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Swordmage

The Arcane Half-Caster


Including Ten Subclasses to Become a
Magical Warrior

1 Swordmage
Swordmage By Fanatic66

T
he halfling thief looks around as an ogre finds It's All About the Blade
its hiding spot. As the ogre slams its club
down, a swordsman appears with a flash of Swordmages spend as much time learning magic as they do
blue light to block the club with his glowing practicing their bladework. The synthesis of these dual
sword. Between him and his halfling friend, studies is represented by a swordmage's weapon, which
they easily dispatch the surprised ogre. through magical bonding becomes the conduit of a
The mighty dragon breathes fire at the swordmage's magic. As a wizard records their spell
intruder, but the lightly armored elf smiles unconcerned. She knowledge in a spellbook, a swordmage inscribes their
strides through the fire, a reddish, magical barrier protecting magical knowledge as glyphs onto their bonded weapon.
her from the worst of the flames. The shocked dragon has Since a swordmage's bonded weapon is not only their tool in
little time to react to the impossibly alive elf before her blade combat, but also their source of magic, swordmages treat this
starts cutting through the dragon's scales. weapon with the utmost care. Although the name implies
As the bandit's blade threatens to cut the pale warrior in sword wielders, some swordmages choose other weapons
half, the warrior simply twists his hand and mutters an such as axes, spears, or flails.
arcane word of power. The bandit cries out in pain as his
sword arm suddenly stops in place. With a chilling smile, the Timeless Tradition
warrior plunges his blade into the bandit savoring the Some say the swordmage tradition started with the elves who
warmth of vitality gained from the bandit's blood. once sought to create guardians against a forgotten darkness.
All these magical warriors are swordmages, combatants Others speak of the magical warriors of fearsome githyanki
that blend magic and martial might. Regardless of a that terrorize the Astral Sea. Regardless of the tradition's
swordmage's magical specialization, magic is crucial to a origins, the path of the swordmage entices those ambitious
swordmage. Unlike more mundane warriors, swordmages enough to focus on two opposing arts: swordplay and magic.
rely on magic to boost their defensive and offensive As the swordmage tradition has grown in popularity, many
capabilities. beyond elves and githyanki have chosen this ambitious
practice. Some swordmages were once simple warriors that
after witnessing the wonders of devastation of the arcane,
then decided to incorporate magic into their fighting style.
Other swordmages were once apprentice mages that after a
formative event, then realized magic was not enough to
survive and achieve their ambitions. Either way, a swordmage
requires a dedicated mind and body. One must seek new
knowledge but also practice martial excellence.
Creating a Swordmage
As you build your swordmage, carefully consider two
elements of your character's background: Where were they
trained and what weapon will they bond with? Some large
cities, especially among more magical cultures such as the
elves, might have institutions that train aspiring swordmages.
Perhaps you were a trained soldier chosen for your
intelligence to learn magic in order to help your cause win a
war. Maybe you apprenticed with a swordmage mentor who
taught you all they knew and you are now striking out on your
own.
Furthermore, how does your swordmage fight? The
weapon you bond with is an important choice. Was the
weapon a family heirloom or perhaps passed down from the
master that taught you everything you know? Or did you earn
this weapon in combat and it represents your first victory?
Quick Build
You can make a swordmage quickly by following these
suggestions. First, your highest ability score should be
Dexterity or Strength, depending on whether you want to
focus on regular melee weapons or on finesse melee
weapons. Your next-highest score should be Intelligence as
this determines the power of your magic. Second, choose the
soldier or scholar background.

Swordmage 2
Swordmage Table
Level Proficiency Bonus Features Blade Magic Uses Cantrips Spells Known 1st 2nd 3rd 4th 5th
1st +2 Arcane Weapon, Spellcasting — 2 2 2 — — — —
2nd +2 Blade Magic 2 2 3 2 — — — —
3rd +2 Swordmage Tradition 2 2 4 3 — — — —
4th +2 Ability Score Improvement 2 2 4 3 — — — —
5th +3 Greater Blade Magic 3 2 5 4 2 — — —
6th +3 Magical Armory 3 2 5 4 2 — — —
7th +3 Archetype Feature 3 2 6 4 3 — — —
8th +3 Ability Score Improvement 3 2 6 4 3 — — —
9th +4 — 4 2 7 4 3 2 — —
10th +4 Favored Spell 4 3 7 4 3 2 — —
11th +4 Archetype Feature 4 3 8 4 3 3 — —
12th +4 Ability Score Improvement 4 3 8 4 3 3 — —
13th +5 — 5 3 9 4 3 3 1 —
14th +5 Spell Parry 5 4 9 4 3 3 1 —
15th +5 Archetype Feature 5 4 10 4 3 3 2 —
16th +5 Ability Score Improvement 5 4 10 4 3 3 2 —
17th +6 — 6 4 11 4 3 3 3 1
18th +6 Spellsword Supreme 6 4 11 4 3 3 3 1
19th +6 Ability Score Improvement 6 4 12 4 3 3 3 2
20th +6 Archetype Feature 6 4 12 4 3 3 3 2

Arcane Weapon
Class Features At 1st level, you learn a ritual that magically transforms one
As a swordmage, you gain the following class features. weapon into your magical conduit. You perform the ritual
over the course of 1 hour, which can be done during a short
Hit Points rest. The weapon must be within your reach throughout the
Hit Dice: 1d8 per swordmage level ritual, at the conclusion of which you touch the weapon and
Hit Points at 1st Level: 8 + Constitution modifier transform it into your Arcane Weapon. The chosen weapon
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution becomes your spellcasting focus for your swordmage spells.
modifier per swordmage level after 1st
If your Arcane Weapon is within a mile of you, you can
Proficiencies summon that weapon as a bonus action on your turn,
Armor: Light armor and medium armor causing it to teleport instantly to your hand.
Weapons: Simple weapons, martial weapons If your Arcane Weapon is broken or damaged, you can
Tools: None spend 1 hour to magically repair the weapon.
Saving Throws: Constitution, Intelligence Your Arcane Weapon can shed bright light in a 5-foot
Skills: Choose two from Acrobatics, Arcana, Athletics, radius and dim light for an additional 5 feet. As an action,
History, Insight, and Investigation you can turn the light off or on.
Equipment If your Arcane Weapon lacks the two-handed property, and
You start with equipment granted by your background, plus you are wielding it in one hand with another hand free,
either a number of gold coins equal to 5d4 x 10 or choose then you gain a magical +1 bonus to your AC. If you use
among the following equipment: two hands to make an attack with your Arcane Weapon,
then you lose this magical bonus until the start of your
(a) two martial melee weapons or (b) a longbow and a next turn.
quiver of 20 arrows If you attempt to bond with another weapon, you must
(a) a scholar’s pack or (b) an explorer’s pack break the bond with your current Arcane Weapon.
(a) scale mail or (b) leather armor

3 Swordmage
Spells Known of 1st Level and Higher
You know 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. 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, 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
Intelligence modifier
Spell attack modifier = your proficiency bonus + your
Intelligence modifier
Spellcasting Focus: You can use your Arcane Weapon as
your spellcasting focus for swordmage spells.
See chapter 10 of the Player’s Handbook for the general
rules of spellcasting.
Blade Magic
Spellcasting Starting at 2nd level, you can seamlessly blend your magic
and bladework. After you use your action to cast a spell, you
You've studied the battle application of magic and inscribe can make one weapon attack as part of the same action.
your chosen weapon with a handful of spells to augment your Once you have used Blade Magic the number of times
fighting style. You channel your magic through your Arcane shown for your swordmage level in the Blade Magic Uses
Weapon, which appears to others as if you're producing column of the Swordmage table, you must finish a long rest
magical wonders as you fight. before you can use Blade Magic again.
Weapon Required Swordmage Tradition
You produce your swordmage spell effects through your
blade. You must have a spellcasting focus-specifically your When you reach 3rd level, you choose a tradition that reflects
Arcane Weapon or another weapon-in hand when you cast your magical specialization. The details on the specific
any spell with this Spellcasting feature (meaning the spell traditions are at the end of this document.
has a "M" component when you cast it). Your choice grants you features at 3rd level and again at
7th, 11th, 15th, and 20th level. Those features also include
Cantrips (0-Level Spells) aegis spells and an aegis.
At 1st level, you know two cantrips of your choice from the
swordmage spell list. At higher levels, you learn additional Aegis Spells
swordmage cantrips of your choice, as shown in the Cantrips Each swordmage tradition has a list of additional spells that
Known column of the swordmage table. you automatically learn at the denoted levels. The spells
When you gain a level in this class, you can replace one of count as Swordmage spells for you, but do not count against
the swordmage cantrips you know with another cantrip from the number of Swordmage spells you know.
the swordmage spell list.
Aegis
Spell Slots Your swordmage tradition gives you a powerful dweomer
The Swordmage table shows how many spell slots you have called an Aegis. Each Aegis provided by your tradition
to cast your swordmage spells of 1st level and higher. To cast explains how to use it. You must then finish a short or long
one of these swordmage spells, you must expend a slot of the rest to use your Aegis again.
spell’s level or higher. You regain all expended spell slots The saving throw DC for your Aegis effects is equal to your
when you finish a long rest. swordmage spell save DC.

