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Swordmage

hit dice: 1d8 per swordmage level
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per swordmage level
armor proficiencies: Light armor, medium armor, and shields
weapon proficiencies: Simple weapons, martial weapons
tools: None
saving throws: Constitution, Intelligence
skills: Choose two from Acrobatics, Arcana, Athletics,History, Insight, and Investigation
starting equipment:
You start with equipment granted by your background, plus either a number of gold coins equal to 5d4*10 or choose among the following equipment:

  • (a) two martial melee weapons or (b) a longbow and a quiver of 20 arrows

  • (a) a scholar's pack or (b) an explorer's pack

  • (a) scail mail or (b) leather armor


spellcasting:
You've studied the battle application of magic and inscribe your chosen weapon with a handful of spells to augment your fighting style. You channel your magic through your Arcane Weapon, which appears to others as if you're producing magical wonders as you fight.  

Weapon Required

You produce your swordmage spell effects through your blade. You must have a spellcasting focus-specifically your Arcane Weapon or another weapon-in hand when you cast any spell with this Spellcasting feature (meaning the spell has a "M" component when you cast it).  

Cantrips

At 1st level, you know two cantrips of your choice from the swordmage spells list. At higher levels, you learn additional swordmage cantrips of your choice, as shown in the CantripsKnown column of the swordmage table.   When you gain a level in this class, you can replace one of the swordmage cantrips you know with another cantrip from theswordmage spells list.  

Spell Slots

The Swordmage table shows how many spell slots you have to cast your swordmage spells of 1st level and higher. To cast one of these swordmage 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.  

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the swordmage spells list.   The Spells Known column of the Swordmage table shows when you learn more swordmage spells of your choice. Eachh of these spells must be of a level for which you have spell slots. 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 swordmages pells, since your magic reflects your arcane studies. 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 Inteligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use your Arcane Weapon asyour spellcasting focus for swordmage spells.  
class features:

Arcane Weapon

At 1st level, you learn a ritual that magically transforms one weapon into your magical conduit. 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 transform it into your Arcane Weapon. The chosen weapon becomes your spellcasting focus for your swordmage spells.
  • When you start to attack or cast a spell, you can summon your Arcane Weapon to your hand before making the attack or casting the spell. You can't summon your Arcane Weapon if you don't have the free hands needed to wield the weapon and if your weapon isn't on your person, such as in a sheath.
  • If your Arcane Weapon is broken or damaged, you can spend 1 hour to magically repair the weapon.
  • Your Arcane Weapon can shed bright light in a 10-foot radius and dim light for an additional 10 feet. As an action, you can turn the light off or on.
If you attempt to bond with another weapon, you must break the bond with your current Arcane Weapon.  

Blade Magic

Starting at 2nd level, you can seamlessly blend your magic and bladework. After you use your action to cast a spell, you can make one weapon attack as part of the same action.   Your swordmage level determines how often you can use this feature, as shown in the Blade Magic Uses column of the Swordmage table. You regain all expended uses after completing a long rest.  

Swordmage Tradition

When you reach 3rd level, you choose a tradition that reflects your magical specialization. Your choice grants you features at 3rd level and again at7th, 11th, 15th, and 20th level. Those features also include aegis spells and an aegis.  

Aegis Spells

Each swordmage tradition has a list of additional spells that you automatically learn at the denoted levels. The spells count as Swordmage spells for you, but do not count against the number of Swordmage spells you know.  

Aegis

Your swordmage tradition gives you a powerful dweomer called an Aegis. Each Aegis provided by your tradition explains how to use it. You must then finish a short or long rest to use your Aegis again.   The saving throw DC for your Aegis effects is equal to your swordmage spell save DC.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and19th level, you can increase one ability score of your choiceby 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

Cantrip Strike

Starting at 5th level of this class, you have mastered the art of combining lesser spells with your weapon. After you use your action to cast a cantrip, you can make one weapon attack as part of the same action without expending a use of Blade Magic.  

Magical Armory

At 6th level, you can bind equipment to yourself in the same ritual you use to transform a weapon into your ArcaneWeapon. You can bind a number of equipment equal to your proficiency bonus. If the equipment belongs to another creature, then the ritual fails if the creature doesn't consent to the ritual. If you attempt to bond with another piece of equipment beyond your maximum limit, you must choose to break the bond with one of the other items.   If your Arcane Weapon or any bound equipment are on the same plane of existence as you, you can summon any number of them as a bonus action on your turn, causing the bound equipment to teleport to you, and instantly equipping the items in the process. If any of the bound equipment belongs to another creature, and that creature is within 30 feet of you, then the item is equipped to that creature. If the owner has another item equipped, then the previously equipped item falls to the ground as part of this action. If the owner instilling, then the summoned item falls to the ground.  

