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Swordmage (Firefox)

Across the multiverse, there are unique individuals who strive to combine the arts of blade and spell. Some are diligent soldiers who train as part of an ancient and hallowed tradition; others are self-taught wanderers who use their abilities to survive the perils of the wilderness. Regardless of origin, Swordmages are intelligent warriors who blend spells focused on battle and exploration with a precise and tactical form of melee combat. While the minstrels may sing tales of the elven fighter-mage with blade in hand, one may encounter a dwarven runic warrior wielding a battleaxe, or a human arcane knight swinging a warhammer. Swordmages are also eternal students who seek arcane lore and relics from forgotten civilizations.

Hit Points
  • Hit Dice: 1d10 per Swordmage level.
  • Hit Points at 1st level: 10 + Constitution modifier.
  • Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Swordmage level after 1st.
    
    
The Swordmage
Level Proficiency Features
1st +2 Weapon Bond, Unarmored Warding, Sword and Sorcery
2nd +2 Spellcasting
3rd +2 Arcane Path, Aegis
4th +2 Ability Score Improvement
5th +3 Spellsword Strike
6th +3 Presence of Mind
7th +3 Arcane Path Feature
8th +3 Ability Score Improvement
9th +4
10th +4 Swordmage Tactics
11th +4 Intelligent Blademaster
12th +4 Ability Score Improvement
13th +5
14th +5 Arcane Path Features
15th +5 Roads Scholar
16th +5 Ability Score Improvement
17th +6
18th +6 Arcane Path Feature
19th +6 Ability Score Improvement
20th +6 Spellsword Mastery
Proficiencies
  • Armor: All armor.
  • Weapons: Simple weapons, martial melee weapons.
  • Tools: None.
  • Saving Throws: Constitution, Intelligence.
  • Skills: Choose two from Acrobatics, Athletics, Arcana, History, Investigation, Perception and Survival.
  • Multiclassing: Gain light and medium armor, simple weapons, martial melee weapons.
  • (Requires Int 13+ and either Str or Dex 13+)
Equipment

Your choice of:

  • Any two martial weapons.
  • (a) Five javelins or (b) any simple weapon.
  • (a) A scholar’s pack or (b) an explorer’s pack.
  • (a) Leather armor, a light crossbow, and 20 bolts or (b) chain mail.

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Swordmage Spell Progression
Level Cantrips Known 1st 2nd 3rd 4th 5th
1st 1
2nd 2 2
3rd 2 3
4th 2 3
5th 2 4 2
6th 2 4 2
7th 2 4 3
8th 2 4 3
9th 2 4 3 2
10th 3 4 3 2
11th 3 4 3 3
12th 3 4 3 3
13th 3 4 3 3 1
14th 3 4 3 3 1
15th 3 4 3 3 2
16th 3 4 3 3 2
17th 3 4 3 3 3 1
18th 3 4 3 3 3 1
19th 3 4 3 3 3 2
20th 3 4 3 3 3 2

1

Class | Swordmage

Class Abilities

Weapon Bond

A Swordmage’s weapon is no mere piece of steel; it is a partner-in-arms and an extension of the warrior’s own body. Starting at 1st level, you may select a melee weapon. You perform a bonding ritual with this weapon over the course of 1 hour, which can be done during a short rest. You may bond with another melee weapon using the ritual, but this will cause you to lose the bond with your previous weapon.

If your weapon is on the same plane of existence, you can summon it as a bonus action on your turn, causing it to teleport instantly to your hand.

As an action, you can cause your bonded weapon to glow with a color of your choice. This sheds bright light in a 20-foot radius and dim light for an additional 20 feet. You can stop this effect as an action.

Unarmored Warding

Your knowledge of arcane teachings allows you to reinforce your defences with force magic.

  • While you are conscious, and wearing no armor and not wielding a shield, your AC equals 13 + your Intelligence modifier.
  • When wielding a weapon in one hand and no other weapon or shield, you gain a +2 bonus to AC.

Sword and Sorcery

Your study of magic and battle has taught you to fight with weapons and magic in harmony. At 1st level, you gain the following benefits:

  • You gain proficiency in Arcana and History. If you already have proficiency in either of these skills, your proficiency bonus is doubled for any check you make with that skill.
  • You know one cantrip from the Swordmage Spell List. You learn additional cantrips of your choice at higher levels as shown in the Cantrips Known column of the table.
  • When wielding a melee weapon, you do not suffer disadvantage on spell attack rolls for casting within 5 feet of a creature, and you can perform the somatic components of spells even when you have weapons or a shield in one or both hands.