Swordmage 4
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
by 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.
Greater Blade Magic
Starting at 5th level of this class, 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 Arcane
Weapon. 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 equipment
beyond your maximum limit, you must 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 equipper has
another item equipped, then the previously equipped item
falls to the ground as part of this action. If the equipper isn't
Swordmage Traditions
willing, then the summoned item falls to the ground. Most swordmages prioritize certain types of magic and
choosing your tradition reflects your arcane preferences and
Favored Spell possible schooling. You fully specialize when you reach 3rd
level, and the power you gain represents the culmination of
By 10th level, after much practice and study, you have all of your training.
mastered the art of combining a specific spell with your
blade. Choose a swordmage spell that you know. You can use Swordscholar
Blade Magic when casting that spell without expending a use
of Blade Magic. Swordmages that become Swordscholars refrain from
By spending 8 hours in study, you can change your Favored specializing in a type of magic, but instead prefer a more
Spell that you chose for a different swordmage spell. holistic approach. Their rigorous studies reward them with
magical secrets unknown to other swordmages.
Spell Parry Aegis
At 14th level, when you see a creature within 60 feet of you When you take this archetype at 3rd level, you gain the
cast a spell, you can use your reaction to interrupt their spell following Aegis option:
with your weapon. The spell must target only a single Aegis of Spellcraft: As a bonus action, you can activate
creature within 15 feet of you. Make a weapon attack roll this Aegis to empower nearby magic. When you cast a spell
against the caster's spell save DC. On a success, the caster's that deals damage, you can add your proficiency bonus to one
spell fails and has no effect. damage roll of that spell. If a creature within 30 feet of you
You can use this feature a number of times equal to your casts a spell that deals damage, you can use your reaction to
Intelligence modifier (a minimum of once). You regain add the same bonus to their spell.
expended uses when you finish a long rest. Your Aegis lasts for 1 minute, ending early if you fall
unconscious or die.
Spellsword Supreme
Starting at 18th level, you have mastered the art of blending Aegis Spells
together sword and spell. If you roll initiative and have no At 3rd level, you can learn a 1st level spell from the wizard
uses of Blade Magic remaining, you regain one use of it. class. The chosen spell counts as a swordmage spell for you.
At higher levels of this class, you learn additional wizard
spells at 5th, 9th, 13th, and 17th level as shown in the
Swordscholar Spells table.
5 Swordmage
Swordscholar Spells Spell School Spell Echo
Swordmage Level Spells Abjuration your AC and saving throws gain a bonus
3rd a 1st level wizard spell of your choice equal to the spell's level
5th a 2nd level wizard spell of your choice Conjuration You can immediately teleport up to 60 feet
to an unoccupied space that you can see
9th a 3rd level wizard spell of your choice
Divination you have advantage on all attack rolls
13th a 4th level wizard spell of your choice
Enchantment all creatures of your choice within 15 feet
17th a 5th level wizard spell of your choice of you must make a Wisdom saving throw
against your swordmage DC or be
frightened
Studious Learner
Starting at 3rd level, you have picked up useful tidbits of Evocation your next weapon attack that hits deals
knowledge. You learn a cantrip from the wizard class and additional force damage equal to 1d10 per
either a language or tool proficiency of your choice. spell level
Illusion your form blurs and creatures have
Ritualist disadvantage on attacks rolls against you
At 7th level, you have delved deeper into esoteric studies and Necromancy when you damage a creature with a
have learned to cast spells as rituals. You gain a ritual book, weapon attack, you regain hit points equal
which contains the spells you can cast as a ritual as long as to half the amount of damage dealt
you have the book on hand. Your ritual book starts off with Transmutation you gain an additional action each turn that
two 1st level spells and one 2nd level spell with the ritual tag can be used only to take the Attack (one
from the wizard class. If you already have a ritual book, you weapon attack only), Dash, or Disengage
can add those spells to your book. action
If you come across a spell in written form, such as a
magical scroll or a wizard's spellbook, you might be able to Once you use this feature, you can't use it again until you
add it to your ritual book. The spell must be on the wizard's finish a short or long rest.
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 Magical Thesis
into your ritual books takes 2 hours per level of the spells, At 20th level, your magical studies reach a culmination as you
and costs 50 gp per level of the spell. This cost represents study powerful magic beyond your peers. You learn a 6th level
material components spent on practicing the spell, as well as spell from the wizard class. The spell counts as a swordmage
the fine inks you must use to record it. spell for you. You can cast the chosen spell once without
expending a spell slot. You must finish a long rest before you
Scholarly Recall can do so again.
Starting at 11th level, you can quickly remember a spell
you've read about that would help in your situation. As a Blade Summoner
bonus action, you gain the ability to cast one spell of your
choice from the swordmage's spell list. The spell must be of a Unlike other swordmages, Blade Summoner specialize in
level for which you have spell slots, and you follow the normal conjuring magical weapons to overwhelm foes in battle.
rules for casting it, including expending a spell slot. The Blade Summoners require intense focus in order to control
ability to cast the spell vanishes from your mind when you their conjurations and their own weapon.
cast it or when the current turn ends.
Once you use this feature, you can't use it again until you Aegis
finish a long rest. When you take this archetype at 3rd level, you gain the
following Aegis option:
Spell Echo Aegis of the Blade: As a bonus action, you create a
When you reach 15th level, after casting a spell, you retain an floating magical weapon called an Aegis Blade within 30 feet
echo of the spell's energy to empower you in combat. When of you. When you activate this aegis, you can make a melee
you cast a spell of 1st level or higher, you can gain one of the attack against a creature within range of the weapon. On a
following effects depending on the spell's school that last hit, the target takes force damage equal to 1d8 + your ability
until the end of your next turn: 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 creature
within 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.

Swordmage 6
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.
Aegis Spells
You gain aegis spells at the swordmage level listed below.
Blade Summoner Spells
Swordmage Level Spells
3rd shield
5th cloud of daggers
9th blade storm
13th fabricate
17th animate objects

Blade Parry
Starting at 7th level, you can use your weapon or your
summoned blade to block attacks. When you see another
creature hit with a melee attack and you or your Aegis Blade
are within melee range of the creature, you can use your
reaction to add your proficiency bonus to the attacked target's
AC for that attack, potentially causing the attack to miss.
Pinning Spear Dance of Steel
At 11th level, you can launch a conjured weapon to impale a At 20th level, as a bonus action or as part of your bonus
foe. As an action, choose a creature within 30 feet of you. The action to activate your Aegis, you summon magical weapons
target must make a Dexterity saving throw against your that dance around you in a 15-foot aura that lasts for 1
swordmage spell save DC. The target takes 4d6 piercing minute. Any creature of your choice that enters the aura for
damage on a failed save, or half as much damage on a the first time or starts their turn in your aura takes 4d8
successful one. slashing damage. Any creature within the aura has half cover
Also on a failure, if the target is on solid ground or next to a to creatures outside of the aura, and the aura's space is
solid mass (such as a wall or tree), they are restrained. The difficult terrain to any creature but you.
creature can use its action to make a Strength check against Once you use this feature, you can't use it again until after a
your swordmage spell save DC. If it succeeds, the weapon is long rest.
removed and vanishes, and the creature is no longer
restrained. Chronomancer
Once you use this feature, you can't use it again until after a Some swordmages seek to master the dangerous magic of
short or long rest. chronurgy-the manipulation of time. Fascinated by past
Sword Dash events or altering the future, Chronomancers channel time
When you reach 15th level, you can dimensionally follow your magic to aid them in battle.
summoned blade. After you use your bonus action to Aegis
command your Aegis Blade, you can teleport to an When you take this archetype at 3rd level, you gain the
unoccupied space adjacent to your Aegis Blade as part of the following Aegis option:
same bonus action. The teleportation fails if your Aegis Blade Aegis of Time: As a bonus action, you can activate this
is more than 60 feet from you. 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 to
activate 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.

