Swordmage

Chuckling as he pulls a sword from its scabbard, an elf disappears into thin air only to appear behind the arrogant orc that challenged him to a duel. Soft incantations flow from the calm elven voice, and his sword flares with arcane flame as it strikes sharply across the orc's unprotected back.

A band of armored soldiers march toward their destination: the lair of a tyrannical dragon. Their leader, a female dwarf dressed in chain mail, gives a rallying speech before charging into the lair. Moments later, the dragon's massive claws descend upon one of the soldiers under her command. Without hesitation, she mutters under her breath and waves her sword. In the blink of an eye, she is now standing in place of her ally, narrowly dodging the sharp claws as her comrade stands safe at a distance.

A cloaked figure skulks in the shadows, waiting for the right opporunity to strike. Nearby, a frenzied brawl has broken out betweem a friend of the cloaked figure and their unsuspecting mark. As the mark raises his axe and brings it down with deadly intent, the cloaked figure vanishes from the shadows, appearing behind the mark with a dagger shoved in between his ribs. Within seconds, the cloaked figure disappears again, leaving their foe with nothing but a hole in their side.

No matter their origins or their chosen path, swordmages weave magic and might to dominate the battlefield. Born of arcane scholars who have chosen a militant path in life, swordmages are respected for their unique blend of mystic knowledge and martial technique.

Might and Magic

Those that devote themselves to the arcane arts rarely find mundane steel to be an effective tool, preferring the power and versatility that accompanies magic. Some, however, have discovered new ways to exploit magic and integrate it with the fighting styles of those less gifted in the world of arcana.

These weavers of might and magic are known as swordmages: gifted scholars of the arcane that have discovered a way to enhance their martial prowess through a special bond formed with their weapon. By bonding themselves to a weapon of choice, the weapon becomes an extension of their own body. They learn to fight with precision and prediction rather than brute strength or finesse gained from years of training. They use their bond with their weapon to channel their magics, enhancing their attacks, themselves, and their allies while also hindering enemies.

The greatest strength of swordmages is their intellect. They fight with their mind more than their body, treating the battlefield as one giant chess board in which each of the pieces can be manipulated, set up, or exploited. Due to this intricate understanding of the way battles ebb and flow, swordmages often see the extraordinary value that allies offer and seek to protect any and all that may join them in combat. They are traditionally defenders and controllers of the battlefield, though some choose to take advantage of their ally's positioning without intervening on their behalf, and others use the full force of their arcane might to channel destructive wrath through their bonded weapon rather than protecting those around them.


The Paths of the Swordmage

Swordmages are rare due to their unique combined skillset, and most swordmages belong to a special school, order, or military force which has taught them the skills necessary to excel on the battlefield. Due to their versatility and unique ability to protect allies in a variety of ways, swordmages often become high-ranking officers within the military, or very expensive mercenaries. Wandering swordmages exist, belonging to no established group, but they are increasingly rare and often earn their keep by exploiting their skills in unlawful ways.

To call a swordmage "friend" is to have a reliable ally, regardless of their history or chosen path. Their knowledge and power is invaluable in most imaginable scenarios. For the swordmage, every adventure is an opportunity to gather additional knowledge, learn additional techniques, and strengthen the arcane bond between the mage and their weapon until they can truly claim that they are the best there is.

THE SWORDMAGE

The Swordmage
Level Proficiency
Bonus
Features Cantrips
Known
Spells
Known
Spell

1st
Slots

2nd
per

3rd
Spell

4th
Level

5th
1st +2 Weapon Bond, Spellcasting 3
2nd +2 Swordmage Warding 3 2 2
3rd +2 Swordmage Archetype 3 3 3
4th +2 Ability Score Improvement 4 3 3
5th +3 Arcane Duelist 4 4 4 2
6th +3 Swordmage Archetype feature 4 4 4 2
7th +3 Mystic Attunement 4 5 4 3
8th +3 Ability Score Improvement 4 5 4 3
9th +4 4 6 4 3 2
10th +4 Swordmage Archetype feature 5 6 4 3 2
11th +4 Aether Step, Arcane Mutterings 5 7 4 3 3
12th +4 Ability Score Improvement 5 7 4 3 3
13th +5 5 8 4 3 3 1
14th +5 Swordmage Archetype feature 5 8 4 3 3 1
15th +5 Slippery Mind 5 9 4 3 3 2
16th +5 Ability Score Improvement 5 9 4 3 3 2
17th +6 5 10 4 3 3 3 1
18th +6 Swordmage Archetype feature 5 10 4 3 3 3 1
19th +6 Ability Score Improvement 5 11 4 3 3 3 2
20th +6 Total Aegis 5 11 4 3 3 3 2

