# Swordmage
Swordmages apply the arcane arts to melee combat. The combat skills they possess are enhanced by the magic they wield. The flourish of a swordmage’s blade not only bites with steel, but also with fire, lightning, or other powerful forces. You studied and practiced for years to master your skills. You mastered the fundamentals of arcane magic and combined this academic study with endless hours of physical training.

You might be a young eladrin in search of your fortune, a stranger to the wider world outside the seclusion of your homeland; a self-trained genasi sellsword, gifted with an affinity for elemental magic; the scion of a disgraced noble human family, taught by the finest tutors in your youth but now a footloose expatriate; or a half-elf arcane champion, rigorously trained in a war magic academy to serve in the armies of your homeland.


Magical barriers of force swirl around you, protecting you from harm. The blade you carry is an extension of your being, both body and mind. It pulses with eldritch energy as you prepare to defend your allies and unleash magical fury against your foes.


### Of mind and matter
*fluff - what is a swordmage - gish, magic fuled by steel and blood*


### Creating a Swordmage
Creating a swordmage character demands *fluff*

<div class='classTable wide'>
##### Swordmage
| Level | Prof Bonus | Features |  Max focus | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:
| 1st | +2 | Weapon Bond, Swordmage Warding |—| 3 | — | — | — | — | — | — |
| 2nd | +2 | Spellcasting| — | 3 | 2 | 2 | — | — | — | — |
| 3rd | +2 | Arcane Aegis, Mecurial Assult |4| 4 | 3 | 3 | — | — | — | — | 
| 4th | +2 | Ability Score Improvement |4| 4 | 3 | 3 | — | — | — | — |
| 5th | +3 | War Magic | 4 |4 | 4 | 4 | 2 | — | — | — |
| 6th | +3 | Transposing Lunge | 6 | 4 | 4 | 4 | 2 | — | — | — | 
| 7th | +3 | Improved Mecurial Assult | 6 | 4 | 5 | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Improvement | 6 | 4 | 5 | 4 | 3 | — | — | — |
| 9th | +4 | — | 8 | 4 | 6 | 4 | 3 | 2 | — | — |
| 10th | +4 | Dimensional Vortex | 8 | 5 | 6 | 4 | 3 | 2 | — | — |
| 11th | +4 | Improved Swordmage Warding |8 | 5 | 7 | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | 10 | 5 | 7 | 4 | 3 | 3 | — | — |
| 13th | +5 | — | 10 | 5 | 8 | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Quicksilver Blade | 10 | 5 | 8 | 4 | 3 | 3 | 1 | — |
| 15th | +5 | ? |  12 | 5 | 9 | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement | 12 | 5 | 9 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | ─ | 12 | 5 | 10 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | ? | 12 | 5 | 10 | 4 | 3 | 3 | 3 | 1 | 
| 19th | +6 | Ability Score Improvement | 12 | 5 | 11 | 4 | 3 | 3 | 3 | 2 | 
| 20th | +6 | ? | 12 | 5 | 11 | 4 | 4 | 3 | 3 | 2 |
</div>

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#### Quick Build
You can make a swordmage quickly by following these suggestions. First, either Dexterity or Strength should be your highest ability score, followed by Intelligence, and then Constitution.

Second, choose the Soldier or sage background. Thrid choose the *Blade Ward*, *Green Flame Blade* and *Light* cantrips.

## Class Features
As a Swordmage you gain the following class features.

#### Hit points

* **Hit Dice:** 1d8 per Swordmage level
* **Hit Points at 1st level:** 8 + your constitution modifier
* **Hit Points at Higher Levels:** 1d8 (or 5) + your constition modifier per Swordmage level after 1st

#### Proficiencies

* **Armor:** Light, Medium
* **Weapons:** Simple weapons, martial melee weapons
* **Saving Throws:** Constituion, Intelligence
* **Skills:** Choose Arcana and two from: Athletics, Persuations, History, Insight and Investigation

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

* a martial weapon (sword)
* (a) a dungeoneer's pack or (b) an explores pack
* (a) a Leather armor or (b) Chain mail
* a ritual tome

<img 
  src='http://i.imgur.com/4esdC1J.png' 
  style='width:250px' />

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### Weapon Bond
The link to your blade, is of utmost importance to the Swordmage. You learn a ritual that creates a bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

You can have only one bonded weapon at a time, if you try to bond a new weapon, you transfer your bond to that weapon, and must break the privious bond. 

By 3rd level you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of exsistance, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.



### Swordmage warding
While you are wielding your bonded weapon, your ability to manipulate the weave increases. While you are concious, you can maintain a field of magical force around you, which bolster both your defensive and offensive capabilities.

<br>

**Defense:** The warding provides a +2 bonus to AC, provided you have your off-hand free (not carrying a shield, a weapon, wielding a two-handed weapon, or anything else). In adition, at the beginning of each round, a silvery sheen garthers around you, warding against incomming attacks, granting you Temporary Hit Points, equal to your proficiency modifier. 

<br>

**Offense:** Furthermore the warding sheates your blade in arcane energy. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. Your weapon deals 1d4 damage of the chosen element on a hit. The chosen element can be changed at the end of a short or long rest.