7 Swordmage
When you see a creature within 30 feet of you fail an attack
roll, ability check, or saving throw, you can use your reaction
to find a timeline where the creature succeeds. The chosen
creature can reroll, and use the better result. Once you use
this feature, you can't use it again until after a short or long
rest.
Impossible Step
At 11th level, you move so fast, it appears to outside
observers that you are vanishing from one spot to the next.
While your Aegis is active, and you use your bonus action to
dash, you can instead 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 a
moment 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, the
target'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 the
effect 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, you can create a beacon in
time, intending to return to it if things go wrong. Keep careful
track of everything that happens in this turn. At the end of
Aegis Spells your turn, you can choose to rewind time back to just after
You gain aegis spells at the swordmage level listed below. you used Time Beacon, undoing any harmful effects that
happened to you during that turn including any damage you
Chronomancer Spells took. You also regain any expended resources spent during
Swordmage Level Spells that turn.
3rd gift of alacrity Once you use this feature, you can't use it again until after a
5th predictive blade (new spell)
long rest.
9th slow Crimson Knight
13th divination By becoming a Crimson Knight, you focus your studies on
17th temporal shunt necromancy and the terrifying art of blood magic. Crimson
Knights are often feared for their dark magic, but not all
Time Keeper these swordmages are evil: some use blood magic to combat
At 3rd level, by studying chronurgy, you have a knack for greater evils, while other Crimson Knights ruthlessly bend
historical facts. You always know how the number of hours others to their will.
left before the next sunrise or sunset. You gain proficiency in Aegis
the History skill. When you take this archetype at 3rd level, you gain the
You can subtly manipulate time to improve your fortunes. following Aegis option:
You know the guidance cantrip. Aegis of Terror: As a bonus action you can activate this
Timeline Insight Aegis to terrify your foes with dark magic. When you hit a
Starting at 7th level, you can briefly peer into other timelines. creature with a melee weapon attack, you can attempt to
Whenever you finish a short or long rest, you can gain one frighten the creature. The hit creature must succeed on a
skill, language, or tool proficiency of your choice, as you Wisdom saving throw or be frightened of you until the end of
temporarily gain the talents of a version of you in a different your next turn. You can only successfully frighten any
timeline. This proficiency lasts until you use this feature creature in this way once per turn. Your Aegis lasts for 1
again. minute, ending early if you fall unconscious or die.

Swordmage 8
Aegis Spells
You gain aegis spells at the swordmage level listed below.
Crimson Knight Spells
Swordmage Level Spells
3rd cause fear
5th hold person
9th vampiric touch
13th festering blade (new spell)
17th hold monster

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.
Puppet
Starting at 7th level, your blood magic can temporarily
control others. When you see a creature within 30 feet of you
make an attack roll, ability check, or saving throw, you can
use your reaction to impose disadvantage on the roll. If the
creature is frightened of you, then they also take necrotic
damage equal to your swordmage level.
This feature does not work on undead or constructs. Once Sanguine Puppeteer
you use this feature, you can't use it again until after a short Beginning at 20th level, your frightful mastery of blood magic
or long rest. lets you control others more easily. As a bonus action or as
part of your bonus action to activate your Aegis, you enhance
Arcane Vitality your blood magic for 1 minute. During this time, you regain
At 11th level, you can heal your wounds through sanguine the use of your Puppet feature at the start of your turn. After
magic. As a bonus action, you can expend one spell slot to you use Puppet against a creature, if the creature isn't
regain hit points. The hit points healed is 1d10 plus your already frightened of you, then the creature must succeed on
Intelligence modifier (a minimum of 1) for a 1st-level spell a Wisdom saving throw against your spell save DC or be
slot, plus 1d10 for each spell level higher than 1st. frightened of you until the end of your next turn.
Once you use this feature, you can't use it again until after a
Tides of Crimson long rest.
When you reach 15th level, you unleash a burst of blood
magic to steal the vitality of nearby foes. As an action, choose Duplicitist
any number of creatures within 20 feet of you. A chosen
creature must succeed on a Constitution saving throw By choosing the Duplicitist archetype, you weave illusions
against your spell save DC. If a creature is frightened of you, and enchantments to become an illusive threat. Duplicitist
then they have disadvantage on the saving throw. A creature swordmages are often deadly assassins, admirers of the fey,
takes 4d8 necrotic damage on a failure, and half as much on cunning warriors, or mischief makers.
a success. You regain hit points equal to half the damage
taken by the creature. Aegis
This feature does not work on undead or constructs. Once When you take this archetype at 3rd level, you gain the
you use this feature, you can't use it again until you finish a following Aegis option:
short or long rest. 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.

9 Swordmage
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 your Arcane Weapon.
The duplicate cannot use Double Trouble on itself.
The shadowy duplicate fades away after 1 minute or once it
falls to 0 hit points. Once you use this feature, you can't use it
again until after a long rest.
Eldritch Sniper
A few, rare Swordmages forgo close quarter combat to
Aegis Spells instead focus on engaging their enemies from afar. Eldritch
You gain aegis spells at the swordmage level listed below. Snipers prefer to channel their battle magic through bows,
crossbows, or anything that can be thrown.
Duplicitist Spells
Swordmage Level Spells Aegis
3rd disguise self
When you take this archetype at 3rd level, you gain the
following Aegis option:
5th invisibility Aegis of the Sniper: As a bonus action, you can activate
9th enemies abound this Aegis to magically enhance your aim, and you gain
advantage on your next ranged attack roll before the end of
13th greater invisibility your turn. If the attack hits, it deals an additional 1d6 force
17th mislead damage. While this Aegis is active, you can use your bonus
action to gain the same benefit. Your Aegis lasts for 1 minute,
Cunning Trickery ending early if you fall unconscious or die.
At 3rd level, you are a master at trickery. You know the minor
illusion cantrip and gain proficiency in either the Deception Eldritch Readiness
or Stealth skill. At 3rd level, you are never left empty handed in battle. If your
Arcane Weapon requires ammunition and you are out of
Beguiling Magic ammunition, then mundane ammunition is magically created
When you reach 7th level, your slippery magic makes your as needed. If your Arcane Weapon has the Thrown property,
subterfuge and spells difficult to resist. When you make an then it magically returns to your hand after you throw it.
ability check using the proficiency you gained from your You also gain proficiency in woodcarver tools and your
Cunning Trickery feature, you gain a bonus to the check choice of the Perception or Stealth skill.
equal to your proficiency bonus.
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.
Swordmage 10
Aegis Spells
You gain aegis spells at the swordmage level listed below.
Eldritch Sniper Spells
Swordmage Level Spells
3rd hail of thorns
5th melf's acid arrow
9th conjure barrage
13th arcane eye
17th conjure volley

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 spell
save DC or be blinded until the end of your next turn.
Explosive Arrow: The arrow explodes in flames at it hits
the creature. The target and all other creatures within 20
feet of the target each take 2d8 fire damage.
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 cracking of thunder. The creature
takes 2d8 lightning damage and is 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 Revealing Shot
within 10 feet of a piece of ammunition or a weapon if it can Starting at 15th level, as a bonus action or as part of your
be thrown. As an action, you can see and hear through the bonus action to activate your Aegis, you can rapidly fire a
sensor as if you were there. During this time, you are bright beacon to an unoccupied space within 120 feet of you
deafened and blinded. The sensor moves with the to illuminate enemies. Each object within a 20-foot radius of
ammunition, remaining within 10 feet of it. A creature that the space is outlined in light. Any creature of your choice
can see invisible objects sees the sensor as a luminous orb within the area must succeed on a Dexterity saving throw
about the size of your fist. against your swordmage spell save DC or also be outlined in
You can sustain this effect for up to 10 minutes, and you light. For 1 minute, objects and affected creatures shed dim
can end it at any time (requires no action). The effect ends light in a 10-foot radius.
early if the ammunition is destroyed or if you use this feature Any attack roll against an affected creature or object has
on another piece of ammunition. 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
2d6.
Once you use this feature, you can't use it again until you
finish a short or long rest.