Spellcasting Ability: 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 or attack rolls for Swordmage spells as shown below:

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier.


Spellcasting Focus: You can use your bonded weapon as a focus for Swordmage spells.








Spellcasting

As wandering warriors, Swordmages learn a set of spells focused on battle and exploration. In keeping with the wizardly tradition, Swordmages carry a spellbook and must prepare their spells every day. Thus, Swordmages prize careful preparation and intelligent tactics to win their battles.

Spell Slots

The Spellcasting 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.

Spellbook

At 2nd level, you acquire a spellbook containing three 1st-level Swordmage spells of your choice. How you acquired this spellbook is up to you; you may have picked up knowledge during your journeys, or perhaps it was given to you by a mentor. The writing in your spellbook can take many forms—maybe the elegant verse of bladesong, or inscrutable etched runes only you can decipher. See the “Your Spellbook” sidebar in the Player’s Handbook for more details.

Preparing and Casting Spells

The Swordmage Spell Progression 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. You prepare the list of Swordmage spells that are available for you to cast. To do so, choose a number of Swordmage spells from your spellbook equal to ½ your Swordmage level (rounded down) + your Intelligence modifier. The spells must be of a level for which you have spell slots. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Learning Spells

Each time you gain a Swordmage level, you can add one Swordmage spell of your choice to your spellbook. The spell must be of a level for which you have spell slots, as shown on the Swordmage table. On your adventures, you might find other spells that you can add to your spellbook (as described in the Player’s Handbook).


Ritual Casting

You can use Ritual Casting on Swordmage spells in your spellbook with the Ritual tag. You do not need to prepare these spells beforehand.

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Class | Swordmage

Aegis

Swordmages can place magical marks on their foes, allowing them to respond to attacks against their allies with counterassaults or timely protection. Starting at 3rd level, as a bonus action, you invisibly mark a creature within 60 feet of you with subtle magic that acts as an anchor for other effects. The aegis lasts for 1 minute, until you use it again, or until you are incapacitated. A creature with truesight can see the mark, otherwise it is unnoticeable. The aegis is considered a magical effect of a spell level equal to your highest spell slot, although is not a spell, and does not require the use of a slot. Eg. Dispel Magic can remove the aegis, but placing an aegis cannot be counterspelled.
Each Path can use their aegis in a different way.

Arcane Path

At 3rd level, select an Arcane Path (see below). You gain additional abilities from your path at 7th, 14th and 18th levels.

Spellsword Strike

A Swordmage learns to strike together with blade and spell. Starting at 5th level, when you use an action to cast a Swordmage spell, you can make a single attack with your bonded weapon as a bonus action. You can make the attack before or after casting the spell.

Presence of Mind

Swordmages use their intellect to momentarily fortify their defenses or hone their focus for a task. Starting at 6th level, you can gain advantage to a single saving throw or ability check roll. You can use this ability once per short or long rest.

Swordmage Tactics

A Swordmage gains momentary insight into an opponent’s magical weaknesses with a single strike of their weapon. Starting at 10th level, if you successfully hit a creature with your bonded weapon, when you cast a spell against that creature before the beginning of your next turn, you may choose to either gain advantage on the spell attack roll or that creature suffers disadvantage on the spell saving throw.

Intelligent Blademaster

Experienced Swordmages hone their tactical skills to strike with better precision. Starting at 11th level, your bonded weapon deals additional damage equal to your Intelligence modifier.

Roads Scholar

Your long journeys, tireless pursuit of knowledge, and constant martial discipline have granted you a keen mind and a mastery of intellectual pursuits. Starting at 15th level, you gain advantage on all ability checks that use Intelligence.




Swordmage Mastery

The greatest Swordmages can achieve a focused state of blade and spell mastery, subsequently laying waste to their foes. Starting at 20th level you can activate this ability as a bonus action, and for 1 minute you gain advantage on attack rolls with your bonded weapon, advantage on spell attack rolls, and any creature you target suffers disadvantage on spell saving throws. You can use this ability once per long rest.


Arcane Paths

As Swordmages progress on their journeys they find themselves traveling down one of a few specialized arcane paths. Channeling Swordmages are more control-minded and focus on infusing their bonded weapon with elemental energy. Shielding Swordmages are more protection-oriented and develop a powerful aegis to hinder their enemies.