Favored Spell

By 10th level, after much practice and study, you have mastered the art of combining a specific spell with your blade. Choose a swordmage spell that you know. You can use Blade Magic when casting that spell without expending a use of Blade Magic. By spending 8 hours in study, you can change your FavoredSpell to another Swordmage spell that you know.  

Spell Parry

At 14th level, when you see a creature within 60 feet of you cast a spell, you can use your reaction to interrupt their spell with your weapon. The spell must target only a single creature within 15 feet of you. Make a weapon attack roll against the caster's spell save DC. On a success, the caster's-spell fails and has no effect. 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.  

Spellsword Supreme

Starting at 18th level, you excel at blending together sword and spell. If you roll initiative and have no uses of Blade Magic remaining, you regain one use of it.
subclass options:
Blade Summoner

Unlike other swordmages, Blade Summoner specialize in conjuring magical weapons to overwhelm foes in battle. Blade Summoners require intense focus in order to control their conjurations and their own weapon.  

Aegis

When you take this tradition at 3rd level, you gain the following Aegis option:
  • Aegis of Summoning: As a bonus action, you create a floating magical weapon called an Aegis Blade within 30 feetof you. When you activate this aegis, you can make a melee attack against a creature within range of the weapon. On a hit, the target takes force damage equal to 1d8 + your ability modifier. The ability modifier you use for your Aegis Blade is the same modifier you use for your Arcane Weapon.
    As a bonus action on your turn, you can move your Aegis Blade up to 30 feet and repeat the attack against a creaturewithin range of it.
    At 15th level of this class, the damage from your Aegis Blade increases to 2d8 . Your Aegis Blade lasts for 1 minute, ending early if you fall unconscious or die.
 

Aegis Spells

You gain aegis spells at the swordmage level listed below.
Swordmage LevelSpells
3rdshield
5thcloud of daggers
9thblade storm
13thmarch of blades
17thanimate objects
 

Conjure Steel

At 3rd level, you can conjure weapons out of magical energy using your knowledge of craftsmanship. You gain proficiency in smith's tools.   You can also perform a ritual over the course of 1 hour, which can be done during a short rest, to create any weapon. The weapon you create cannot be magical.   You can have a number of created weapons up to your proficiency bonus. If you are at your maximum limit of created weapons, and you attempt to create a new weapon, then you must destroy one of your previously created weapons.  

Blade Parry

Starting at 7th level, you can use your summoned blade toblock attacks. When you see a creature hit with a meleeattack and your Aegis Blade is within melee range of thecreature, you can use your reaction to add your proficiencybonus to the attacked target's AC for that attack, potentiallycausing the attack to miss.  

Pinning Spear

At 11th level, you can quickly summon a weapon to impale a foe. As an action, choose a creature within 30 feet of you. The target must make a Dexterity saving throw against your swordmage spell save DC. The target takes 4d8 piercing damage on a failed save, or half as much damage on a successful one.   Also on a failure, if the target is on solid ground or next to asolid mass (such as a wall or tree), they are restrained. The creature can use its action to make a Strength check against your swordmage spell save DC. If it succeeds, the weapon is removed and vanishes, and the creature is no longer restrained.   Once you use this feature, you can't use it again until after a short or long rest.  

Sword Dash

When you reach 15th level, you can dimensionally follow yoursummoned weapons. As a bonus action, you can teleport to an unoccupied space adjacent to either your Aegis Blade or a weapon created from your Conjured Steel or Pinning Spear features. If you are teleporting to your Aegis Blade, you can do so as part of the same bonus action to command your Aegis Blade. The teleportation fails if the summoned weapon is more than 30 feet from you.  

Dance of Steel

At 20th level, as a bonus action or as part of your bonus action to activate your Aegis, you summon magical weapons that dance around you in a 15-foot aura that lasts for 1 minute. Any creature of your choice that enters the aura for the first time or starts their turn in your aura takes 4d8 slashing damage. Any creature within the aura has half cover to creatures outside of the aura, and the aura's space is difficult terrain to any creature but you.   Once you use this feature, you can't use it again until after along rest.  
  Chronomancer

Some swordmages seek to master the dangerous magic of chronurgy-the manipulation of time. Fascinated by past events or altering the future, Chronomancers channel time magic to aid them in battle.  

Aegis

When you take this tradition at 3rd level, you gain the following Aegis option:
  • Aegis of Time: As a bonus action, you can activate this Aegis to speed up time around yourself. You can immediately take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action as part of the bonus action toactivate this Aegis. For the duration of this Aegis, 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.
 

Aegis Spells

You gain aegis spells at the swordmage level listed below.
Swordmage LevelSpells
3rdgift of alacrity
5thpredictive blade
9thslow
13thdivination
17thtemporal shunt
 

Time Keeper

At 3rd level, by studying chronurgy, you have a knack for historical facts. You always know how the number of hours left before the next sunrise or sunset. You gain proficiency inthe History skill.   You can subtly manipulate time to improve your fortunes.You know the guidance cantrip.  