11 Swordmage
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 to the benefits gained by your new
attunement.
Aegis
When you take this archetype at 3rd level, you gain the
following Aegis option:
Aegis of Elements: As a bonus action you can activate this
Aegis to empower your blade with elemental fury. Your
weapon attacks deal an additional 1d6 damage. The damage
type is determined by your Elemental Attunement. Planar Affinity
At 15th level of this class, the additional damage increases Starting at 7th level, you gain one of the following features.
to 1d8. Your Aegis lasts for 1 minute, ending early if you fall You can choose to gain the feature of the same type as your
unconscious or die. Elemental Attunement or a different one.
Elemental Studies
Air: Your speed increases by 10 feet and you gain
Starting at 3rd level, you are an expert on the elemental proficiency in Dexterity saving throws.
planes. You can speak, read, and write Primordial. You have Earth: Your hit point maximum increases by a number
advantage on Intelligence checks to investigate and recall equal to your swordmage level and increases by 1 again
information about the elemental planes and the creatures whenever you gain a level in this class. Whenever you
that inhabit those planes. make a Strength (athletics) check, you gain a bonus to the
check equal to your proficiency bonus.

Elemental Attunement Table


Attunement Benefits Air Attunement Earth Attunement Fire Attunement Water Attunement
Cantrip Learned gust mold earth control flames shape water
Damage Type lightning damage type of your Arcane Weapon fire cold
1st Level Aegis Spell zephyr strike earth tremor searing smite armor of agathys
2nd Level Aegis Spell warding wind maximilian's earthen grasp scorching ray snilloc's snowball swarm
3rd Level Aegis Spell lightning bolt erupting earth fireball tidal wave
4th Level Aegis Spell storm sphere quaking swordburst (new spell) wall of fire watery sphere
5th Level Aegis Spell control winds transmute rock immolation maelstrom

Swordmage 12
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 (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 a 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 or until you fall
unconscious. 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
Fire: You add your proficiency bonus to one damage roll lightning at a creature within 60 feet of you. Make a
of any spell that you cast that deals fire damage. ranged spell attack roll against the creature. On a hit, the
Water: You gain a swim speed equal to your walking target takes 4d10 lightning damage and you can teleport
speed, can breathe underwater, and you gain darkvision to an unoccupied space adjacent to them.
out to a range of 120 feet. If you already have darkvision Earth Avatar: Your skin hardens to stone. You gain
from your race, its range increases by 60 feet. resistance to bludgeoning, piercing, and slashing damage.
When you hit a creature with a melee weapon attack, they
Greater Planar Affinity must succeed a Strength saving throw against your
At 11th level, your affinity to your chosen planar element swordmage spell save DC or become restrained until the
grows stronger. You gain one of the following features. You end of your next turn as they are encased in stone.
can choose to gain the feature of the same type as your Fire Avatar: Your form becomes writhing flames. You
Elemental Attunement or a different one. gain immunity to fire damage. You also create an aura of
Air: You gain resistance to lightning and thunder damage. flames around you in a 15-foot radius. Any creature of
Earth: Moving through nonmagical difficult terrain costs your choice that enters the aura for the first time or starts
you no extra movement, and you gain a burrow speed their turn in your aura takes 4d8 fire damage.
equal to your walking speed. Water Avatar: You assume a watery form that is difficult
Fire: You gain fire resistance and spells that you cast to pin down. You are under the effects of the freedom of
ignore fire resistance. movement spell. When you take damage, you can use your
Water: You gain resistance to cold damage. When you reaction to reduce the damage by 4d8 and teleport 30 feet
damage a creature with a spell that's not a cantrip, you to an unoccupied space that you can see.
can pull or push the creature up to 10 feet.

