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Swordmage

The Arcane Half-Caster


Including Ten Subclasses to Become a
Magical Warrior

Swordmage 1
Swordmage v9.3 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 redish, 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.

2 Swordmage
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 Arcane Step, 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 Aegis (2/rest) 4 3 7 4 3 2 — —
11th +4 Dimensional Cantrip 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 Aegis (3/rest) 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 Unlimited 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
Tools: None If your Arcane Weapon is broken or damaged, you can
Saving Throws: Constitution, Intelligence spend 1 hour to magically repair the weapon.
Skills: Choose two from Acrobatics, Arcana, Athletics, If your Arcane Weapon lacks the two-handed property, and
History, Insight, and Investigation you are wielding it in one hand with another hand free,
Equipment then you gain a magical +1 bonus to your AC. If you use
You start with equipment granted by your background, plus two hands to make an attack with your Arcane Weapon,
either a number of gold coins equal to 5d4 x 10 or choose then you lose this magical bonus until the start of your
among the following equipment: next turn.
(a) two martial melee weapons or (b) a longbow and a If you attempt to bond with another weapon, you must
quiver of 20 arrows break the bond with your current Arcane Weapon.
(a) a scholar’s pack or (b) an explorer’s pack
(a) scale mail or (b) leather armor

Swordmage 3
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.
Arcane Step
At 2nd level, you can teleport around the battlefield. As a
Spellcasting bonus action, you can teleport up to 15 feet to an unoccupied
You've studied the battle application of magic and inscribe space that you can see. At higher levels of this class, the
your chosen weapon with a handful of spells to augment your teleportation distance increases to 20 feet at 5th level, 25 feet
fighting style. You channel your magic through your Arcane at 11th level, and 30 feet at 17th level.
Weapon, which appears to others as if you're producing You can use this feature a number of times equal to your
magical wonders as you fight. proficiency bonus, and you regain all expended uses when
you finish a long rest. While you have no uses available, you
Weapon Required can spend a spell slot to use this feature again.
You produce your swordmage spell effects through your Blade Magic
blade. You must have a spellcasting focus-specifically your
Arcane Weapon or another weapon-in hand when you cast Starting at 2nd level, you can seamlessly blend your magic
any spell with this Spellcasting feature (meaning the spell and bladework. After you use your action to cast a spell, you
has a "M" component when you cast it). can make one weapon attack as part of the same action.
Once you have used Blade Magic the number of times
Cantrips (0-Level Spells) shown for your swordmage level in the Blade Magic Uses
At 1st level, you know two cantrips of your choice from the column of the Swordmage table, you must finish a long rest
swordmage spell list. At higher levels, you learn additional before you can use Blade Magic again.
swordmage cantrips of your choice, as shown in the Cantrips
Known column of the swordmage table. Swordmage Tradition
When you gain a level in this class, you can replace one of
the swordmage cantrips you know with another cantrip from When you reach 3rd level, you choose a tradition that reflects
the swordmage spell list. your magical specialization. The details on the specific
traditions are at the end of this document.
Spell Slots Your choice grants you features at 3rd level and again at
The Swordmage table shows how many spell slots you have 7th, 15th, and 20th level. Those features also include aegis
to cast your swordmage spells of 1st level and higher. To cast spells and an aegis.
one of these swordmage spells, you must expend a slot of the
spell’s level or higher. You regain all expended spell slots Aegis Spells
when you finish a long rest. Each swordmage tradition has a list of additional spells that
you automatically learn at the denoted levels. The spells
Spells Known of 1st Level and Higher counts as Swordmage spells for you, but do not count against
You know two 1st-level spells of your choice from the the number of Swordmage spells you know.
swordmage spell list.
4 Swordmage
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.
Beginning at 10th level, you can use your Aegis twice
between rests, and beginning at 18th level, you can use it
three times between rests. When you finish a short or long
rest, you regain your expended uses.
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 Swordmage Tradition
creature, then the ritual fails if the creature doesn't consent
to the ritual. If you attempt to bond with another equipment Most swordmages prioritize certain types of magic and
beyond your maximum limit, you must break the bond with choosing your tradition reflects your arcane preferences and
one of the other items. possible schooling. You fully specialize when you reach 3rd
If your Arcane Weapon or any bound equipment are on the level, and the power you gain represents the culmination of
