeats the saving throw and the creature is no longer
within range. If there is no creature within range, the attack frightened on a successful save.
is expended.
Prismatic Blade
Fiery Charge 5th level evocation
4th level evocation
Casting Time: 1 bonus action
Casting Time: 1 action Range: Self
Range: 120 ft Components: V, M (a weapon)
Components: V, M (a weapon) Duration: Concentration, up to 1 minute
Duration: Instantaneous
Your blade shimmers in multicolor light that entails
You hurl your blade and it transforms into a line of roaring destruction for your foes. Each time you hit a creature with a
fire 5 feet wide that extends out from you to a creature within weapon attack before this spell ends, roll a d8 to determine
range. Each creature in the line excluding you and the target which color affects it.
must make a Dexterity saving throw, taking 4d8 fire damage 1 - Red. The creature takes an additional 2d8 fire damage.
on a failed save, and half as much damage on a successful 2 - Orange. The creature takes an additional 2d8 acid
one. You then teleport to an unoccupied square within 5 feet damage.
of the target. The roaring flames transform back into your 3 - Yellow. The creature takes an additional 2d8 lightning
weapon and returns to your hand. You can then make one damage.
melee weapon attack against the target. On a hit, you deal an 4 - Green. The creature takes an additional 2d8 poison
extra 4d8 fire damage. damage.
At Higher Levels: When you cast this spell using a spell 5 - Blue. The creature takes an additional 2d8 cold
slot of 5th level or higher, the damage increases by 1d8 for damage.
each slot above 4th. 6 - Indigo. The creature must make a Constitution saving
throw or be restrained until the end of your next turn.
Quaking Swordburst 7 - Purple. The creature must make a Constitution saving
4th level evocation throw be blinded until the end of your next turn.
Casting Time: 1 action 8 - Special. The creature is affected by two colors. Roll
Range: Self (30-foot radius) twice more, rerolling any 8.
Components: V, M (a weapon) Shocking Blade
Duration: Concentration, up to 1 minute 5th level evocation
You slam your weapon into the ground and seismic energy Casting Time: 1 bonus action
erupts from you in an aura with a 30-foot radius. Until the Range: Self
spell ends, the aura moves with you, centered on you. The Components: V, M (a weapon)
area inside the aura is difficult terrain to everyone except you. Duration: Concentration, up to 1 minute
When the aura appears, each creature of your choice that
is within the aura's area must succeed on a Dexterity saving Th next time you hit a creature with a weapon attack
throw or be knocked prone. Each creature of your choice that before this spell ends, you energize your blade with crackling
starts their turn in the aura must also make the same electricity, and the attack deals an extra 5d10 lightning
Dexterity saving throw. damage. Additionally, the creature must make a Constitution
saving throw or be stunned for the spell's duration.
At the end of each of its turns, the target can make another
Constitution saving throw. On a success, the spell ends on the
target.
Swordmage 19
Time Warp Blade
5th level transmutation
Casting Time: 1 action
Range: Self
Components: V, M (a weapon)
Duration: Concentration, up to 1 minute
You warp time around your blade to speed yourself up and
catch glimpses of the immediate future. For the spell's
duration, you have advantage on attack rolls, ability checks,
and saving throws, but not advantage on Constitution saving
throws to maintain concentration of this spell. Additionally,
other creatures have disadvantage on attack rolls against you
for the duration.
Art Credit
Thank you to these wonderful artists:
Yamaorce: page 1 and page 19
Lorenzo Mastroianni: page 2
Tomasz Chistowski: page 4
Alexnegrea: page 5
Michael Komarck: page 6
Eva Widermann: page 7
Mark Kolobaev: page 8
Cheng Gong: page 10
Riot Games: page 11
theDurrrrian: page 12
Sergey Kondratovich: page 15
Cheste Oocampo: page 16
Paizo: page 17
20 Swordmage
Guardian
Changelog v7.1 => v7.2 Aegis of the Defender: Clarified the wording. You can
Some minor changes to clean up some poor wording, typos, only use the reaction when the marked target attacks a
and minor tweaks all around. The two big changes were the creature OTHER than you, as this is more true to the
re-adding of fighting styles and a new subclass, the Warrior "Defender" role. For Shield, I changed the effect to give
Scholar. This new subclass serves as the Swordmage's the attacked creature resistance to the damage. This is
"generic" subclass much like how the PHB classes have more in line with the classic 4E Swordmage ability.
generic subclasses such as the Paladin's Devotion Oath, Lore Defensive Rotation: Reworded the ability to make it less
Bard, Ranger's Hunter, etc. This brings the class's subclasses confusing
up to 8, which is plenty of variety for players new to the class
or returning players that want to try a different type of Spells
Swordmage. Zephyr Strike Removed: It's a Ranger exclusive spell and
I purposefully have been avoiding putting class exclusive
Core Class spells on the spell list. More importantly, its functionality
Equipment: Added starting gold as all classes get starting kind of overlaps with Predictive Strike.
gold
Arcane Weapon: Removed the melee requirement so
Eldritch Snipers can use a bow as their Arcane Weapon
right away. Removed the +1 AC bonus and moved it into
the fighting styles under Magic Duelist.
Enspell Blade: To help simplify the wording, the damage
just deals the damage type of the spell you cast, or force
damage if the spell didn't deal damage. This hopefully
makes the ability less fiddly by not needing to check the
spell's school and consult a table.
Fighting Styles: I added them back in. My reasoning is
that Swordmages are more martial focused then
Artificers. Rangers and Paladins both get Fighting Styles.
However, Swordmages do get casting a level earlier and
get cantrips. But I think that is balanced by their d8 hit
die, making them have lower HP than both the Ranger
and Paladin. My previous justification for not having
fighting styles was cantrip access, but cantrip access
shouldn't make Swordmages have both low health and
lose fighting styles. For those concerned about the class
being front loaded, I think its ok. Paladins get 5 features
by 2nd level, and so do Swordmages now. 5e classes in
general are heavily front loaded.
Magical Armory: Clarified that the equipment that drops
is the previously equipped item
Spell Parry: clarified it takes your reaction.
Warrior Scholar
New subclass that gives new players a generic subclass to
pick. I wanted to avoid making it too bland like the Fighter's
Champion, so I gave the Warrior Scholar an unique niche:
the "best" spellcaster of the subclasses. For a new player that
wants to play a gish, the Warrior Scholar plays up the
magical part.
Duplicitist
Illusive Escape: Clarified it takes your reaction.
Double Trouble: Reworded the ability in a more concise
manner
Elementalist
Air Archetype Spells: Thunderous Smite swapped for
Zephyr Strike, which seemed more on theme for the fast
moving air elementalists.
Swordmage 21