Timeline Insight

Starting at 7th level, you can briefly peer into other timelines to aid yourself. You gain the following benefits:
  • You add your proficiency bonus to initiative rolls.
  • Whenever you finish a short or long rest, you can gain anyone skill, language, or tool proficiency of your choice, as you temporarily gain the talents of a version of you in a different timeline. This proficiency lasts until you use this feature again.
 

Chronal Step

At 11th level, you can move through temporal passage ways to vanish from one spot to the next. While your Aegis is active, you can use your bonus action teleport up to 30 feet to an unoccupied space that you can see.  

Temporal Stasis

When you reach 15th level, you can lock a creature in amoment of time. As an action, choose a creature within 30 feet of you that you can see. If the creature is willing, then they are locked in time for 1 minute. While locked in time, thetarget's speed is reduced to 0, and the target can't take any actions, be affected by any other effect, and is immune to all damage. The time lock lasts for 1 minute or until you end theeffect on your turn (no action required).   An unwilling creature can make a Wisdom saving throw against your swordmage spell save DC. On a success, the creature isn't affected by this feature. At the end of each turn of an unwilling, affected target, it can make a Wisdom saving throw. On a success, the time lock ends on the target.   Once you use this feature, you can't use it again until after a short or long rest.  

Time Beacon

At 20th level, as a bonus action or as part of your bonusaction to activate your Aegis, you can create a beacon in time, intending to return to it if things go wrong. Keep careful track of everything that happens until the beacon disappears at the start of your next turn. Before the beacon ends, you can use your reaction to rewind time for only yourself. You return to the space you were when you created the Time Beacon and undo any harmful effects that happened to you including any damage you took. You also regain any expended resources spent during that time. If the space where you created the beacon is occupied, you return to the nearest unoccupied space.   Once you use this feature, you can't use it again until after a long rest.
  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 Crimson Knights ruthlessly bend others to their will.  

Aegis

When you take this tradition at 3rd level, you gain the following Aegis option:
  • Aegis of Blood: As a bonus action you can activate this Aegis to temporarily seize control of others through their blood. When you see a creature within 30 feet of you make an attack roll or ability check, you can use your reaction to impose disadvantage on the roll. This feature does not work on undead or constructs. Your Aegis lasts for 1 minute,ending early if you fall unconscious or die.
 

Aegis Spells

You gain aegis spells at the swordmage level listed below.
Swordmage LevelSpells
3rdfalse life
5thray of enfeeblement
9thvampiric touch
13thfestering blade
17thenervation
 

Blood Sense

At 3rd level, you can feel the flowing blood of nearby beings. As an action, you can open your awareness to detect living creatures. Until the end of your next turn, you know the location of any creature within 60 feet of you that is not behind total cover. You also know if a sensed creature is below its hit point maximum, or if the creature is diseased or poisoned. This feature does not work on undead or constructs.   You can use this feature a number of times equal to your proficiency bonus. When you finish a long rest, you regain all expended uses.  

Sanguine Empowerment

Starting at 7th level, you use blood magic to boost your own life force. When you regain hit points or gain temporary hitpoints, you increase the amount gained by your proficiency bonus.  

Vitality Transfer

At 11th level, you can heal your wounds through magic or sacrifice vitality to power your magic. As a bonus action, you can use one of the following options:
  • Convert Spell Slots. You can expend a number of spell slots to regain hit points. You regain hit points equal to 1d10 per the combined level of the spell slots expended.
  • Convert Hit Dice: You can expend a number of hit dice up to half of your maximum hit dice (rounding down). You recover spell slots with a combined level equal to the number of hit dice expended.
  Once you use either of these options, you can't use either again until you finish a long rest.  

Tides of Crimson

When you reach 15th level, you unleash a burst of life-draining magic to steal the vitality of nearby foes. As an action, choose any number of creatures within 20 feet of you. A chosen creature must succeed on a Constitution saving throw against your spell save DC. A creature takes 4d8 necrotic damage on a failure, and half as much on a success. You regain hit points equal to half the damage a single creature takes from this feature.   This feature does not work on undead or constructs. Once you use this feature, you can't use it again until you finish a short or long rest.  

Crimson Puppeteer

Beginning at 20th level, as an action, you can manipulate blood to seize control of a creature that you can see within 30 feet of you. The creature must succeed on a Constitution saving throw or be controlled by you for 1 minute.   While the target is controlled, it is incapacitated. As a bonus action on your turn, you can direct the target to move up to 30 feet and make a melee attack. The target uses its attack modifier for the attack. At the end of each of its turns, the target can make another Constitution saving throw. On a success, your control ends on the target.   Once you use this feature, you can't use it again until after a long rest.  
  Duplicitist

By choosing the Duplicitist archetype, you weave illusions and enchantments to become an illusive threat. Duplicitist swordmages are often deadly assassins, admirers of the fey, cunning warriors, or mischief makers.  