same plane of existence as you, you can summon any number all of your training.
of them as a bonus action on your turn, causing the bound
equipment to teleport to you, and instantly equipping the Swordscholar
items in the process. If any of the bound equipment belongs Swordmages that become Swordscholars refrain from
to another creature, and that creature is within 30 feet of you, specializing in a type of magic, but instead prefer a more
then the item is equipped to that creature. If the equipper has holistic approach. Their rigorous studies reward them with
another item equipped, then the previously equipped item magical secrets unknown to other swordmages.
falls to the ground as part of this action. If the equipper isn't
willing, then the summoned item falls to the ground. Aegis
When you take this archetype at 3rd level, you gain the
Dimensional Cantrip following Aegis option:
By 11th level, immediately before or after you use your action Aegis of Spellcraft: As a bonus action, you can activate
to cast a cantrip, you can teleport up to 10 feet to an this Aegis to empower nearby magic. When you cast a spell
unoccupied space that you can see as part of the same action. that deals damage, you can add your proficiency bonus to one
damage roll of that spell. If a creature within 30 feet of you
Spell Parry casts a spell that deals damage, you can use your reaction to
add the same bonus to their spell.
At 14th level, when you see a creature within 60 feet of you Your Aegis lasts for 1 minute, ending early if you fall
cast a spell, you can use your reaction to interrupt their spell unconscious or die.
with your weapon. The spell must target only a single
creature within 15 feet of you. Make a weapon attack roll Aegis Spells
against the caster's spell save DC. On a success, the caster's At 3rd level, you can learn a 1st level spell from the wizard
spell fails and has no effect. class. The chosen spell counts as a swordmage spell for you.
You can use this feature a number of times equal to your At higher levels of this class, you learn additional wizard
Intelligence modifier. You regain expended uses when you spells at 5th, 9th, 13th, and 17th level as shown in the
finish a long rest. Swordscholar Spells table.
Swordmage 5
Swordscholar Spells
Swordmage Level Spells
3rd a 1st level wizard spell of your choice
5th a 2nd level wizard spell of your choice
9th a 3rd level wizard spell of your choice
13th a 4th level wizard spell of your choice
17th a 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 class 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 class. 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's
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 Once you use this feature, you can't use it again until you
material components spent on practicing the spell, as well as finish a short or long rest.
the fine inks you must use to record it.
Magical Thesis
Spell Echo At 20th level, your magical studies reach a culmination as you
When you reach 15th level, after casting a spell, you retain an study powerful magic beyond your peers. You learn a 6th level
echo of the spell's energy to empower you in combat. When spell from the wizard class. The spell counts as a swordmage
you cast a spell of 1st level or higher, you can gain one of the spell for you. You can cast the chosen spell once without
following effects depending on the spell's school that last expending a spell slot. You must finish a long rest before you
until the end of your next turn: can do so again.
Spell School Spell Echo
Abjuration your AC and saving throws gain a bonus
Blade Summoner
equal to the spell's level Unlike other swordmages, Blade Summoner specialize in
Conjuration the teleportation distance of Arcane Step conjuring magical weapons to overwhelm foes in battle.
is tripled Blade Summoners require intense focus in order to control
their conjurations and their own weapon.
Divination you have advantage on all attack rolls
Enchantment all creatures of your choice within 15 feet Aegis
of you must make a Wisdom saving throw When you take this archetype at 3rd level, you gain the
against your swordmage DC or be following Aegis option:
frightened Aegis of the Blade: As a bonus action, you create a
Evocation your next weapon attack that hits deals floating magical weapon called an Aegis Blade within 30 feet
additional force damage equal to 1d10 per of you. When you activate this aegis, you can make a melee
spell level attack against a creature within range of the weapon. On a
Illusion your form blurs and creatures have hit, the target takes force damage equal to 1d8 + your ability
disadvantage on attacks rolls against you modifier. The ability modifier you use for your Aegis Blade is
Necromancy when you damage a creature with a
the same modifier you use for your Arcane Weapon.
weapon attack, you regain hit points equal As a bonus action on your turn, you can move your Aegis
to half the amount of damage dealt Blade up to 30 feet and repeat the attack against a creature
within range of it.
Transmutation you gain an additional action each turn that
can be used only to take the Attack (one
At higher levels of this class, the damage from your Aegis
weapon attack only), Dash, or Disengage Blade increases to 2d8 at 15th level. Your Aegis Blade lasts
action for 1 minute, ending early if you fall unconscious or die.