13 Swordmage
Guardian
Swordmages choosing this archetype focus on protecting
others from harm through abjuration magic. Guardians
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 archetype.
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 archetype 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 60 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 60 feet of you that you Abjuring Beacon
can see. Your Aegis lasts for 1 minute, ending early if you fall Starting at 7th level, as an action, you can create a 10-foot
unconscious or die. radius beacon of abjuration magic within 30 feet of you that
lasts for 1 minute. You can move the beacon 30 feet as a
Vigilant Guardian bonus action on your turn. The beacon has one of the
At 3rd level, your defensive training emphasizes sturdy following effects depending on your Guardian Role:
protection and constant vigilance. You gain proficiency with Defender: You and any friendly creatures within the
heavy armor. beacon's area gain a +2 bonus to their AC and saving
You can also mark an area under your protection. You can throws. When you reach 15th level of this class, the bonus
cast the alarm spell without expending a spell slot. You can increases to +3.
use this feature a number of times equal to your proficiency Punisher: If a creature hits you or a friendly creature with
bonus. When you finish a long rest, you regain all expended an attack while the attacked creature is within the
uses. beacon's area, the attacked creature can use their reaction
Aegis Spells to make the attacker take force damage. The damage
You gain aegis spells at the swordmage level listed below. taken equals half of the attack's damage (rounded down).
Once you use this feature, you can't use it again until after a
Guardian Spells short or long rest.
Swordmage Level Spells
3rd ensnaring pull (new spell) Guardian Bond
5th warding bond
When you reach 11th level, you learn a ritual to magically
bind yourself to another person to better protect them. You
9th dispel magic perform the ritual over the course of 1 hour, which can be
13th dimensional vortex (new spell) done during a short rest. The person must be within your
reach throughout the ritual, and must be willing. After the
17th wall of force 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.
Swordmage 14
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 of
your bonus action to activate your Aegis, you can create
powerful magical shields around you and a number of allies
up to your Intelligence modifier (minimum of 1). All shielded
creatures gain temporary hit points equal to 20 plus your
Intelligence modifier.
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 a
long rest.
Inquisitor
The inquisitor takes on the dangerous role of hunting and Aegis Spells
slaying evil arcane entities, be they wielders of dark magic or You gain aegis spells at the swordmage level listed below.
powerful otherworldly creatures. Inquisitors are equipped
with ways to track, attack, and guard themselves from Inquisitor Spells
menacing foes. Swordmage Level Spells
3rd detect evil and good
Aegis
When you take this archetype at 3rd level, you gain the 5th detect thoughts
following Aegis option: 9th dispel magic
Aegis of the Hunter: As a bonus action, you can activate
this Aegis and then mark a creature within 60 feet of you that 13th banishment
you can see. The first time each turn that you hit the marked 17th scrying
target with a melee weapon attack, it takes an extra 1d6 force
damage. Eyes of the Inquisitor
If your marked target uses a spell or magical effect against At 3rd level, you can cast the detect magic spell without
you that forces you to make a saving throw, you can use your expending a spell slot.
reaction to give yourself advantage on the saving throw. You can use this feature a number of times equal to your
As a bonus action, you can change the marked target to proficiency bonus. When you finish a long rest, you regain all
another creature within 60 feet of you that you can see. Your expended uses.
Aegis lasts for 1 minute, ending early if you fall unconscious
or die. Investigator's Insight
Beginning at 7th level, you have an uncanny intuition after
investigating the hidden and obscure. Whenever you make a
Wisdom (Insight) check, you gain a bonus to the check equal
to your proficiency bonus.
Your experience with hostile magic causes you to gain
proficiency in Wisdom saving throws. If you already have this
proficiency, you instead gain proficiency in Charisma saving
throws.
15 Swordmage
Discern Weakness
At 11th level, you can use your knowledge of supernatural
entities to quickly deduce a foe's weak points. As a bonus
action, choose a creature within 60 feet of you. Make an
Intelligence (Investigation) 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 (minimum of 1).
Antimagic Zone
At 20th level, as a bonus action or as part of your bonus
action to activate your Aegis, you can create a 10-foot radius
zone of antimagic, as in the antimagic field spell, within 30
feet of you that lasts for 1 minute. You can move the
antimagic zone 30 feet as a bonus action on your turn.
Once you use this feature, you can't use it again until after a
long rest.
Meteor Knight Aegis Spells
You gain aegis spells at the swordmage level listed below.
Swordmages that become Meteor Knights study the esoteric
magic of dunamancy, specifically concerning the Meteor Knight Spells
manipulation of gravity. Fascinated by celestial bodies, these Swordmage Level Spells
swordmages channel the powers of the stars to keep foes in 3rd magnify gravity
their orbit of destruction.
5th immovable object
Aegis 9th melf's minute meteors
When you take this archetype at 3rd level, you gain the 13th gravity sinkhole
following Aegis option:
Aegis of Gravity: As a bonus action, you can activate this 17th destructive wave (radiant only)
Aegis to infuse yourself with the strength of the stars. For the
duration of this Aegis, you gain advantage on Strength Student of the Stars
(Athletics) and Dexterity (Acrobatics) checks. At 3rd level you manipulate your density to withstand more
Also, when a creature within 30 feet of you that you can weight than normal. You gain proficiency with heavy armor
see moves, you can use your reaction to force the creature to and cartographer's tools. You count as one size larger when
make a Strength saving throw against your spell save DC. On determining your carrying capacity and the weight you can
a failure, the creature's speed drops to 0 until the start of push, drag, or lift.
their next turn. This stops any movement they may have been
taking. Your Aegis lasts for 1 minute, ending early if you fall Star Fall
unconscious or die. 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.
Swordmage 16
Solar Flare
When you reach 11th level, your fiery magic flashes like a Multiclassing
star. When you use Star Fall or cast a spell that deals fire or When you advance in level, and with your DM's permission,
radiant damage, choose one creature damaged by your Star you may take the option to multiclass into a swordmage. You
Fall or spell. The creature must succeed on a Constitution must meet the following prerequisites to qualify for a
saving throw against your swordmage spell save DC or be swordmage.
blinded until the end of your next turn.
You can use this feature a number of times equal to your Prerequisites
proficiency bonus. You regain expended uses when you finish
a long rest. You need a 13 Intelligence, and a 13 Strength or 13 Dexterity.
Controlled Descent Proficiencies
At 15th level, you utilize your mastery of dunamancy to When you first multiclass into swordmage, you gain only
escape dangers that would threaten others. When you fall, proficiency in simple weapons, martial weapons, light armor,
you take no falling damage and can land on your feet. and medium armor.
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, Spell Slots
except you rapidly fall instead of teleporting. At the end of the
fall, the fiery explosion of Star Fall emanates from the space When determining spell slots, you add one half (rounded up)
you land in. of your swordmage levels to the levels of your other classes
as described on page 164 of the Player's Handbook. Use the
Gravitational Pull resulting total to determine your spell slots by consulting the
Beginning at 20th level, as a bonus action or as part of your Multiclass Spellcaster table on page 165 of the Player's
bonus action to activate your Aegis, you create a heavy Handbook.
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 Art Credit
saving throw. On a failure, the creature takes 4d6 Thank you to these wonderful artists:
bludgeoning damage and is pulled to an unoccupied space
adjacent to you. On a success, the creature takes half damage Yamaorce: page 1
and isn't pulled. Lorenzo Mastroianni: page 2
Once you use this feature, you can't use it again until you Tomasz Chistowski: page 4
finish a long rest. theDURRRRIAN: page 5 and 11
Veronika Dobrzhanska: page 7
Rosy Clockomaton: page 8
Michael Komarck: page 9
Eva Widermann: page 10
Wizards of the Coast: page 12
Mark Kolobaev: page 13
Ming Xiao: page 14
Cheng Gong: page 15
Riot Games: page 16
Sergey Kondratovich: page 20
Cheste Oocampo: page 21

17 Swordmage
Optional Class Features Extra Attack
This section offers additional features that you can gain as a 5th-level swordmage feature, which replaces the Greater
swordmage. Unlike the earlier features, you don't gain the Blade Magic feature
features here automatically. Consulting with your DM, you You can attack twice, instead of once, whenever you take
decide whether to gain a feature in this section if you meet the Attack action on your turn. Moreover, you can cast one of
the level requirement noted in the feature's description. your cantrips in place of one of those attacks.
These features can be selected separately from one another;
you can use one, both, or none of them. Feats
Alternative Swordmage Spells A new feat for you to use in the style of Tasha's Cauldron of
Everything.
1st-level swordmage feature
If your DM doesn't allow homebrew spells, then replace the Swordmage Initiate
homebrew spells from the swordmage spell list with the You have spent time studying how to blend magic into your
following spells. swordplay.
1st Level Spells You learn one cantrip of your choice from the swordmage
Searing Smite spell list, and you learn one 1st-level spell of your choice
Thunderous Smite from that list. Intelligence is your spellcasting ability for
Wrathful Smite these spells.
Zephyr Strike You can cast this feat's 1st-level spell without a spell slot,
2nd Level Spells and you must finish a long rest before you can cast it in
Branding Smite this way again. You can also cast the spell using any spell
Scorching Ray slots you have.
Snilloc's Snowball Swarm You gain proficiency with one type of simple or martial
Warding Wind weapon of your choice, and you can use that type of
weapon as a spellcasting focus for any spell you cast that
3rd Level Spells uses Intelligence as its spellcasting ability.
Blinding Smite
Fireball
Lightning Bolt
Sleet Storm
4th Level Spells
Ice Storm
Staggering Smite
Storm Sphere
Wall of Fire
5th Level Spells
Banishing Smite
Cone of Cold
WWall of Light
Bloodline Warrior
1st-level swordmage feature
The magic you harness is innate, arcane energy infused in
your body from a supernatural bloodline or other strange
magical origin. The swordmage class is changed in the
following ways:
Your spellcasting ability becomes Charisma instead of
Intelligence.
For any swordmage class feature or subclass feature you
gain that references your Intelligence modifier, instead the
feature uses your Charisma modifier.
The multiclassing prerequisites for the swordmage class
becomes a 13 Charisma, and a 13 Strength or 13
Dexterity.

Swordmage 18
mirror image
Swordmage Spell List misty step
The list is organized by spell level, not character level. Bold predictive blade
spells are new spells detailed at the end of this document. see invisibility
If your DM does not approve of the new spells, then replace shadow blade
the New spells with the Alternative Swordmage Spells that shatter
are listed on the previous page. synaptic strike
3rd Level
Cantrips (0 Level) blade storm
acid splash blink
arcing weapon counterspell
blade ward dimensional retaliation
booming blade dispel magic
burning weapon elemental weapon
caustic weapon flaming swordburst
fire bolt fly
freezing weapon frigid strike
frostbite haste
greenflame blade protection from energy
light spirit shroud
lightning lure thunder step
mage hand withering strike
mending
message 4th Level
mind weapon banishment
poison spray dimension door
prestidigitation dimensional vortex
protective blade festering blade
ray of frost fiery charge
shocking grasp fire shield
stone weapon quaking swordburst
swordburst stoneskin
true strike 5th Level
vampiric weapon far step
1st Level nightmare swordburst
absorb elements prismatic blade
burning hands shocking blade
chromatic orb steel wind strike
corrosive swordburst teleportation circle
detect magic time warp
ensnaring pull
expeditious retreat
feather fall
ice knife
identify
mage armor
magic missile
protection from evil and good
shield
slowing strike
thunderwave
venomous strike
2nd Level
blur
darkness
darkvision
enhance ability
enlarge/reduce
electrifying swordburst
far strike
isolating strike
magic weapon
19 Swordmage
Greenflame/Booming Blade
Greenflame Blade and Booming Blade are
controversial spells that have the potential to deal a
lot of damage for cantrips, especially in
combination with Blade Magic. If your DM is
uncomfortable with these spells and ok with
homebrew spells, then substitutions are available
to achieve the same fire and storm themes.
The alternative to Greenflame Blade is Burning
Weapon, and the alternative to Booming Blade is
Arcing Weapon. Instead of very strong conditional
damage, these new weapon cantrips have smaller,
immediate rider effects.