Aegis

When you take this tradition at 3rd level, you gain the following Aegis option:
  • Aegis of Deception: As a bonus action, you can activate this Aegis to become invisible until the end of your turn. For the duration of this Aegis, you can use your bonus action to gain the same benefit. The invisibility granted from your Aegis always ends early if you attack or cast a spell. Your Aegis lasts for 1 minute, ending early if you fall unconscious or die.
 

Aegis Spells

You gain aegis spells at the swordmage level listed below.
Swordmage LevelSpells
3rdcharm person
5thinvisibility
9thenemies abound
13thgreater invisibility
17thmislead
 

Cunning Trickery

At 3rd level, you are an expert at trickery. You pick from one of the following two options:
  • Enchantment: You know the friends cantrip and gain proficiency in the Deception skill.
  • Illusion: You know the minor illusion cantrip and gain proficiency in the Stealth skill.
  Beguiling Magic When you reach 7th level, your slippery magic aids your subterfuge. Your proficiency bonus is doubled for any ability check you make that uses the proficiency you gained from your Cunning Trickery feature.   You can also use mind-altering magic to make your spells difficult to resist. When a creature makes a saving throw against one of your spells, you can impose disadvantage on the saving throw as a reaction. Once you use this reaction, you can't use it again until after a short or long rest.  

Master of Disguise

At 11th level, you can effortlessly cloak yourself in illusion. You can cast disguise self at will, without expending a spell slot.  

Illusive Escape

Starting at 15th level, you can quickly escape from danger while leaving behind a mirror image of yourself. When you turn invisible from a spell or your Aegis, you can also teleport up to 60 feet to an unoccupied space that you can see. You also leave behind an illusionary image of you that shares your AC and saving throws. A creature that uses an action to examine the image can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your swordmage spell save DC.   The image lasts until your invisibility ends or if the image is damaged.   You can use this feature a number of times equal to your proficiency bonus. You regain expended uses when you finish a 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 equals your own AC. It has a shadowy weapon that matches the statistics of the current weapon you're holding. The duplicate and you share the same spell slots. 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.  
  Eldritch Sniper

A few, rare Swordmages forgo close-quarter combat to instead focus on engaging 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 tradition at 3rd level, you gain the following Aegis option:
  • Aegis of the Sniper: As a bonus action, you can activate this Aegis to magically enhance your aim, and you gain advantage on your next ranged attack roll before the end of your turn. If the attack hits, it deals an additional 1d6 force damage. While this Aegis is active, you can use your bonus action to gain the same benefit.   At 15th level of this class, the additional damage increases to 2d6 . Your Aegis lasts for 1 minute, ending early if you fall unconscious or die.
 

Aegis Spells

You gain aegis spells at the swordmage level listed below.
Swordmage LevelSpells
3rdhail of thorns
5thacid arrow
9thconjure barrage
13tharcane eye
17thconjure volley
 

Eldritch Readiness

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. If your Arcane Weapon has the Thrown property, then it magically returns to your hand after you throw it.   You also gain proficiency in woodcarver tools and your choice of Perception or Stealth skill.  

Elemental Arrow

When you reach 7th level, you can enchant your arrows with deadly elemental magic. When you hit a creature with a ranged weapon attack, you can inflict elemental magic against the creature. You can choose from one of the following effects:
  • Acidic Arrow. The creature takes 2d8 acid damage and acid hinders their vision. The target must succeed on a Constitution saving throw against your swordmage spellsave DC or be blinded until the end of your next turn.
  • Explosive Arrow. The creature takes 2d8 fire damage and the arrow explodes in flames. The target and all creatures within 20 feet of the target must make a Dexterity saving throw against your swordmage spell save DC or take 2d8 fire damage on a failure, and half as much on a success.
  • Frost Arrow. The creature takes 2d8 cold damage and frost begins to freeze their body. The target must succeed on a Constitution saving throw against your swordmage spell save DC or be restrained until the end of your next turn.
  • Storm Arrow. Your arrow streaks like a bolt of lightning before emitting a loud thunderclap. The creature takes 2d8 lightning damage and must succeed on a Strength saving throw against your swordmage spell save DC or be knocked prone.
  Starting at 15th level of this class, the damage increases to 4d8 for each arrow. Once you use this feature, you can't use it again until you finish a short or long rest.  