6 Swordmage
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. Aegis
When you take this archetype at 3rd level, you gain the
Sword Dash following Aegis option:
When you reach 15th level, you can dimensionally follow your Aegis of Time: As a bonus action, you can activate this
summoned blade. After you use your bonus action to Aegis to speed up time around yourself. You can immediately
command your Aegis Blade, you can teleport to an take the Attack (one weapon attack only), Dash, Disengage,
unoccupied space adjacent to your Aegis Blade as part of the Hide, or Use an Object action as part of the bonus action to
same bonus action. The teleportation fails if your Aegis Blade activate this Aegis. For the duration of this Aegis, you can use
is more than 60 feet from you. your bonus action to gain the same benefit. Your Aegis lasts
for 1 minute, ending early if you fall unconscious or die.
Dance of Steel
At 20th level, as a bonus action or as part of your bonus Aegis Spells
action to activate your Aegis, you summon magical weapons You gain aegis spells at the swordmage level listed below.
that dance around you in a 15-foot aura that lasts for 1
minute. Any creature of your choice that enters the aura for Chronomancer Spells
the first time or starts their turn in your aura takes 4d8 Swordmage Level Spells
slashing damage. Any creature within the aura has half cover 3rd gift of alacrity
to creatures outside of the aura, and the aura's space is
difficult terrain to any creature but you. 5th predictive blade (new spell)
Once you use this feature, you can't use it again until after a 9th slow
long rest. 13th divination
Chronomancer 17th temporal shunt
Some swordmages seek to master the dangerous magic of Time Keeper
chronurgy-the manipulation of time. Fascinated by past At 3rd level, by studying chronurgy, you have a knack for
events or altering the future, Chronomancers channel time historical facts. You always know how the number of hours
magic to aid them in battle. left before the next sunrise or sunset. You gain proficiency in
the History skill.
You can subtly manipulate time to improve your fortunes.
You know the guidance cantrip.
Swordmage 7
Timeline Insight
Starting at 7th level, you can briefly peer into other timelines.
Whenever you finish a short or long rest, you can gain one
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.
When you see a creature within 30 feet of you fail an attack
roll, skill 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.
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
your turn, you can choose to rewind time back to just after
you used Time Beacon, undoing any harmful effects that
happened to you during that turn including any damage you
took. You also regain any expended resources spent during Aegis Spells
that turn. You gain aegis spells at the swordmage level listed below.
Once you use this feature, you can't use it again until after a Crimson Knight Spells
long rest. Swordmage Level Spells
Crimson Knight 3rd cause fear
By becoming a Crimson Knight, you focus your studies on 5th hold person
necromancy and the terrifying art of blood magic. Crimson 9th vampiric touch
Knights are often feared for their dark magic, but not all
these swordmages are evil: some use blood magic to combat 13th festering blade (new spell)
greater evils, while other Blood Knights ruthlessly bend 17th hold monster
others to their will.
Blood Sense
Aegis At 3rd level, you can feel the flowing blood of nearby beings.
When you take this archetype at 3rd level, you gain the As an action, you can open your awareness to detect living
following Aegis option: creatures. Until the end of your next turn, you know the
Aegis of Terror: As a bonus action you can activate this location of any creature within 60 feet of you that is not
Aegis to terrify your foes with dark magic. When you hit a behind total cover. You also know if a sensed creature is
creature with a melee weapon attack, you can attempt to below its hit point maximum, or if the creature is diseased or
frighten the creature. The hit creature must succeed on a poisoned. This feature does not work on undead or
Wisdom saving throw or be frightened of you until the end of constructs.
your next turn. You can only successfully frighten any You can use this feature a number of times equal to your
creature in this way once per turn. Your Aegis lasts for 1 proficiency bonus. When you finish a long rest, you regain all
minute, ending early if you fall unconscious or die. expended uses.