New Spells
These new spells are a mix of original ideas and adaptations
of the 4E swordmage powers. Per your DM's discretion, you
can easily add these spells to the spell lists of other classes.
Cantrips
Arcing Weapon
Evocation cantrip Caustic Weapon
Casting Time: 1 action Evocation cantrip
Range: range of your weapon Casting Time: 1 action
Components: V, M (a weapon) Range: range of your weapon
Duration: instantaneous Components: V, M (a weapon)
As part of the action used to cast this spell, you must make Duration: instantaneous
an attack with a weapon against one creature within your As part of the action used to cast this spell, you must make
weapon's range, otherwise the spell fails. On a hit, the target an attack with a weapon against one creature within your
suffers the attack's normal effects, and you can choose to weapon's range, otherwise the spell fails. On a hit, the target
have crackling electricity leap from the target to another suffers the attack's normal effects, and corrosive acid burns
creature within 15 feet of the target. The second target takes the target until the start of your next turn. While the acid
1d4 lightning damage. burns, the target can use its action to remove the acid
At 5th level, the attack deals extra lightning damage to the otherwise the target takes 1d4 acid damage at the end of
first target equal to 1d8 for a melee weapon or 1d6 for a their next turn.
ranged weapon, and increases to 2d8 or 2d6 at 11th level, At 5th level, the attack deals extra acid damage to the target
and 3d8 or 3d6 at 17th level. Also, the damage to the second equal to 1d8 for a melee weapon or 1d6 for a ranged weapon,
target increases to 1d6 at 5th level, 1d8 at 11th level, and and increases to 2d8 or 2d6 at 11th level, and 3d8 or 3d6 at
1d10 at 17th level. 17th level. Also, the burning damage to the target increases to
Burning Weapon 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.
Evocation cantrip Freezing Weapon
Casting Time: 1 action Evocation cantrip
Range: range of your weapon Casting Time: 1 action
Components: V, M (a weapon) Range: range of your weapon
Duration: 1 round Components: V, M (a weapon)
As part of the action used to cast this spell, you must make Duration: 1 round
an attack with a weapon against one creature within your As part of the action used to cast this spell, you must make
weapon's range, otherwise the spell fails. On a hit, the target an attack with a weapon against one creature within your
suffers the attack's normal effects, and magical fire from your weapon's range, otherwise the spell fails. On a hit, the target
weapon burns the target's defenses until the start of your suffers the attack's normal effects, and your weapon covers
next turn. The next attack against the target before then, adds the target in frost. The creature subtracts a d4 from their next
a d4 to the attack roll, and the spell ends. attack roll until the start of your next turn.
At 5th level, the attack deals extra fire damage to the target At 5th level, the attack deals extra cold damage to the
equal to 1d8 for a melee weapon or 1d6 for a ranged weapon. target equal to 1d8 for a melee weapon or 1d6 for a ranged
The damage roll increases to 2d8 or 2d6 at 11th level, and weapon. The damage roll increases to 2d8 or 2d6 at 11th
3d8 or 3d6 at 17th level. level, and 3d8 or 3d6 at 17th level.
Swordmage 20
Mind Weapon Stone Weapon
Enchantment cantrip Abjuration cantrip
Casting Time: 1 action Casting Time: 1 action
Range: range of your weapon Range: range of your weapon
Components: V, M (a weapon) Components: V, M (a weapon)
Duration: 1 round Duration: 1 round
As part of the action used to cast this spell, you must make As part of the action used to cast this spell, you must make
an attack with a weapon against one creature within your an attack with a weapon against one creature within the
weapon's range, otherwise the spell fails. On a hit, the target spell's range, otherwise the spell fails. On a hit, the target
suffers the attack's normal effects, and psychic energy suffers the attack's normal effects, and you are covered in
assaults their mind. The creature subtracts a d4 from their stony armor. You gain a 1d4 bonus to AC until the start of
next ability check until the start of your next turn. your next turn. If you are attacked before then, the spell ends
At 5th level, the attack deals extra psychic damage to the after the attack is made, and the stony armor crumbles.
target equal to 1d8 for a melee weapon or 1d6 for a ranged At 5th level, the attack deals extra bludgeoning damage to
weapon. The damage roll increases to 2d8 or 2d6 at 11th the target equal to 1d8 for a melee weapon or 1d6 for a
level, and 3d8 or 3d6 at 17th level. ranged weapon. The damage roll increases to 2d8 or 2d6 at
11th level, and 3d8 or 3d6 at 17th level.
Protective Blade
Abjuration cantrip Vampiric Weapon
Casting Time: 1 action Necromancy cantrip
Range: range of your weapon Casting Time: 1 action
Components: V, M (a weapon) Range: range of your weapon
Duration: 1 round Components: V, M (a weapon)
As part of the action used to cast this spell, you must make Duration: 1 round
a melee attack with a weapon against one creature within the As part of the action used to cast this spell, you must make
spell's range, otherwise the spell fails. On a hit, the target an attack with a weapon against one creature within the
suffers the attack's normal effects, and it becomes sheathed spell's range, otherwise the spell fails. On a hit, the target
in abjuring energy until the start of your next turn. If the suffers the attack's normal effects, and you sap their life
target willingly attacks a creature other than you before then, force. You gain 1d4 temporary hit points. The temporary hit
the attack is made with disadvantage, and the spell ends. points disappear at the start of your next turn.
At 5th level, the melee attack deals an extra 1d8 force At 5th level, the attack deals extra necrotic damage to the
damage to the target. The damage roll increases by 1d8 at target equal to 1d8 for a melee weapon or 1d6 for a ranged
11th level and 17th level. weapon, and increases to 2d8 or 2d6 at 11th level, and 3d8 or
3d6 at 17th level. Also, the temporary hit points gained
increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at
17th level.