Sniper's Scout

At 11th level, you can use a piece of ammunition as a scrying point. As a bonus action, you can create an invisible sensor within 10 feet of a piece of ammunition or a weapon if it can be thrown. As an action, you can see and hear through the sensor as if you were there. During this time, you are deafened and blinded. The sensor moves with the ammunition, remaining within 10 feet of it. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.   You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). The effect ends early if the ammunition is destroyed or if you use this feature on another piece of ammunition.  

Revealing Shot

Starting at 15th level, as a bonus action or as part of your bonus action to activate your Aegis, you can rapidly fire a bright beacon to an unoccupied space within 120 feet of you to illuminate enemies. Each object within a 20-foot radius of the space is outlined in light. Any creature of your choice within the area must succeed on a Dexterity saving throw against your swordmage spell save DC or also be outlined in light. For 1 minute, objects and affected creatures shed dim light in a 10-foot radius.   Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. If you hit an affected creature while you are under the effects of your Aegis, then the bonus damage from your Aegis increases to 3d6 .   Once you use this feature, you can't use it again until you finish a short or long rest.  

Death Arrow

At 20th level, when you hit a creature with a ranged weapon attack, you can infuse the attack with deadly necromancy. 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.
  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 damp hair.  

Elemental Attunement

Choose one of the four great elemental planes: air, earth, fire, or water. This element becomes your Elemental Attunement. For each Elemental Attunement, you gain an associated damage type, learn a cantrip, and gain aegis spells as seen on the Elemental Attunement Table.   You can change your Elemental Attunement whenever you gain a level in this class. When you change your Elemental Attunement, you replace the benefits gained from your previous attunement with the benefits gained by your new attunement.  
Attunement BenefitsAirEarthFireWater
Cantrip Learnedgustmold earthcontrol flamesshape water
Damage Typelightningdamage type of your Arcane Weaponfirecold
1st Level Aegis Spellzephyr strikeearth tremorsmearing smitearmor of Agathys
2nd Level Aegis Spellwarding windearthen graspscorching raysnowball storm
3rd Level Aegis Spelllightning bolterupting earthfireballtidal wave
4th Level Aegis Spellstorm spherequaking swordburstwall of firewatery sphere
5th Level Aegis Spellcontrol windstransmute rockimmolationmaelstrom
 

Aegis

When you take this tradition 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. Your melee weapon attacks deal an additional 1d6 damage. The damage type is determined by your Elemental Attunement.   At 15th level of this class, the additional damage increases to 1d8 . Your Aegis lasts for 1 minute, ending early if you fall unconscious or die.
 

Elemental Studies

Starting at 3rd level, you are an expert on the elemental planes. You can speak, read, and write Primordial. You have advantage on Intelligence checks to investigate and recall information about the elemental planes and the creatures that inhabit those planes.  

Planar Affinity

Starting at 7th level, you gain one of the following features. You can choose to gain the feature of the same type as your Elemental Attunement or a different one.
  • Air.Your speed increases by 10 feet and you gain proficiency in Dexterity saving throws.
  • Earth.Your hit point maximum increases by a number equal to your swordmage level and increases by 1 again whenever you gain a level in this class. You gain proficiency in the Athletics skill if you don't already have it, and your proficiency bonus is doubled for any Strength (Athletics) check.
  • Fire. You add your proficiency bonus to one damage roll of any spell that you cast that deals fire damage.
  • Water.You gain a swim speed equal to your walking speed, can breathe underwater, and gain darkvision out to a range of 120 feet. If you already have darkvision, its range increases by 30 feet.
 

Greater Planar Affinity

At 11th level, your affinity to your chosen planar element grows stronger. You gain one of the following features. You can choose to gain the feature of the same type as your Elemental Attunement or a different one.
  • Air. You gain resistance to lightning and thunder damage, and you can Dash as a bonus action.
  • Earth. Moving through nonmagical difficult terrain costs you no extra movement, and you gain a burrow speed equal to your walking speed.
  • Fire. You gain fire resistance. The damage from your Aegis and spells that you cast ignore fire resistance.
  • Water. You gain resistance to cold damage. When you damage a creature with a spell that's not a cantrip, you can pull or push the creature up to 10 feet.
 

Planar Convergence

When you reach 15th level, when you activate your aegis, planar energy converges on you. You gain one of the following features. You can choose to gain the feature of the same type as your Elemental Attunement or a different one.
  • Air. While your Aegis is active, and when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
  • Earth. When you activate your Aegis, you gain the toughness of mountains. You gain temporary hit points equal to your Swordmage level plus your Intelligence modifier (a minimum of 1).
  • Fire. While your Aegis is active, and when you make a weapon attack from Blade Magic, the attack deals additional fire damage equal to 1d8 per level of the spell cast.
  • Water. While your Aegis is active, when you hit a creature of Large or smaller size with a melee weapon attack or damage them with a spell from the Water Attunement Aegis Spells, they must succeed on a Strength saving throw against your swordmage spell save DC or be knocked prone.
 