8 Swordmage
Puppet Duplicitist Spells
Starting at 7th level, your blood magic can temporarily Swordmage Level Spells
control others. When you see a creature within 30 feet of you 3rd disguise self
make an attack roll, skill check, or saving throw, you can use
your reaction to impose disadvantage on the roll. If the 5th invisibility
creature is frightened of you, then they also take necrotic 9th enemies abound
damage equal to your swordmage level. 13th greater invisibility
This feature does not work on undead or constructs. Once
you use this feature, you can't use it again until after a short 17th mislead
or long rest.
Cunning Trickery
Tides of Crimson At 3rd level, you are a master at trickery. You know the minor
When you reach 15th level, you unleash a burst of blood illusion cantrip and gain proficiency in either the Deception
magic to steal the vitality of nearby foes. As an action, choose or Stealth skill.
any number of creatures within 20 feet of you. A chosen
creature must succeed on a Constitution saving throw Beguiling Magic
against your spell save DC. If a creature is frightened of you, When you reach 7th level, your slippery magic makes your
then they have disadvantage on the saving throw. A creature subterfuge and spells difficult to resist. When you make a
takes 4d8 necrotic damage on a failure, and half as much on skill check using the proficiency you gained from your
a success. You regain hit points equal to half the damage Cunning Trickery feature, you gain a bonus to the check
taken by the creature. equal to your proficiency bonus.
This feature does not work on undead or constructs. Once When a creature makes a saving throw against one of your
you use this feature, you can't use it again until you finish a spells, you can impose disadvantage on the saving throw as a
short or long rest. reaction. Once you use this reaction, you can't use it again
until after a short or long rest.
Sanguine Puppeteer
Beginning at 20th level, your frightful mastery of blood magic
lets you control others more easily. As a bonus action or as
part of your bonus action to activate your Aegis, you enhance
your blood magic for 1 minute. During this time, you regain
the use of your Puppet feature at the start of your turn. After
you use Puppet against a creature, if the creature isn't
already frightened of you, then the creature must succeed on
a Wisdom saving throw against your spell save DC or be
frightened of you until the end of your next turn.
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 archetype 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 9
Illusive Escape
Starting at 15th level, when you teleport, you leave behind a
mirror image of yourself to distract foes. When you teleport
from a spell or your Arcane Step feature, you immediately
turn invisible. 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 and your invisibility last until the start of your
next turn. Your invisibility ends early if you attack or cast a
spell, and the image ends early if damaged.
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
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 archetype 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. Your Aegis lasts for 1 minute,
ending early if you fall unconscious or die.
Eldritch Readiness Elemental Arrow
At 3rd level, you are never left empty handed in battle. If your When you reach 7th level, you can enchant your arrows with
Arcane Weapon requires ammunition and you are out of deadly elemental magic. When you hit a creature with a
ammunition, then mundane ammunition is magically created ranged weapon attack, you can inflict elemental magic
as needed. If your Arcane Weapon has the Thrown property, against the creature. You can choose from one of the
then it magically returns to your hand after you throw it. following effects:
You also gain proficiency in woodcarver tools and your
choice of the Perception or Stealth skill. Acidic Arrow: The creature takes 2d8 acid damage and
acid hinders their vision. The target must succeed on a
Aegis Spells Constitution saving throw against your spell save DC or be
You gain aegis spells at the swordmage level listed below. blinded until the end of your next turn.
Eldritch Sniper Spells Explosive Arrow: The arrow explodes in flames at it hits
Swordmage Level Spells the creature. The target and all other creatures within 20
feet of the target each take 2d8 fire damage.
3rd hail of thorns
5th melf's acid arrow
Frost Arrow: The creature takes 2d8 cold damage and
frost begins to freeze their body. The target must succeed
9th conjure barrage on a Constitution saving throw against your spell save DC
13th arcane eye or be restrained until the end of your next turn.
17th conjure volley