*This does not count for the porpuse of overcoming magical resistance*

### Cantrips
At 1st level, 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.

### Spellcasting
By 2nd level, your studies of arcane magic have begun to come to fruition. Your mastery over the arcane weave solidififes, and your emergent power begins to grow.

#### Preparing and Casting Spells
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.

You know three 1st-level swordmage spells of your choice.

The Spells Known column of the Swordmage table shows when you learn more Swordmage spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots.

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Whenever you gan a level in this class, you can replace one of your Swordmage spells  you know with another spell of your choice from the Swordmage spell list. The new spell must be of a level for which you have spell slots.


#### Spellcasting Ability
Intelligence is your spellcasting ability for your swordmage spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw
DC for a 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 record spells with the ritual tag in a dedicated tome, if they are on the Swordmage spell list. You can cast these as per the ritual casting rules, and they don't count against your spells know.

#### Spellcasting Focus

You can use a component pouch or any weapon which you are bonded to with your Weapon Bond feature as a spellcasting focus for your swordmage spells.

### Arcane Aegis
Your study of the weave, and the ripples all entities leave in it, mean you gain the ability to respond to the actions of your foes.

Whenever you cast a spell, you gain *Arcane Focus*, a resource you can use to fuel your Swordmage abilities. The focus gained when casting a spell, follows this progression:

##### arcane focus gain
| Spell level | Focus gain |
|:----:|:-------------|
| Cantrip  | 1 point |
| 1st   | 2 ponits |
| 2nd | 3 points |
| 3rd | 4 points |
| 4th | 5 points |
| 5th | 6 points |

Your ability to maintain focus increases as you gain Swordmage levels, as indicated in the class table.


### Mecurial Assult

When a creature you can see within 30ft of you, attacks a target other than you, you can use your reaction to teleport up to your speed, and make a melee attack against the target.

<br>

**This feature requires two focus points to activate.**

<br>

At 7th level, you gain the ability to cast a cantrip in place of a melee attack when using this feature. **This cantrip, does not refund a point of focus!**

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### War Magic
Beginning at 5th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

-

*Note: Improved Mecurial Assult and War Magic, does NOT trigger off each other, you don't gain bonus actions outside of your own yurn.*

### Transposing Lunge
By 6th level, you gain the ability to draw a sigil in the air, trying to transpose yourself into harms way, to protect your allies. By expending focus, you can, as a reaction, change places with an ally up to 30ft away, that is the target of an attack or spell (requiring a reflex save or attack roll), which does not include you as a target. You have to declare the use of this power, before the DM declares if it hits or not.

You both blink out of exsistance in a shimmer of arcane energy, to reappar in eachothers previous posistion. Protected by the lingering arcane veil, you gain temporary Hit Points equal to twice the value granted by your normal Warding.

<br>

**This ability costs three focus points to activate**

<br>
<br><br>

<img 
  src='http://i.imgur.com/II14IBS.jpg' 
  style='width:325px' />
  
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### Dimensional Vortex
By 10th level, you can directly manipulate the threads in the weave beloging to your advesaries. By using you reaction, and expending focus, you can try to shift the threads in your favor.

When a creature you can see withing 30 ft of you, attacks an ally, with a melee attack or spell (requiring a reflex save or attack roll), which does not include you as a target, you can expend focus, to teleport the enemy to a open space within 30ft of you, and resolve the attack against a creature of your choice. You must declare to use this power, before the DM declares if the attack hit or not.

<br>

**This feature costs four focus points to activate**

<br>

The creature can try to resist, performing a INT saving throw, against your spell DC. On a succes the target is not teleported. 
   Teleported or not, the attack suffers disadvantage.

### Improved Swordmage Warding
Your mastery over the fickle eldritch force increases, and you lean to channel more engery into your ward.

The bonus damage increases to 1d6, and and the temporary Hit Points granted by this feature increases to 2 + your proficiency modifier.


### Arcane Blitz

ide: Multi target attack feature, der kræver 5 points

teleport-bok-teleport-bok-teleport
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##### Swordmage Spells
| Cantrips|
|:-::----:|
| Blade ward |
| Chill Touch |
| Light |
| Mending |
| Message |
| Poison Spray |
| Shocking Grasp |
| True Strike |
| Booming Blade |
| Green-flame Blade |
| Lightning Lure |
| Sword Burst |

| Level 1 |
|::----:|
| Absorb Elements |
| Alarm (R) |
| Burning Hands |
| Compelled Duel |
| Ensnaring Srike |
| Hunters Mark |
| Shield |
| Thunderous Smite |
| Thunderwave |



| Level 2 |
|::----:|
| Magic Weapon |
| Locate Object |
| Hold Person |
| Shatter |
| Misty Step |
| Warding Bond |


| Level 3 |
|::----:|
| Blinding Smite |
| Elemental Weapon |
| Dispel Magic |
| Protection From Energy |
| Haste |
| Spirit Guardians |
| Magic Circle |
| Counterspell |

| Level 4 |
|::----:|
| Banishment |
| Freedom of Movement |
| Dimension Door |
| Fire Shield |
| Storm Sphere |
| Staggering Smite |



| Level 5 |
|::----:|
| Destructive Wave |
| Banishing Smite |
| Hold Monster |
| ?? |


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