Elemental Avatar

At 20th level, you can temporarily transform into an avatar of your chosen element. As a bonus action or as part of your bonus action to activate your Aegis, you can also activate your Elemental Avatar, which lasts for 1 minute until you fall unconscious, or until you start dying. Once you use this feature, you can't use it again until after a long rest. You gain one of the following Elemental Avatars. You can choose to gain the feature of the same type as your Elemental Attunement or a different one.
  • Air Avatar. You become a living storm. You gain a fly speed of 60 feet. As a bonus action, you can shoot a bolt of lightning at a creature within 60 feet of you. Make a ranged spell attack roll against the creature. On a hit, the target takes 4d10 lightning damage and you can teleport to an unoccupied space adjacent to them.
  • Earth Avatar. Your skin hardens to stone. You gain resistance to bludgeoning, piercing, and slashing damage. When you hit a creature with a melee weapon attack, they must succeed a Strength saving throw against your swordmage spell save DC or become restrained until the end of your next turn as they are encased in stone.
  • Fire Avatar. Your form becomes writhing flames. You gain immunity to fire damage. You also create an aura of flames around you in a 15-foot radius. Any creature of your choice that enters the aura for the first time or starts their turn in your aura takes 4d8 fire damage.
  • Water Avatar. You assume a watery form that is difficult to pin down. You are under the effects of the freedom of movement spell. When you take damage, you can use your reaction to reduce the damage by 4d8 and teleport 30 feet to an unoccupied space that you can see.

  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 against menacing foes.  

Aegis

When you take this tradition 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 30 feet of you that you can see. Your melee weapon attacks against the marked target deal an additional 1d6 force damage.
    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 the marked target to another creature within 30 feet of you that you can see.
    At 15th level of this class, the additional damage increases to 1d8. Your Aegis lasts for 1 minute, ending early if you fall unconscious or start dying.
 

Aegis Spells

You gain aegis spells at the swordmage level listed below.
Swordmage LevelSpells
3rdprotection from evil and good
5thdetect thoughts
9thdispel magic
13thbanishment
17thscrying
 

Eyes of the Inquisitor

At 3rd level, you can cast the detect magic spell without expending a spell slot.   You can use this feature a number of times equal to your Intelligence. When you finish a long rest, you regain all expended uses.  

Investigator's Insight

Beginning at 7th level, your experience of hunting dark magics has sharpened your intuition and mind. You gain proficiency in the Insight skill if you don't already have it, and your proficiency bonus is doubled for any Wisdom (Insight)check.   You also gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Charisma saving throws.  

Discern Weakness

At 11th level, you can use your knowledge of supernatural entities to quickly deduce a foe's vulnerabilities. As a bonus action, choose a creature within 30 feet of you. Make an Intelligence (Investigation) or Wisdom (Insight) check contested by the target's Charisma (Deception) check. On a success, you learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. You also have advantage on attack rolls against the target until the end of your turn.   Once you use this feature successfully on a creature, you can't use it again on them for one hour.  

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 1d8 plus your Intelligence modifier (a minimum of 1).  

Disrupt Magic

At 20th level, as a bonus action or as part of your bonus action to activate your Aegis, you create a 30 feet aura of dampening energy centered on you for 1 minute. When a creature within your aura casts a spell or uses a magical effect, you can choose to disrupt their magic. The creature must make a Constitution saving throw against your swordmage spell save DC. On a failure, the creature's spell or magical effect fails and has no effect.   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 powers of the stars to keep foes in their orbit of destruction.   When you take this tradition at 3rd level, you gain the following Aegis option:
  • Aegis of Gravity: As a bonus action, you can activate this Aegis to infuse yourself with the strength of the stars. For the duration of this Aegis, you gain advantage on Strength(Athletics) and Dexterity (Acrobatics) checks.
    Also, when a creature within 30 feet of you that you can see moves, you can use your reaction to force the creature to make a Strength saving throw against your spell save DC. On a failure, the creature's speed drops to 0 until the start of their next turn. This stops any movement they may have been taking. Your Aegis lasts for 1 minute, ending early if you fall unconscious or start dying.
 

Aegis Spells

You gain aegis spells at the swordmage level listed below.
Swordmage LevelSpells
3rdmagnify gravity
5thimmovable object
9thminute meteors
13thgravity sinkhole
17thdestructive wave (radiant only)
 

Student of the Stars

At 3rd level you manipulate your density to withstand more weight than normal. You gain proficiency with heavy armor and cartographer's tools. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.  

Star Fall

Starting at 7th level, you can teleport towards an area in a fiery explosion reminiscent of a meteor. As a bonus action, you can teleport up to 60 feet to an unoccupied space that you can see. Each creature within 10 feet of the space you teleport to must make a Strength saving throw against your spell save DC. On a failure, a creature takes 2d8 fire damage and is knocked prone. On a success, a creature takes half as much damage and isn't knocked prone.   At 15th level of this class, the damage increases to 4d8 . Once you use this feature, you can't use it again until you finish a short or long rest.  