10 Swordmage
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, 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.
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
2d6.
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 Elemental Attunement
Elementalist are swordmages that specialize in magic Choose one of the four great elemental planes: air, earth, fire,
originating from the elemental planes. By binding the primal or water. This element becomes your Elemental Attunement.
power of the planes to themselves, these swordmages For each Elemental Attunement, you gain an associated
become mortal embodiments of the elements. They might damage type, learn a cantrip, and gain aegis spells as seen on
show minor physical manifestations of this power such as the Elemental Attunement Table.
earthen skin, an ozone smell, or damp hair. 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.
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 11
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.
At higher levels of this class, the additional damage
increases to 1d8 at 15th level. 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. Whenever you
make a Strength (athletics) check, you gain a bonus to the
check equal to your proficiency bonus.
Fire: You gain fire resistance and can add your proficiency
bonus to one damage roll of any spell you cast that deals
fire damage. Elemental Aspect
Water: You gain a swim speed equal to your walking At 20th level, you can temporarily transform into an aspect of
speed, and can breathe underwater. When you damage a your chosen element. As a bonus action or as part of your
creature with a spell that's not a cantrip, you can pull or bonus action to activate your Aegis, you can also activate your
push the creature up to 10 feet. Elemental Aspect, which lasts for 1 minute or until you fall
Greater Planar Affinity unconscious. Once you use this feature, you can't use it again
When you reach 15th level, your affinity to your chosen planar until after a long rest. You gain one of the following
element grows stronger. You gain one of the following Elemental Aspects. You can choose to gain the feature of the
features. You can choose to gain the feature of the same type same type as your Elemental Attunement or a different one.
as your Elemental Attunement or a different one. Air Aspect: You become a living storm. You gain a fly
Air: While your Aegis is active, and when you are speed of 60 feet. As a bonus action, you can shoot a bolt of
subjected to an effect that allows you to make a Dexterity lightning at a creature within 60 feet of you. Make a
saving throw to take only half damage, you instead take no ranged spell attack roll against the creature. On a hit, the
damage if you succeed on the saving throw, and only half target takes 4d10 lightning damage and you can teleport
damage if you fail. to an unoccupied space adjacent to them.
Earth: When you activate your Aegis, you gain the Earth Aspect: Your skin hardens to stone. You gain
toughness of mountains. You gain temporary hit points resistance to bludgeoning, piercing, and slashing damage.
equal to your Swordmage level plus your Intelligence When you hit a creature with a melee weapon attack, they
modifier (minimum of 1). must succeed a Strength saving throw against your
Fire: While your Aegis is active, and when you make a swordmage spell save DC or become restrained until the
weapon attack from Blade Magic, the attack deals end of your next turn as they are encased in stone.
additional fire damage equal to 1d8 per level of the spell Fire Aspect: Your form becomes writhing flames. You
cast. gain immunity to fire damage. You also create an aura of
Water: While your Aegis is active, when you hit a creature flames around you in a 15-foot radius. Any creature of
of a large or smaller size with a melee weapon attack or your choice that enters the aura for the first time or starts
damage them with a spell from the Water Attunement their turn in your aura takes 4d8 fire damage.
Aegis Spells, they must succeed on a Strength saving Water Aspect: You assume a watery form that is difficult
throw against your swordmage spell save DC or be to pin down. You are under the effects of the freedom of
knocked prone. 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.
12 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
Vigilant Guardian lasts for 1 minute. You can move the beacon 30 feet as a
At 3rd level, your defensive training emphasizes sturdy bonus action on your turn. The beacon has one of the
protection and constant vigilance. You gain proficiency with following effects depending on your Guardian Role:
heavy armor. Defender: You and any friendly creatures within the
You can also mark an area under your protection. You can beacon's area gain a +2 bonus to their AC and saving
cast the alarm spell without expending a spell slot. You can throws. When you reach 15th level of this class, the bonus
use this feature a number of times equal to your proficiency increases to +3.
bonus. When you finish a long rest, you regain all expended Punisher: If a creature hits you or a friendly creature with
uses. an attack while the attacked creature is within the
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).
Guardian Spells Once you use this feature, you can't use it again until after a
Swordmage Level Spells short or long rest.
3rd ensnaring pull (new spell)
Stalwart Protector
5th warding bond At 15th level, your Aegis grows in strength, and your Aegis
9th dispel magic gains a benefit depending on your Guardian Role:
13th dimensional vortex (new spell) Defender: When you use your Aegis reaction, you can
17th wall of force 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.
Swordmage 13
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. 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
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 from
menacing foes.
Aegis
When you take this archetype 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 60 feet of you that
you can see. The first time each turn that you hit the marked
target with a melee weapon attack, it takes an extra 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 marked target to
another creature within 60 feet of you that you can see. 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.
Inquisitor Spells
Your experience with hostile magic causes you to gain
Swordmage Level Spells proficiency in Wisdom saving throws. If you already have this
3rd detect evil and good proficiency, you instead gain proficiency in Charisma saving
5th detect thoughts throws.
9th dispel magic Spell Catcher
13th banishment Starting at 15th level, you redirect harmful magic to
invigorate yourself. You gain resistance to damage from
17th scrying spells.
When you use your reaction from Aegis of the Hunter and
Eyes of the Inquisitor succeed on the saving throw, you siphon off some of the
At 3rd level, you can cast the detect magic spell without magic. You gain temporary hit points equal to 1d8 plus your
expending a spell slot. Intelligence modifier (minimum of 1).
You can use this feature a number of times equal to your
proficiency bonus. When you finish a long rest, you regain all Antimagic Zone
expended uses. 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
Investigator's Insight zone of antimagic, as in the antimagic field spell, within 30
Beginning at 7th level, you have an uncanny intuition after feet of you that lasts for 1 minute. You can move the
investigating the hidden and obscure. Whenever you make a antimagic zone 30 feet as a bonus action on your turn.
Wisdom (Insight) check, you gain a bonus to the check equal Once you use this feature, you can't use it again until after a
to your proficiency bonus. long rest.