21 Swordmage
1st Level Spells Venomous Strike
1st level evocation
Corrosive Swordburst
1st level evocation Casting Time: 1 bonus action
Range: Self
Casting Time: 1 action Components: V, M (a weapon)
Range: Self (10-foot radius) Duration: Concentration, up to 1 minute
Components: V, M (a weapon)
Duration: Instantaneous The next time you hit a creature with a weapon attack
before this spell ends, you coat your weapon with toxic
You slam your blade into the ground and burning acid poison, and the attack deals an extra 1d6 poison damage to
bursts forth around you. Each creature within range, other the target. Additionally, the target must succeed on a
than you, must make a Dexterity saving throw. On a failed Constitution saving throw or be poisoned until the spell ends.
save, the creature takes 3d6 acid damage and half as much At the end of each of its turns, the target can make another
damage on a successful save. Constitution saving throw. On a success, the spell ends on the
At Higher Levels: When you cast this spell using a spell target.
slot of 2nd level or higher, the damage increases by 1d6 for
each slot level above 1st. 2nd Level Spells
Ensnaring Pull Electrifying Swordburst
1st level conjuration 2nd level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 30 ft Range: Self (10-foot radius)
Components: V, M (a weapon) Components: V, M (a weapon)
Duration: Instantaneous Duration: Instantaneous
You pull a distant foe through dimensional space to be Empowering your blade with crackling electricity, you hold
struck by your blade. As an action, choose a creature within your weapon aloft as lightning strikes out at your surrounding
30 feet of you and they must succeed a Wisdom saving throw. foes. Each creature within range, other than you, must make
If they fail, you teleport the creature to an unoccupied space a Dexterity saving throw. On a failed save, the creature takes
adjacent to you, and you can make one melee weapon attack 3d8 lightning damage and it can't take reactions until the
against it. The spell fails if there is no unoccupied space start of its next turn. On a successful save, the creature takes
adjacent to you or if you teleport the creature to a space not half as much damage and can take reactions. The creature
on the ground or not on a floor. has disadvantage on the saving throw if they are wearing
At Higher Levels: When you cast this spell using a spell armor made of metal.
slot of 2nd level or higher, the range of the spell increases by At Higher Levels: When you cast this spell using a spell
15 feet. slot of 3rd level or higher, the damage increases by 1d8 for
each slot level above 2nd.
Slowing Strike
1st level transmutation Far Strike
2nd level conjuration
Casting Time: 1 bonus action
Range: Self Casting Time: 1 action
Components: V, M (a weapon) Range: 120 ft
Duration: Concentration, up to 1 minute Components: V, M (a weapon)
Duration: Instantaneous
The next time you hit a creature with a weapon attack
before this spell ends, you slow down time around them, and You create a temporary portal next to a distant foe to strike
the target must succeed on a Wisdom saving throw or be at them with your blade. Choose a creature within 120 feet of
affected by this spell until the spell ends. you and you can make one melee weapon attack against
The affected target's speed is halved, it takes a −2 penalty them. The attack deals an extra 2d6 force damage to the
to AC and Dexterity saving throws, and it can't use reactions. target.
On its turn, it can use either an action or a bonus action, not
both. Regardless of the creature's abilities or magic items, it
can't make more than one melee or ranged attack during its
turn.
If the creature attempts to cast a spell with a casting time
of 1 action, roll a d20. On an 11 or higher, the spell doesn't
take effect until the creature's next turn, and the creature
must use its action on that turn to complete the spell. If it
can't, the spell is wasted.
The tarrget affected by this spell can make another
Wisdom saving throw at the end of each of its turns. On a
successful save, the effect ends for it.
Swordmage 22
Isolating Strike You swing your weapon creating magical duplicates that
2nd level conjuration strike at all foes. Each creature you choose within the area
must make a Dexterity saving throw. A creature takes 6d6
Casting Time: 1 bonus action force damage on a failed save, or half as much damage on a
Range: Self successful one.
Components: V, M (a weapon) At Higher Levels: When you cast this spell using a spell
Duration: Concentration, up to 1 minute slot of 4th level or higher, the damage increases by 1d6 for
The next time you hit a creature with a weapon attack each slot level above 3rd.
before this spell ends, your weapon crackles with Dimensional Retaliation
dimensional power, and the attack deals an extra 2d6 force 3rd level conjuration
damage to the target. Additionally, the target must succeed on
a Wisdom saving throw or be teleported to an unoccupied Casting Time: 1 reaction, which you take when you take
space up to 30 feet away from you. That space must be on the damage from a ranged attack within 60 ft of you
ground or on a floor. Range: 60 ft
Components: V, M (a weapon)
Predictive Blade Duration: Instantaneous
2nd level divination
You teleport to an unoccupied space within 5 feet of the
Casting Time: 1 bonus action creature that attacked you. You can then make one melee
Range: Self weapon attack against the creature. On a hit, the attack deals
Components: V, M (a weapon) an additional 3d8 force damage.
Duration: Concentration, up to 1 minute
Flaming Swordburst
You glimpse into the future to see how your foes react 3rd level evocation
before they do. You have advantage on weapon attack rolls
until this spell ends. Casting Time: 1 action
When the spell ends, your mind staggers from mental Range: Self (20-foot radius)
overload, and you have disadvantage on weapon attack rolls Components: V, M (a weapon)
until the end of your next turn. Duration: Instantaneous
Synaptic Strike Raging fire bursts from your blade to engulf your foes in an
2nd level enchantment inferno. Each creature within range, other than you, must
make a Dexterity saving throw. On a failed save, the creature
Casting Time: 1 bonus action takes 4d6 fire damage and is burning. On a successful save, a
Range: Self creature takes half the damage and isn't burning. While a
Components: V, M (a weapon) target is burning, it takes 2d6 fire damage at the start of its
Duration: Concentration, up to 1 minute turn. At the end of each of its turns, the target can make
another Dexterity saving throw. On a success, the burning
The next time you hit a creature with a weapon attack ends on the target.
before this spell ends, your weapon strikes with mind altering At Higher Levels: When you cast this spell using a spell
magic, and the attack deals an extra 2d6 psychic damage to slot of 4th level or higher, the initial damage increases by 1d6
the target. Additionally, the target must succeed on an for each slot level above 3rd.
Intelligence saving throw or have muddled thoughts until the
spell ends. During that time, whenever the target makes an Frigid Strike
attack roll, ability check, or Constitution saving throw to 3rd level evocation
maintain concentration, the target must roll a d6 and subtract
the number rolled from the roll. Casting Time: 1 bonus action
At the end of each of its turns, the target can make another Range: Self
Intelligence saving throw. On a success, the spell ends on the Components: V, M (a weapon)
target. Duration: Concentration, up to 1 minute
3rd Level Spells The next time you hit a creature with a weapon attack
before this spell ends, your weapon chills with elemental
Blade Storm frost, and the attack deals an extra 3d8 cold damage to the
3rd level evocation target. Additionally, the target must succeed on a Constitution
saving throw or be restrained until the spell ends.
Casting Time: 1 action A creature restrained by the frost can use its action to
Range: Self (30-foot cone) make a Strength or Dexterity check (its choice) against your
Components: V, M (a weapon) spell save DC. On a success, it frees itself and the spell ends.
Duration: Instantaneous

23 Swordmage
Withering Strike Fiery Charge
3rd level necromancy 4th level evocation
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: 120 ft
Components: V, M (a weapon) Components: V, M (a weapon)
Duration: Concentration, up to 1 minute Duration: Instantaneous
The next time you hit a creature with a weapon attack You hurl your blade and it transforms into a line of roaring
before this spell ends, your weapon crackles with life fire 5 feet wide that extends out from you to a creature within
draining energy, and the attack deals an extra 3d8 necrotic range. Each creature in the line excluding you and the target
damage to the target. Additionally, the target must succeed on must make a Dexterity saving throw, taking 4d8 fire damage
a Constitution saving throw or the target deals only half on a failed save, and half as much damage on a successful
damage with weapon attacks that use Strength until the spell one. You then teleport to an unoccupied square within 5 feet
ends. of the target. The roaring flames transform back into your
At the end of each of its turns, the target can make another weapon and returns to your hand. You can then make one
Constitution saving throw. On a success, the spell ends on the melee weapon attack against the target. On a hit, you deal an
target. extra 4d8 fire damage.
At Higher Levels: When you cast this spell using a spell
4th Level Spells slot of 5th level or higher, the damage increases by 1d8 for
each slot above 4th.
Dimensional Vortex
4th level conjuration Quaking Swordburst
Casting Time: 1 reaction, which you take when you see a 4th level evocation
creature within 60 ft of you attack you or a friendly Casting Time: 1 action
creature Range: Self (30-foot radius)
Range: 60 ft Components: V, M (a weapon)
Components: V, M (a weapon) Duration: Instantaneous
Duration: Instantaneous
You slam your weapon into the ground and seismic energy
You interrupt a creature's attack by warping space with erupts from you. Each creature you choose within the area
your blade, causing your foe to appear a short distance away must make a Dexterity saving throw. On a failed save, the
and unleash its attack elsewhere. The creature must succeed creature takes 4d8 bludgeoning damage and is knocked
a Wisdom saving throw or be teleported to an unoccupied prone. On a successful save, a creature takes half the damage
space up to 60 feet away from their original location. That and isn't knocked prone. Additionally, the ground in that area
space must be on the ground or on a floor. The creature then becomes difficult terrain until cleared. Each 5-foot-square
makes their attack against another creature of your choosing portion of the area requires at least 1 minute to clear by hand.
within range. If there is no creature within range, the attack At Higher Levels: When you cast this spell using a spell
is expended. slot of 4th level or higher, the initial damage increases by 1d8
for each slot level above 4th.
Festering Blade
4th level necromancy 5th Level Spells
Casting Time: 1 bonus action Nightmare Swordburst
Range: Self 5th level enchantment
Components: V, M (a weapon)
Duration: Concentration, up to 1 minute Casting Time: 1 action
The next time you hit a creature with a weapon attack Range: Self (30-foot radius)
before this spell ends, your weapon darkens with necrotic Components: V, M (a weapon)
power, and the attack deals an extra 4d8 necrotic damage to Duration: Concentration, up to 1 minute
the target. Additionally, the target must succeed on a A wave of terrifying visions burst from your blade as your
Constitution saving throw or be wounded for the spell's foes see you as their worst nightmare. Each creature you
duration. While wounded, hit points lost to this spell can be choose within the area must make a Wisdom saving throw.
regained only through a Short or Long Rest, rather than by On a failed save, the creature takes 4d10 psychic damage and
regeneration, magic, or any other means. is frightened of you for the spell's duration. On a successful
At the end of each of its turns, the target repeats the saving save, a creature takes half the damage and isn't frightened.
throw. It takes 2d8 necrotic damage on a failed save, and the At the end of each of its turns, a frightened creature
spell ends on a successful one. repeats the saving throw and the creature is no longer
frightened on a successful save.