Creating a Swordmage

Swordmages have a reason for their chosen paths. They may have started as a scholar of the arcane and had a turning point that led them to seek military training, or perhaps they were a soldier that was mentored by a wizard within the army's ranks. Some may have gained their knowledge and experience from wandering the lands, gathering their arcane knowledge from books they gathered or people they met along the way. Regardless of their background, most swordmages have had a specific moment in their lives that led them down the path that they now walk.

When creating a swordmage, consider the source of their knowledge, skills, and motivation. Craft your swordmage with intent and purpose. It is extremely rare, if not unheard of, for a swordmage to just happen. They are not born with arcane power flowing through their veins like a sorcerer, and they are not gifted their powers by a deity like clerics or paladins. They work hard to hone their skills, but why?

Quick Build

You can make a swordmage quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose either the sage or soldier background.

Class Features

As a swordmage, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per swordmage level
  • Hit Points at 1st Level: 10 + your Constituion modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constituion modifier per swordmage level after 1st

Proficiencies


  • Armor: Light armor, medium armor
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Intelligence, Constitution
  • Skills: Choose two from Arcana, Athletics, History, Insight, Investigation, and Persuasion

Equipment

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

  • (a) a martial weapon or (b) two simple weapons
  • (a) chain mail or (b) leather armor
  • (a) a dungeoneer's pack or (b) an explorer's pack

THE SWORDMAGE | CLASS

Weapon Bond

By spending 1 hour of meditation with a chosen weapon, you forge a special arcane bond with the weapon. As a bonus action, you can call your bonded weapon to your hand as long as it is on the same plane of existence.

You can forge a bond with a different weapon using the same meditation process. If you forge a bond with a different weapon, the old bond dissipates.

If your bonded weapon is broken or damaged, you can spend 1 hour of meditation to recreate the weapon from a fragment. This process automatically destroys any other fragments of the weapon in existence, so you can't use it to create multiple copies of a broken weapon.

Attacks and damage rolls are with your bonded weapon are made using your Intelligence modifier instead of Strength or Dexterity.

Spellcasting

Your intelligence has allowed you to grasp the finer arcane arts, allowing you to channel magic through your bonded weapon. Your spells enhance your attacks and manipulate the battlefield by aiding your allies and hindering your enemies. See chapter 10 of the 5th Edition Player's Handbook for the general rules of spellcasting and the last section of this supplement for the swordmage spell list.

Cantrips

You know three cantrips of your choice from the swordmage spell list. You learn additional swordmage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Swordmage table.

Spell Slots

The Swordmage table shows how many spell slots you have to cast your 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 sleep and have a 1st-level and a 2nd-level spell slot available, you can cast sleep using either slot.

Spells Known of 1st Level and Higher

At 2nd level, you learn two 1st-level spells of your choice from the swordmage spell list.

The Spells Known column of the Swordmage table shows when you learn more swordmage spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the swordmage spells you know and replace it with another spell from the swordmage spell list, which also must be of a level for which you have spell slots.


Spellcasting Ability

Intelligence is your spellcasting ability for your swordmage spells. Your magic comes from your knowledge of the arcane and the magical bond you share with your weapon. 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 swordmage 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

Ritual Casting

You can cast any swordmage spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use your bonded weapon as a spellcasting focus for your swordmage spells.

Swordmage Warding

Starting at 2nd level, while you are conscious and wielding your bonded weapon, you maintain a field of magical force around you.

This field provides a +1 bonus to AC, or a +3 bonus if you are wielding your bonded weapon in one hand and have your other hand free (not carrying a shield, an off-hand weapon, a two-handed weapon, or anything else).

This field is disabled if the swordmage is, for any reason, wearing heavy armor.

Swordmage Archetype

When you reach 3rd level, you learn the techniques of a particular swordmage archetype: Control, Protection, Assault, or Skirmishing, all detailed at the end of the class description.

Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level.

Mystic Attunement

By 5th level, you have spent enough time around magic and magical items that you have attuned to their presence. You are under the constant effects of a detect magic spell (Player's Handbook page 231) while you are conscious, without requiring concentration.