14 Swordmage
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.
Aegis
When you take this archetype 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 die.
Aegis Spells
You gain aegis spells at the swordmage level listed below.
Meteor Knight Spells
Swordmage Level Spells
3rd magnify gravity
5th immovable object
9th melf's minute meteors
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,
13th gravity sinkhole except you rapidly fall instead of teleporting. At the end of the
17th destructive wave (radiant only) fall, the fiery explosion of Star Fall emanates from the space
you land in.
Student of the Stars Gravitational Pull
At 3rd level you manipulate your density to withstand more Beginning at 20th level, as a bonus action or as part of your
weight than normal. You gain proficiency with heavy armor bonus action to activate your Aegis, you create heavy
and cartographer's tools. You count as one size larger when gravitational pull in a 30 feet aura centered on you for 1
determining your carrying capacity and the weight you can minute. The area inside the aura is difficult terrain for
push, drag, or lift. creatures of your choosing. Any creature of your choosing
Star Fall that starts their turn inside the aura must make a Strength
Starting at 7th level, you can teleport towards an area in a saving throw. On a failure, the creature takes 4d6
fiery explosion reminiscent of a meteor. When you use your bludgeoning damage and is pulled to an unoccupied space
Arcane Step feature, you can double the teleportation adjacent to you. On a success, the creature takes half damage
distance and each creature within 10 feet of the space you and isn't pulled.
teleport to must make a Strength saving throw against your Once you use this feature, you can't use it again until you
spell save DC. On a failure, a creature takes 2d8 fire damage finish a long rest.
and is knocked prone. On a success, a creature takes half as
much damage and isn't knocked prone.
Starting at 15th level, the damage increases to 4d8. Once
you use this feature, you can't use it again until you finish a
short or 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.

Swordmage 15
Multiclassing Optional Class Features
When you advance in level, and with your DM's permission, This section offers additional features that you can gain as a
you may take the option to multiclass into a swordmage. You swordmage. Unlike the earlier features, you don't gain the
must meet the following prerequisites to qualify for a features here automatically. Consulting with your DM, you
swordmage. decide whether to gain a feature in this section if you meet
the level requirement noted in the feature's description.
Prerequisites These features can be selected separately from one another;
You need a 13 Intelligence, and a 13 Strength or 13 Dexterity. you can use one, both, or none of them.

Proficiencies Additional Swordmage Spells


When you first multiclass into swordmage, you gain only 1st-level swordmage feature
proficiency in simple weapons, martial weapons, light armor, The spells in the following list expand the swordmage spell
and medium armor. list.
Cantrips
Spell Slots Booming Blade
When determining spell slots, you add one half (rounded up) Greenflame Blade
of your swordmage levels to the levels of your other classes Extra Attack
as described on page 164 of the Player's Handbook. Use the
resulting total to determine your spell slots by consulting the 5th-level swordmage feature, which replaces the Greater
Multiclass Spellcaster table on page 165 of the Player's Blade Magic feature
Handbook. You can attack twice, instead of once, whenever you take
the Attack action on your turn. Moreover, you can cast one of
your cantrips in place of one of those attacks.
Art Credit Feats
Thank you to these wonderful artists:
A new feat for you to use in the style of Tasha's Cauldron of
Yamaorce: page 1 Everything.
Lorenzo Mastroianni: page 2
Tomasz Chistowski: page 4 Swordmage Initiate
theDURRRRIAN: page 5 and 10
Veronika Dobrzhanska: page 6 You have spent time studying how to blend magic into your
Rosy Clockomaton: page 7 swordplay.
Michael Komarck: page 8
Eva Widermann: page 9
You learn one cantrip of your choice from the swordmage
Wizards of the Coast: page 11 spell list, and you learn one 1st-level spell of your choice
Mark Kolobaev: page 12 from that list. Intelligence is your spellcasting ability for
Ming Xiao: page 13 these spells.
Cheng Gong: page 14 You can cast this feat's 1st-level spell without a spell slot,
Riot Games: page 15 and you must finish a long rest before you can cast it in
Sergey Kondratovich: page 18 this way again. You can also cast the spell using any spell
Cheste Oocampo: page 19 slots you have.
You gain proficiency with one type of simple or martial
weapon of your choice, and you can use that type of
weapon as a spellcasting focus for any spell you cast that
uses Intelligence as its spellcasting ability.