Solar Flare

When you reach 11th level, your fiery magic flashes like a star. When you use Star Fall or cast a spell that deals fire or radiant damage, choose one creature damaged by your Star Fall or spell. The creature must succeed on a Constitution saving throw against your swordmage spell save DC or be blinded until the end of your next turn.   You can use this feature a number of times equal to your Intelligence modifier. You regain expended uses when you finish a long rest.  

Controlled Descent

At 15th level, you utilize your mastery of dunamancy to escape dangers that would threaten others. When you fall, you take no falling damage and can land on your feet.   Also, when you fall from a height of more than 10 feet, and have a use of your Star Fall feature, you can use Star Fall, except you rapidly fall instead of teleporting. At the end of the fall, the fiery explosion of Star Fall emanates from the space you land in.  

Gravitational Pull

Beginning at 20th level, as a bonus action or as part of your bonus action to activate your Aegis, you create a heavy gravitational pull in a 30 feet aura centered on you for 1 minute. The area inside the aura is difficult terrain for creatures of your choosing. 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.
  Swordscholar

Swordmages that become Swordscholars refrain from specializing in a type of magic, but instead prefer a more holistic approach. Their rigorous studies reward them with magical secrets unknown to other swordmages.  

Aegis

When you take this tradition at 3rd level, you gain the following Aegis option:
  • Aegis of Spellcraft.As a bonus action, you can activate this Aegis to empower nearby magic. When you cast a spell that deals damage, you can add your proficiency bonus to one damage roll of that spell. If a creature within 30 feet of you casts a spell that deals damage, you can use your reaction to add the same bonus to their spell. Your Aegis lasts for 1 minute, ending early if you fall unconscious or start dying.
 

Aegis Spells

You gain aegis spells at the swordmage level listed below.
Swordmage LevelSpells
3rda 1st level wizard spell of your choice
5tha 2nd level wizard spell of your choice
9tha 3rd level wizard spell of your choice
13tha 4th level wizard spell of you choice
17tha 5th level wizard spell of your choice
 

Studious Learner

Starting at 3rd level, you have picked up useful tidbits of knowledge. You learn a cantrip from the wizard spell list and either a language or tool proficiency of your choice.  

Ritualist

At 7th level, you have delved deeper into esoteric studies and have learned to cast spells as rituals. You gain a ritual book, which contains the spells you can cast as a ritual as long as you have the book on hand. Your ritual book starts off with two 1st level spells and one 2nd level spell with the ritual tag from the wizard spell list. If you already have a ritual book, you can add those spells to your book.   If you come across a spell in written form, such as a 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 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 into your ritual books takes 2 hours per level of the spells and costs 50 gp per level of the spell. This cost represents material components spent on practicing the spell, as well as the fine inks you must use to record it.  

Scholarly Recall

Starting at 11th level, you can quickly remember a spell you've read about that would help in your situation. As a bonus action, you gain the ability to cast one spell of your choice from the swordmage spell list‌. The spell must be of a level for which you have spell slots, and you follow the normal rules for casting it, including expending a spell slot. The ability to cast the spell vanishes from your mind when you cast it or when the current turn ends.   Once you use this feature, you can't use it again until you finish a long rest.  

Spell Echo

When you reach 15th level, after casting a spell, you retain an echo of the spell's energy to empower you in combat. When you cast a spell of 1st level or higher, you can gain one of the following effects depending on the spell's school that last until the end of your next turn:
Spell SchoolSpell Echo
AbjurationYour AC and saving throws gain a bonus equal to the spell's level
ConjurationYou can immediately teleport up to 15 feet per spell level to an unoccupied space that you can see
DivinationYou have advantage on all attack rolls
EnchantmentAll creatures of your choice within 15 feet of you must make a Wisdom saving throw against your swordmage DC or be frightened
EvocationYour next weapon attack that hits deals additional force damage equal to 1d10 per spell level
IllusionYour form blurs and creatures have disadvantage on attacks rolls against you
NecromancyWhen you damage a creature with a weapon attack, you regain hit points equal to half the amount of damage dealt
TransmutationYou gain an additional action each turn that can be used only to take the Attack (one weapon attack only), Dash, or Disengage action
Once you use this feature, you can't use it again until you finish a short or long rest.  

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 spell list. 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.  
  Warden

Swordmages choose this tradition focus on protecting others from harm through abjuration magic. Wardens normally serve as elite guards for rulers or are wandering swordsmen defending the innocent.  