Arcane Duelist

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. Additionally, all attacks made with your bonded weapon are considered magical for the purposes of overcoming resistances and immunities.

THE SWORDMAGE | CLASS

Aether Step

At 11th level, the chains of the material plane have loosened upon you, and you have gained the ability to tranverse small distances in the blink of an eye. You may choose to forgo your normal movement for a turn and instead teleport up to half your speed to an unoccupied location that you can see. You may use this feature a number of times equal to your Intelligence modifier per short rest.

Arcane Mutterings

By 11th level, your intelligence has allowed you to understand social constructs and cues at an extremely detailed level. When you make an ability check that requires Charisma, you may instead use your Intelligence modifier for the check. You may use this feature a number of times per day equal to your Intelligence modifier.

Slippery Mind

By 15th level, you have aquired greater mental strength. You gain proficiency in Wisdom saving throws.

Total Aegis

At 20th level, when you roll initiative and have no uses of Swordmage Aegis left, you regain one use.

Additionally, whenever you use your Swordmage Aegis feature, you may mark any number of targets within range.

Swordmage Archetypes

The swordmage adopts one of four unique fighting styles: Control, Protection, Assault, and Skirmishing.

Control

For some swordmages, knowledge of the battlefield and the ability to manipulate it is the strongest advantage. Control swordmages seek to bolster their allies and hinder their foes in order to turn otherwise unfavorable situations into easily won scenarios.

Swordmage Aegis: Control

Starting when you choose this archetype at 3rd level, you can mark a target with your Swordmage Aegis. As a bonus action, you choose one target that you can see within 60 feet of you and the target becomes marked. The target remains marked until you drop the mark as a free action, until you mark another target, or until it dies.

While under the effects of the Swordmage Aegis, when a marked target hits with an attack against anybody other than you, you may use your reaction to teleport the target up to 50 feet toward you, arriving at a space adjacent to you. If there are no free spaces adjacent to you or the target is more than 50 feet away, the target is not teleported.

Once the target arrives, you may make a grapple attack against them as described in the Player's Handbook, page 195. You may use your Arcana (Intelligence) in place of Strength (Athletics) for the check. You may not move the target during the grapple. All other rules follow those described in the Player's Handbook.

This feature can be used once per short rest.

Archetype Spells

You have access to additional archetype spells at the swordmage levels listed.

Control Spells
Swordmage Level Spell
3rd ensnaring strike
5th blindness/deafness
9th slow
13th otiluke's resilient sphere
17th wall of force

Dimensional Vortex

Beginning at 6th level, your control over the battlefield has become instictual. Once per short rest, you may react to an attack by lashing out with your sword and warping space, causing your foe to appear a short distance away and unleash its attack elsewhere.

As a reaction to an enemy making a melee attack against an ally within 50 feet of you, you may teleport the target up to 25 feet and have it make its melee attack against another creature of your choice. If no creatures are within range of the target, the attack is expended.

This reaction must be taken before the DM reveals whether or not the attack hits.

Arcane Comprehension

By 10th level, you have spent a vast amount of time with the arcane, learning its intricacies and its subtle cues. You gain proficiency in Intelligence (Arcana) if you were not yet proficient in it. If you were already proficient in Intelligence (Arcana), you instead gain expertise. Additionally, you have advantage on Intelligence (Arcana) checks made to identify spells written in books or on scrolls, or as they are being cast.

Aether

At 14th level, you gain increased mastery over your Aether Step ability, allowing you to take advantage of

Transdimensional Invasion

At 18th level, you gain access to a forgotten technique among the Control swordmages, known only to those that have nearly perfected their art.

Once per long rest, you teleport back and forth across the battlefield, dragging your enemies with you as you go.

As an action on your turn, you cause a burst of arcane energy to radiate outward as you disappear from sight. Each enemy within 25 feet of your starting position must make a Dexterity saving throw.

A creature that fails its saving throw takes 5d6 force damage.

A creature that succeeds on its saving throw hakes half as much damage.

Any creature that takes damage from the blast is then instantly translocated to an unoccupied space of your choosing within the 25-foot radius. You may also reposition yourself and up to five willing creatures within the radius of the burst to an unoccupied space anywhere within the radius of the burst.