Path of Channeling

Elemental Infusion

You draw upon your powers to infuse your weapon with elemental energy. Starting at 3rd level, you gain the infusions below. They are considered evocation cantrips with the following characteristics:

Casting Time: 1 action

Range: 5 feet

Components: V, M (a weapon)

Duration: See Description

Acid Blade: If you hit your target, it must make a Constitution spell save or be Poisoned by acidic fumes until the start of your next turn. Your weapon also does +1d8 acid damage at level 5, plus an addition 1d8 at level 11 and 17.

Flame Blade: You gain 5 feet of reach for this attack from the flames swirling around your weapon. Your weapon also does +1d8 fire damage at level 5, plus an addition 1d8 at level 11 and 17.

Ice Blade: If you hit your target, it must make a Constitution spell save or it becomes coated in frost, and its movement speed is reduced to 0 until the start of your next turn. Your weapon also does +1d8 cold damage at level 5, plus an addition 1d8 at level 11 and 17.

Shock Blade: If you hit your target, you shock its neural system so it cannot take reactions until the start of your next turn. Your weapon also does +1d8 lightning damage at level 5, plus an addition 1d8 at level 11 and 17.

Thunder Blade: If you hit your target, it must make a Strength spell save or be knocked prone by a sonic burst. Your weapon also does +1d8 thunder damage at level 5, plus an addition 1d8 at level 11 and 17.

Tactical Movement

Starting at 7th level, you can magically enhance your movements with just a moments focus. As a bonus action, you can ignore difficult terrain, gain a climb speed equal to your walking speed, and have advantage on checks to jump and balance until the end of your turn.

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Class | Swordmage

Devastating Infusion

Starting at 14th level, when you roll damage for an infusions additional elemental damage, you can choose to deal maximum damage, instead of rolling. After using this ability, you must finish a short or long rest before using it again.

Arcane Fury

Starting at 18th level, you draw upon your arcane abilities to empower the weapons of yourself and your allies. As a bonus action, you and all allies within 30 feet gain +1d6 force damage to weapon attacks, and your speed is increased by 30 feet. This ability lasts until the end of your next turn. After you use this feature, you must have a long rest before using it again.

Path of Protection

Aegis of Shielding

Starting at 3rd level, you can have your aegis dampen the effects of an incoming attack on an ally. When a creature marked by your aegis deals damage to a creature other than yourself and is within 60 feet of you, you can use your reaction to reduce the damage by half.

Hyper Awareness

Your connection to targets of your aegis now heightens your senses. Starting at 7th level, you gain advantage on Investigation, Insight and Perception checks against creatures marked by your aegis.

Dual Aegis

Starting at 14th level, you can choose to mark two opponents at the same time using your Aegis ability. The ability functions as usual, although you still can only make one reaction per round.

Total Aegis

Starting at 18th level, you draw upon your arcane abilities to create powerful barriers that protect you and your allies. As a bonus action, all creatures you choose within 30ft are marked by your Aegis ability, and you and all allies within 30 feet gain resistance to all types of damage and advantage on saving throws from creatures marked by your aegis. The resistance and advantage to saving throws lasts until the end of your next turn. After you use this feature, you must have a long rest before using it again.

Path of Aggression

Aegis of Assault

Starting at 3rd level, you can use your aegis to launch a counterattack when an ally is hurt. When a creature marked by your aegis deals damage to a creature other than yourself and is within 60 feet of you, you can use your reaction to teleport to an unoccupied spot within 5 feet of the marked creature, and make an immediate melee attack against it.







Hunt the Prey

Your connection to targets of your aegis now harnesses your predatory nature. Starting at 7th level, you gain advantage on Survival checks to track, Intimidation, and Perception checks against creatures marked by your aegis.

Dual Aegis

Starting at 14th level, you can choose to mark two opponents at the same time using your Aegis ability. The ability functions as usual, although you still can only make one reaction per round.

Rapid Response

Starting at 18th level, you draw upon your arcane abilities to launch rapid counterassaults. The first time you use Aegis of Assault in a round, it does not count as your reaction for the round. You can only use Aegis of Assault once on each target of your aegis per round.