16 Swordmage
enlarge/reduce
Swordmage Spell List electrifying swordburst
The list is organized by spell level, not character level. Bold far strike
spells are new spells detailed at the end of this document. isolating strike
If your DM does not approve of the new spells, then replace magic weapon
the New spells with the Red spells, as they are alternatives. mirror image
misty step
Cantrips (0 Level) predictive blade
acid splash see invisibility
arcing weapon shadow blade
blade ward shatter
booming blade synaptic strike
burning weapon branding smite
caustic weapon scorching ray
fire bolt snilloc's snowball swarm
freezing weapon warding wind
frostbite 3rd Level
greenflame blade blade storm
light blink
lightning lure counterspell
mage hand dimensional retaliation
mending dispel magic
message elemental weapon
mind weapon flaming swordburst
poison spray fly
prestidigitation frigid strike
protective blade haste
ray of frost protection from energy
shocking grasp spirit shroud
stone weapon thunder step
swordburst withering strike
true strike blinding smite
vampiric weapon fireball
booming blade lightning bolt
greenflame blade sleet storm
1st Level 4th Level
absorb elements banishment
burning hands dimension door
chromatic orb dimensional vortex
corrosive swordburst festering blade
detect magic fiery charge
ensnaring pull fire shield
expeditious retreat quaking swordburst
feather fall stoneskin
ice knife ice storm
identify staggering smite
mage armor storm sphere
magic missile wall of fire
protection from evil and good
shield 5th Level
slowing strike far step
thunderwave nightmare swordburst
venomous strike prismatic blade
searing smite shocking blade
thunderous smite steel wind strike
wrathful smite teleportation circle
zephyr strike time warp
banishing smite
2nd Level cone of cold
blur wall of light
darkness
darkvision
enhance ability
Swordmage 17
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.
18 Swordmage
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 skill 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.

Swordmage 19
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.

20 Swordmage
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

Swordmage 21
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.

22 Swordmage
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.

Swordmage 23
Spells
Changelog v9.2 => v9.3 Arcing Weapon: Clarified that you can choose to damage
After a few months, I've playtested the class and received a second target. This prevents a scenario where you
feedback from other people that have played the class. Here attack an enemy with no other creatures within 15ft
are some minor updates besides some typo cleanup. except you or one of your allies. The spell isn't meant to
inflict friendly fire.
Chronomancer Ensnaring Pull: Duration updated to instantaneous.
Aegis Spells: Swapped out Hold Person for Predictive Far Strike: This spell seemed slightly too weak especially
Blade. Crimson Knights already gets Hold Person as a compared to Scorching Ray. Scorching Ray shoots 3 rays
spell and I wanted to make the Chronomancer more with 120ft range that deal 2d6 each (6d6 total). Far Strike
distinct. had half the range and only dealt your weapon damage
plus 2d6 force damage. I upped the range to 120ft to
Eldritch Sniper make the spell more versatile as the spell's damage will
Aegis Spells: Swapped out a couple spells for more naturally scale as your attack mod increases and if you get
arcane exclusive spells to help differentiate the subclass a magic weapon.
from the Ranger. Withering Strike: Increased the damage to match other
Revealing Shot: It can now be activated as part of your smite/strike 3rd level spells
Aegis since the two abilities have so much synergy. Quaking Swordburst: The effect was cool but didn't
match the rest of the "swordburst" line of spells. I
Meteor Knight reworked the spell to follow the other swordburst pattern
Controlled Descent: A small tweak to this ability. Instead spells.
of having permament Feather Fall, you can negate fall
damage. This change was made in light of "dropping on
creatures" rule from Tasha so Meteor Knights can dive
bomb people.

24 Swordmage

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