THE SWORDMAGE | CLASS

Protection

Swordmages that seek invincibility in the face of mighty enemies often turn to the skills and techniques of the Protection archetype. Protection swordmages rely on their defensive capabilities to outlast and outmaneuver foes, standing boldly on the front lines while their allies deal damage from a safe position.

Swordmage Aegis: Protection

Starting when you choose this archetype at 3rd level, you can mark a target with your Swordmage Aegis. As a bonus action, you choose one target that you can see within 60 feet of you and the target becomes marked. The target remains marked until you drop the mark as a free action, until you mark another target, or until it dies.

While under the effects of the Swordmage Aegis, if the marked target hits anybody other than you with an attack you may use your reaction to reduce the damage by an amount equal to half your swordmage level (rounded up) plus your Constitution modifier.

This feature can be used once per short rest.

Archetype Spells

You have access to additional archetype spells at the swordmage levels listed.

Protection Spells
Swordmage Level Spell
3rd shield
5th warding bond
9th protection from energy
13th fire shield
17th circle of power

Transposing Lunge

Beginning at 6th level, you have gained a selfless intuition toward protecting your allies. Once per short rest, you may react to an attack by transposing yourself and an ally, placing yourself in the line of fire and sparing your ally.

As a reaction to an enemy making an attack against an ally within 50 feet of you, you may transpose yourself and the ally, placing yourself in the line of fire. The attack has disadvantage against you due to the disorientation of striking an unexpected enemy.

This reaction must be taken before the DM reveals whether or not the attack hits.

Watchful Guardian

By 10th level, you have learned how to protect yourself and those around you by constantly keeping a watchful eye. You gain proficiency in Wisdom (Perception) if you were not yet proficient in it. If you were already proficient in Wisdom (Perception), you instead gain expertise. Additionally, you have advantage on Wisdom (Perception) checks made to spot hidden enemies.


Safeguarding Step

At 14th level, you gain increased mastery over your Aether Step ability, allowing you to channel the residual forces of your teleportation into an arcane shield for yourself and allies around you. When you use the Aether Step ability, you and all allies within 5 feet of you when you arrive may gain temporary hit points equal to your Intelligence modifier.

Astral Thunder Blade

At 18th level, you gain access to a forgotten technique among the Protection swordmages, known only to those that have nearly perfected their art.

Once per long rest, your blade crashes down upon your foe, and noise like a god's fury bursts out of your enemy toward its allies.

Whenever you hit with a melee weapon attack, you may choose to imbue your blade with thunderous might. The target takes damage from the attack, as well as an extra 2d8 thunder damage.

Additionally, the target of the attack and each enemy within 10 feet of it must make a Constitution saving throw as a wave of thunderous energy booms outward from the strike.

A creature that fails its saving throw takes an extra 2d8 thunder damage and is stunned until the start of your next turn.

A creature that succeeds on its saving throw takes no extra damage and is not stunned, but it has disadvantage on all attack rolls until the start of your next turn.

Regardless of the results of the saving throw, each affected creature is deafened for 1 minute.

Assault

The promise of power that comes from combining steel and magic entices many swordmages into following the Assault path. Assault swordmages learn spells and techniques that empower their attacks, cutting down those that stand in their way with a combination of well-crafted weaponry and unrelenting sorcery.

Swordmage Aegis: Assault

Starting when you choose this archetype at 3rd level, you can mark a target with your Swordmage Aegis. As a bonus action, you choose one target that you can see within 60 feet of you and the target becomes marked. The target remains marked until you drop the mark as a free action, until you mark another target, or until it dies.

While under the effects of the Swordmage Aegis, your attacks against the marked target deal an extra 1d4 damage of a damage type chosen at the beginning of each day. You may choose from fire, cold, lightning, or thunder damage. Your bonded weapon flares with an appropriate aura each time you make an attack against the marked target, being wreathed in swirling flames, icy mist, crackling electricity, or resonating wind. This damage increases by 1d4 at 11th level (2d4), and an additional 1d4 at 17th level (3d4).

This feature can be used once per short rest.

THE SWORDMAGE | CLASS

Archetype Spells

You have access to additional archetype spells at the swordmage levels listed.

Assault Spells
Swordmage Level Spell
3rd burning hands
5th enlarge/reduce
9th vampiric touch
13th elemental bane
17th destructive wave

Lightning Strider

Beginning at 6th level, you've learned to weave might and magic in order to strike your enemies with arcane fury. Once per short rest, you may attack with elemental fury, hitting multiple targets in quick succession.