Swordmage 24
Prismatic Blade Time Warp
5th level evocation 5th level transmutation
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: Self
Components: V, M (a weapon) Components: V, M (a stopwatch or hourglass worth at
Duration: Concentration, up to 1 minute least 500gp)
Your blade shimmers in multicolor light that entails Duration: Concentration, up to 1 minute
destruction for your foes. Each time you hit a creature with a You warp time to speed yourself up and catch glimpses of
weapon attack before this spell ends, roll a d8 to determine other timelines to become aware of all possibilities. For the
which color affects it. spell's duration, you have advantage on attack rolls, ability
1 - Red. The creature takes an additional 2d8 fire damage. checks, and saving throws. Additionally, other creatures have
2 - Orange. The creature takes an additional 2d8 acid disadvantage on attack rolls against you for the duration.
damage. When the spell ends, your body is staggered as the various
3 - Yellow. The creature takes an additional 2d8 lightning timelines resynchronize, and you have disadvantage on attack
damage. rolls, ability checks, and saving throws until the end of your
4 - Green. The creature takes an additional 2d8 poison next turn.
damage.
5 - Blue. The creature takes an additional 2d8 cold
damage.
6 - Indigo. The creature must make a Constitution saving
throw or be restrained until the end of your next turn.
7 - Purple. The creature must make a Constitution saving
throw or be blinded until the end of your next turn.
8 - Special. The creature is affected by two colors. Roll
twice more, rerolling any 8.
Shocking Blade
5th level evocation
Casting Time: 1 bonus action
Range: Self
Components: V, M (a weapon)
Duration: Concentration, up to 1 minute
The next time you hit a creature with a weapon attack
before this spell ends, you energize your blade with crackling
electricity, and the attack deals an extra 5d10 lightning
damage. Additionally, the creature must make a Constitution
saving throw or be stunned for the spell's duration.
At the end of each of its turns, the target can make another
Constitution saving throw. On a success, the spell ends on the
target.

25 Swordmage
Spell Parry UPDATED: Clarified that the ability has a
Changelog v9.3 => v10 limited number of uses. Its too strong of a feature with
It's been a few months and after some playtesting and time unlimited uses.
away from the class, I wanted to make some changes. This Spellsword Supreme NEW: New 18th level feature that
update is big and is meant to address two points I often get lets Swordmages always have at least one use of Blade
from people: A) the class is overtuned and gets too much Magic for every fight. Before, they got unlimited uses at
early on B) the class is too generic. On the first point, a class 20th level, but 20th level is the subclass capstones.
needs defined weaknesses. The Swordmage has either lower Furthermore, in an effort to peel back some of the class's
HP or lower AC, or both, compared to its rivals (Eldritch power, I wanted to give a slight nerf to late game
Knight and Bladesinger), but the old version's level of mobility Swordmages.
made this weakness obsolete. So I've cut away the class's Archetypes
core mobility and toned down the power level of some other
features. As mentioned before, each archetype now has a new 11th
For the last point, that is by design as like the fighter or level feature. In an effort to be concise, I'm only going to list
wizard, the Swordmage isn't meant to have as much flavor as out other changes to the subclasses.
say the Paladin or Warlock. However, since the class's flavor
is inherently bland, I want to emphasize the subclasses even Swordscholar
more. I want a 20th level Chronomancer to play and feel very Spell Echo UPDATED: With the removal of Arcane Step,
different from a 20th level Inquisitor. Your subclass provides the conjuration part of this ability was updated.
flavor and gameplay that sets you apart from Swordmages of
other traditions. Duplicitist
Illusive Escape UPDATED: With the removal of Arcane
Core Features Step, this ability was updated.
Arcane Weapon UPDATED: Now lets you shine a small Eldritch Sniper
source of light from your weapon. Got to get that Elemental Arrow UPDATED: Clarified the damage
lightsaber feel increases when you reach 15th level in this class.
Arcane Step REMOVED: The classic 4E Swordmage
had plenty of teleporting abilities and I wanted to keep Elementalist
that motif alive in this class. However, the class simply had Planar Affinity UPDATED: Fire lost the resistance to fire
too much power early on with two strong features (Blade (now at 11th level) as the extra damage felt strong enough
Magic and Arcane Step) at 2nd level. After examining the of a feature on its own. For water, the pull mechanic got
Artificer, the only other half-caster that gets cantrips, they moved to 11th level and replaced by darkvision. You got to
only get one feature at 2nd level (infusions), and it's their see in the dark depths of the oceans after all.
class defining feature. For the Swordmage, Blade Magic is Planar Convergence UPDATED: Previously called
more defining for the class than Arcane Step. Despite "Greater Planar Affinity", this feature has been renamed
Arcane Step being cut, the class still has plenty of solid but otherwise functionally unchanged.
mobility options with certain subclass features and spells. Elemental Avatar UPDATED: Another renaming as the
Archetypes UPDATED: In an effort to make each old ability was called "Elemental Aspect". Avatar sounds
subclass choice more impactful, each subclass now gets a more powerful, which suits a 20th level capstone ability.
new feature at 11th level. I'm partly inspired by
KibblesTasty's design approach of making subclasses Guardian
more significant of a decision. This also alleviates the Mass Ward UPDATED: Clarified you get a minimum of
awkward gap in subclass abilities in prior versions one to the temporary HP amount regardless of your
between 7th and 15th level. Intelligence modifier.
Aegis Uses UPDATED: Each of the subclasses' aegis are
impactful abilities and core to each subclass's identity. Meteor Knight
They are comparable to a Paladin's or Cleric's Channel Star Fall UPDATED: Clarified the damage increases
Divinities. However, getting 2-3 uses of your aegis per when you reach 15th level in this class.
short rest felt too strong. Paladins after all don't get 2-3 Optional Class Features
uses of their Channel Divinities. In an effort to peel back
some of the power of the class, I removed the extra uses I added a new optional class feature to turn the class into a
of Aegis at higher levels. Charisma based class like the Eldritch Scion from Pathfinder
Favored Spell NEW: A new 10th level feature to reward a 1E. There is also a clear list of spells to use if you want to
player's playstyle without being a huge boost of power. replace the homebrew ones I made.
Dimensional Cantrip REMOVED: Replaced by the new
subclass abilities. I also made a conscious effort to limit
the Swordmage's at will mobility as Dimensional Cantrip
was basically a free disengage and minor movement every
round, which is super strong. The core of the class should
be a cast and slash gish, not teleporting. With that said,
many subclasses have higher level teleporting abilities and
many spells have teleporting, so the theme is still present,
just not in an all powerful way.
Swordmage 26

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