Guardian Role

Each Guardian chooses to be either a defensive or aggressive protector. Choose one of the following Guardian Roles: Defender or Punisher. The role you choose affects your Aegis and features of this tradition.   You can change your Guardian Role whenever you finish a short or long rest, provided you have your Arcane Weapon in hand.  

Aegis

When you take this tradition at 3rd level, you gain the following Aegis option: Aegis of the Guardian. As a bonus action, you can activate this Aegis and then ward an ally within 30 feet of you that you can see. Depending on your Guardian Role, you gain one of the following reactions:
  • Defender. When you see your warded ally hit by an attack and they are within 30 feet of you, you can use your reaction to create a magical shield surrounding them, and you halve the attack's damage (rounded down) against them.
  • Punisher. When you see a creature within 30 feet of you attack your warded ally, you can use your reaction to teleport to an unoccupied space adjacent to the attacker and make one weapon attack against the creature.
On later turns, you can use a bonus action to change your warded target to another ally within 30 feet of you that you can see. Your Aegis lasts for 1 minute, ending early if you fall unconscious or start dying.  

Vigilant Guardian

At 3rd level, your defensive training emphasizes sturdy protection and constant vigilance. You gain proficiency with heavy armor.   You can also mark an area under your protection. You can cast the alarm spell without expending a spell slot. You can use this feature a number of times equal to your proficiency bonus. When you finish a long rest, you regain all expended uses.  

Aegis Spells

You gain aegis spells at the swordmage level listed below.
Swordmage LevelSpells
3rdensnaring pull
5thwarding bond
9thdispel magic
13thcontrol magic
17thwall of force
 

Abjuring Beacon

Starting at 7th level, as an action, you can create a 10-foot radius beacon of abjuration magic within 30 feet of you that lasts for 1 minute. You can move the beacon 30 feet as a bonus action on your turn. The beacon has one of the following effects depending on your Guardian Role:
  • Defender. You and any friendly creatures within the beacon's area gain a +2 bonus to their AC and savingthrows. When you reach 15th level of this class, the bonus increases to +3.
  • Punisher. If a creature hits you or a friendly creature with an attack while the attacked creature is within the beacon's area, the attacked creature can use their reaction to make the attacker take force damage. The damage taken equals half of the attack's damage (rounded down).
Once you use this feature, you can't use it again until after a short or long rest.  

Guardian Bond

When you reach 11th level, you learn a ritual to magically bind yourself to another person to better protect them. You perform the ritual over the course of 1 hour, which can be done during a short rest. The person must be within your reach throughout the ritual, and must be willing. After the ritual is concluded, you can sense the location of the chosen person as long as they are on the same plane of existence as you. You can sense when the person is damaged, affected by a hostile magical effect, or killed.   As a bonus action, you can teleport to an unoccupied space adjacent to your bound person as long as they are on the same plane of existence as you. Teleporting in this way consumes the magic of the bond, ending the connection between the two of you.   If you attempt to bond with another person, you must break your current bond.  

Stalwart Protector

At 15th level, your Aegis grows in strength, and your Aegis gains a benefit depending on your Guardian Role:
  • Defender. When you use your Aegis reaction, you can choose to teleport your warded ally up to 30 feet to an unoccupied space that you can see. The teleportation fails if your warded ally is unwilling to teleport.
  • Punisher. When you use your Aegis reaction, you can cast a cantrip in place of making a weapon attack.
 

Mass Ward

When you reach 20th level, as a bonus action or as part ofyour bonus action to activate your Aegis, you can create powerful magical shields around you and a number of allies up to your Intelligence modifier (a minimum of 1). All shielded creatures gain temporary hit points equal to 20 plus your Intelligence modifier (a minimum of 1).   If a creature damages a shielded creature while the shielded creature has these temporary hit points, the attacking creature takes force damage equal to the total temporary hit points gained.   Once you use this feature, you can't use it again until after along rest.  
Spellslotsperspelllevel
LevelProficiency BonusFeaturesBlade MagicCantripsSpells Known1st2nd3rd4th5th
1st+2Arcane Weapon, Spellcasting--222--------
2nd+2Blade Magic2232--------
3rd+2Swordmage Tradition2243--------
4th+2Ability Score Improvement2243--------
5th+3Cantrip Strike32542------
6th+3Magical Armory32542------
7th+3Swordmage Tradition Feature32643------
8th+3Ability Score Improvement32643------
9th+4--427432----
10th+4Favored Spell437432----
11th+4Swordmage Tradition Feature438433----
12th+4Ability Score Improvement438433--
13th+5--5394331--
14th+5Spell Parry5494331--
15th+5Swordmage Tradition Feature54104331--
16th+5Ability Score Improvement54104332--
17th+6--641143331
18th+6Spellsword Supreme641143331
19th+6Ability Score Improvement641243332
20th+6Swordmage Tradition Feature641243332

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MeepOfWar.

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