As an action on your turn, you may surround yourself in streaking bolts of lightning and lash out against up to three targets. You may teleport up to 20 feet, making a melee attack against an adjacent target, which deals an extra 1d6 lightning damage. Whether the primary attack hits or misses, you may then teleport another 15 feet and make a secondary melee attack against a different target, which deals an extra 1d4 lightning damage. Whether the secondary attack hits or misses, you may then teleport an additional 10 feet and make a tertiary melee attack against a third unique target.

Powerful Physique

By 10th level, you have trained to improve your physical prowess through both mundane and arcane enhancements. You gain proficiency in Strength (Athletics) if you were not yet proficient in it. If you were already proficient in Strength (Athletics), you instead gain expertise. Additionally, you have advantage on Strength (Athletics) checks made to avoid or escape grapples, resist forceful movement (such as during a shove attack), or prevent a creature from disarming you.

Slashing Wake

At 14th level, you gain increased mastery over your Aether Step ability, allowing you to take advantage of the forces that propel you through space, channeling them into a wave of destructive energy. When you teleport using your Aether Step ability, all enemies within 5 feet of you when you arrive take force damage equal to your Intelligence modifier.


Obliterating Blaze

At 18th level, you gain access to a forgotten technique among the Assault swordmages, known only to those that have nearly perfected their art.

Once per long rest, with a vicious thrust of your sword, you set off a flaming chain reaction within your foe.

Whenever you hit with a melee weapon attack, you may choose to imbue your blade with an arcane inferno. The target takes damage from the attack, as well as an extra 5d6 fire damage.

Additionally, at any time within the next week, you may use a bonus action to have a spark ignite within your foe, causing a chain reaction to take place. The enemy erupts with an obliterating blaze which deals 10d10 fire damage to it and each creature within 15 feet of it. Creatures other than the source of the explosion may make a Dexterity saving throw, reducing the damage by half on a successful save. You may choose to have allies within the explosion's radius automatically succeed on their saving throw if you are aware of their presence.

You can only have one creature under the effect of this feature at a time. You can choose to snuff the spark harmlessly without using an action.

Skirmishing

Skirmishing swordmages prefer the safety of distance, but understand the advantages of close-range combat. The Skirmishing swordmage employs their spells and abilities to quickly approach an isolated foe, striking it with extreme speed and deadly precision, and then retreating to safety before it has a chance to retaliate.

Swordmage Aegis: Skirmishing

Starting when you choose this archetype at 3rd level, you can mark a target with your Swordmage Aegis. As a bonus action, you choose one target that you can see within 60 feet of you and the target becomes marked. The target remains marked until you drop the mark as a free action, until you mark another target, or until it dies.

While under the effects of the Swordmage Aegis, if the marked target makes an attack against a creature other than you, you may use your reaction to teleport up to half your speed toward the target, make a melee attack with your bonded weapon, and then teleport back. You don't add your ability modifier to the damage of this attack, unless that modifier is negative.

This feature can be used once per short rest.

Archetype Spells

You have access to additional archetype spells at the swordmage levels listed.

Skirmishing Spells
Swordmage Level Spell
3rd expiditious retreat
5th misty step
9th blink
13th greater invisibility
17th mislead

THE SWORDMAGE | CLASS

Beginning at 6th level, you've learned the advantages of using your allies as distractions to catch enemies off guard. Once per short rest, you may shift yourself and an ally through space to strike an unsuspecting foe.

As an action on your turn, you teleport yourself from your current location to any spot adjacent to an enemy within 25 feet. You may also bring one willing creature of your size or smaller, who also arrives in a spot adjacent to the enemy. The creature must be within 5 feet of you when you use this ability. Upon arriving, you may make a melee attack against the enemy as part of this action. If you bring along an allied creature, or if there is an allied creature adjacent to the enemy when you arrive, you gain advantage on the attack roll.

Covert Combatant

By 10th level, you have acquired a greater knowledge of guerilla warfare and the benefits of a stealthy approach. You gain proficiency in Dexterity (Stealth) if you were not yet proficient in it. If you were already proficient in Dexterity (Stealth), you instead gain expertise. Additionally, you have advantage on Dexterity (Stealth) checks made to take the Hide action.