Swordmage Spell List
Level Spell
Cantrip Arcane Blast*, Booming Blade, Chill Touch, Fire Bolt, Greenflame Blade, Lightning Lure, Mage Hand, Mending, Minor Illusion, Ray of Frost, Prestidigitation, Sword Burst.
1st Absorb Elements, Burning Hands, Comprehend Languages, Detect Magic, Expeditious Retreat, Feather Fall, Find Familiar, Ice Knife, Identify, Mage Armor, Magic Missile, Shield, Thunderwave.
2nd Blur, Enhance Ability, Hold Person, Magic Weapon, Mirror Image, Misty Step, Rope Trick, Scorching Ray, Shatter, See Invisibility.
3rd Counterspell, Elemental Weapon, Fireball, Fly, Haste, Leomund’s Tiny Hut, Lightning Bolt, Melf’s Minute Meteors, Protection from Energy, Water Breathing.
4th Arcane Eye, Banishment, Death Ward, Dimension Door, Elemental Bane, Fire Shield, Freedom of Movement, Ice Storm, Stoneskin.
5th Destructive Wave, Hold Monster, Legend Lore, Passwall, Telekinesis, Wall of Force.

Adapted from Miburo's Spellsword class.(https://docs.google.com/document/d/1...yc1MXGhpNu9iNU).

Optional Swordmage Cantrips

Arcane Blast

Evocation Cantrip (Sorcerer, Wizard)

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Instantaneous

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage, and must make a Strength saving throw or be pushed 10 feet.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Force Arrow

Evocation Cantrip

Casting Time: 1 action

Range: Weapon(Short range)

Components: V, M

Duration: Instantaneous

As part of the action used to cast this spell, you must make a ranged attack with a weapon against one creature within range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and must make a Strength saving throw or be pushed 5 feet. This spell's damage increases by 1d4 force damage when you reach 5th level (1d4), 11th level (2d4), and 17th level (3d4).

Frost Arrow

Evocation Cantrip

Casting Time: 1 action

Range: Weapon(Short range)

Components: V, M

Duration: Instantaneous

As part of the action used to cast this spell, you must make a ranged attack with a weapon against one creature within range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and must make a Constitution saving throw or its speed is reduced by 10 feet until the start of your next turn. This spell's damage increases by 1d4 cold damage when you reach 5th level (1d4), 11th level (2d4), and 17th level (3d4).

Chilling Arrow

Evocation Cantrip

Casting Time: 1 action

Range: Weapon(Short range)

Components: V, M

Duration: Instantaneous

As part of the action used to cast this spell, you must make a ranged attack with a weapon against one creature within range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and must make a Constitution saving throw or its can't regain hit points until the start of your next turn. This spell's damage increases by 1d4 necrotic damage when you reach 5th level (1d4), 11th level (2d4), and 17th level (3d4).



[TEST] Path of the Arcane Archer

Aegis of Seeking

Starting at 3rd level, you can use your Weapon Bond feature on ranged weapons, and attacks with your bonded weapon ignore half cover and three-quarters cover on targets marked by your aegis. Also attacking with your bonded weapon at long range doesn't impose disadvantage on your ranged weapon attack rolls against targets of your aegis.
You learn either Chill Arrow, Frost Arrow, or Force Arrow cantrip. At level 6 and level 12 you can choose another of these cantrips.

Notes: Add more cantrip options for ranged weapons.

Endless Quiver

Starting at 3rd level, as an action you can use conjuration magic on a quiver you are touching to fill it with normal arrows. The arrows disappear at the end of your next turn if more than 5 feet away from you. At level 6, the conjured arrows are considered magical for the purposes of resistance.

Shadow Arrow

Starting at 7th level, as an action, you can fire an arrow of shadow magic which acts as an anchor, and then teleport to that arrow as a bonus action before the end of your turn. The lingering shadow magic gives you advantage on Dexterity(Stealth) checks until the end of your next turn. After you use this feature, you must have a long rest before using it again.

Splinter the Aegis

Starting at 14th level, once per round you can choose to target two creatures with a Swordmage weapon cantrip. One target must be marked by your aegis, and a second creature must be within 30ft of the first target, and within range of the attack.

Shatter the Aegis

Starting at 18th level, you can detonate the energy used on your aegis with your bonded weapon. When you hit with your bonded weapon using a ranged weapon cantrip, you can choose to include creatures of your choice within 30ft of the creature hit by the primary attack. All additional targets are affected by the secondary effects and damage of the attack as though they were hit, but not the weapon damage. They are also marked by your aegis. After you use this feature, you must have a short rest before using it again.

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Class | Swordmage

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