Aether Jaunt

At 14th level, you gain increased mastery over your Aether Step ability, allowing you to traverse greater distances with each teleport. You may now use Aether Step to teleport a distance up to your speed. Additionally, you may use Aether Step as a bonus action rather than expending your movement.

Mirrorblade Army

At 18th level, you gain access to a forgotten technique among the Skirmishing swordmages, known only to those that have nearly perfected their art.

Once per long rest, from your image reflected in your bonded weapon, you conjure an army of duplicates to help assault your foes anywhere on the battlefield.

As an action on your turn, you conjure a number of mirror images of yourself equal to your Intelligence modifier (minimum 1) within 50 feet of you. Each mirror image occupies the same amount of space as you would. Enemies cannot move through an image's space, but allies can.

You can make attacks, including opportunity attacks, as though you occupied the same space as a mirror image. A mirror image still provokes opportunity attacks as normal.

A mirror image can be targeted by attacks. It has the same armor class, saving throws, resistances, and immunities as you. A mirror image has 1 hit point, and once reduced to 0 hit points it is destroyed.

Each mirror image counts as an ally for the purposes of skills and abilities that require the presence of a nearby ally, such as the rogue's sneak attack feature.

THE SWORDMAGE | CLASS

Swordmage Spells



Cantrips (0 Level)
  • Blade Ward
  • Booming Blade
  • Dancing Lights
  • Frigid Blade
  • Frostwind Blade
  • Green-Flame Blade
  • Light
  • Lightning Lure
  • Mage Hand
  • Message
  • Minor Illusion
  • Prestidigitation
  • Sword Burst
  • True Strike
1st Level
  • Absorb Elements
  • Alarm
  • Burning Hands (Assault)
  • Catapult
  • Detect Magic
  • Ensnaring Strike (Control)
  • Expeditious Retreat (Skirmishing)
  • Feather Fall
  • Identify
  • Illusory Script
  • Jump
  • Longstrider
  • Mage Armor
  • Shield (Protection)
  • Silent Image
  • Tenser's Floating Disk
  • Unseen Servant
2nd Level
  • Arcane Lock
  • Blindness/Deafness (Control)
  • Blur
  • Darkvision
  • Detect Thoughts
  • Enlarge/Reduce (Assault)
  • Flame Blade
  • Invisibility
  • Knock
  • Levitate
  • Locate Object
  • Magic Mouth
  • Magic Weapon
  • Mirror Image
  • Misty Step (Skirmishing)
  • Phantasmal Force
  • See Invisibility
  • Warding Bond (Protection)
3rd Level
  • Blink (Skirmishing)
  • Counterspell
  • Clairvoyance
  • Dispel Magic
  • Fear
  • Fly
  • Glyph of Warding
  • Leomund's Tiny Hut
  • Magic Circle
  • Major Image
  • Nondetection
  • Protection from Energy (Protection)
  • Sending
  • Slow (Control)
  • Tongues
  • Vampiric Touch (Assault)
  • Water Breathing
  • Water Walk
4th Level
  • Arcane Eye
  • Dimension Door
  • Elemental Bane (Assault)
  • Fabricate
  • Fire Shield (Protection)
  • Freedom of Movement
  • Greater Invisibility (Skirmishing)
  • Leomund's Secret Chest
  • Locate Creature
  • Mordenkainen's Faithful Hound
  • Mordenkainen's Private Sanctum
  • Otiluke's Resilient Sphere (Control)
5th Level
  • Animate Objects
  • Circle of Power (Protection)
  • Creation
  • Destructive Wave (Assault)
  • Mislead (Skirmishing)
  • Passwall
  • Rary's Telepathic Bond
  • Scrying
  • Telekinesis
  • Teleportation Circle
  • Wall of Force (Control)


Spell Descriptions

These spells are exclusive to the swordmage and not included within other 5th Edition D&D source material.

Cantrips

Frigid Blade

Evocation cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (a weapon)
  • Duration: Instantaneous

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and it suffers an additional 1d4 cold damage. If the target starts its next turn adjacent to you, its speed is reduced by half until the end of its next turn.

This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).










Frostwind Blade

Evocation cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (a weapon)
  • Duration: Instantaneous

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and icy wind flows from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes cold damage equal to your spellcasting modifier.

This spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 cold damage to the target, and the cold damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

THE SWORDMAGE | SPELLS