Sword Mage
Sword Mage
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Swordmage
Chuckling as he pulls a sword from its scabbard, an elf disappears
into thin air only to appear behind the arrogant orc that challenged
him to a duel. Soft incantations flow from the calm elven voice,
and his sword flares with arcane flame as it strikes sharply across
the orc's unprotected back.
A band of armored soldiers march toward their destination: the
lair of a tyrannical dragon. Their leader, a female dwarf dressed in
chain mail, gives a rallying speech before charging into the lair.
Moments later, the dragon's massive claws descend upon one of
the soldiers under her command. Without hesitation, she mutters
under her breath and waves her sword. In the blink of an eye, she is
now standing in place of her ally, narrowly dodging the sharp
claws as her comrade stands safe at a distance.
A cloaked figure skulks in the shadows, waiting for the right
opporunity to strike. Nearby, a frenzied brawl has broken out
betweem a friend of the cloaked figure and their unsuspecting
mark. As the mark raises his axe and brings it down with deadly
intent, the cloaked figure vanishes from the shadows, appearing
behind the mark with a dagger shoved in between his ribs. Within
seconds, the cloaked figure disappears again, leaving their foe with
nothing but a hole in their side.
No matter their origins or their chosen path, swordmages weave
magic and might to dominate the battlefield. Born of arcane
scholars who have chosen a militant path in life, swordmages are
respected for their unique blend of mystic knowledge and martial
technique.
THE SWORDMAGE
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The Swordmage
Spell Slots per Spell Level
Proficiency Cantrips Spells
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th
1st +2 Weapon Bond, Spellcasting 3 ─ ─ — — — —
2nd +2 Swordmage Warding 3 2 2 — — — —
3rd +2 Swordmage Archetype 3 3 3 — — — —
4th +2 Ability Score Improvement 4 3 3 ─ — — —
5th +3 Arcane Duelist 4 4 4 2 — — —
6th +3 Swordmage Archetype feature 4 4 4 2 — — —
7th +3 Mystic Attunement 4 5 4 3 — — —
8th +3 Ability Score Improvement 4 5 4 3 ─ — —
9th +4 ─ 4 6 4 3 2 — —
10th +4 Swordmage Archetype feature 5 6 4 3 2 — —
11th +4 Aether Step, Arcane Mutterings 5 7 4 3 3 — —
12th +4 Ability Score Improvement 5 7 4 3 3 — —
13th +5 ─ 5 8 4 3 3 1 —
14th +5 Swordmage Archetype feature 5 8 4 3 3 1 —
15th +5 Slippery Mind 5 9 4 3 3 2 —
16th +5 Ability Score Improvement 5 9 4 3 3 2 —
17th +6 ─ 5 10 4 3 3 3 1
18th +6 Swordmage Archetype feature 5 10 4 3 3 3 1
19th +6 Ability Score Improvement 5 11 4 3 3 3 2
20th +6 Total Aegis 5 11 4 3 3 3 2
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Weapon Bond
By spending 1 hour of meditation with a chosen weapon, you forge
a special arcane bond with the weapon. As a bonus action, you can
call your bonded weapon to your hand as long as it is on the same
plane of existence.
You can forge a bond with a different weapon using the same
meditation process. If you forge a bond with a different weapon,
the old bond dissipates.
If your bonded weapon is broken or damaged, you can spend 1
hour of meditation to recreate the weapon from a fragment. This
process automatically destroys any other fragments of the weapon
in existence, so you can't use it to create multiple copies of a
broken weapon.
Attacks and damage rolls are with your bonded weapon are
made using your Intelligence modifier instead of Strength or
Dexterity.
Spellcasting
Your intelligence has allowed you to grasp the finer arcane arts,
allowing you to channel magic through your bonded weapon. Your
spells enhance your attacks and manipulate the battlefield by
aiding your allies and hindering your enemies. See chapter 10 of
the 5th Edition Player's Handbook for the general rules of
spellcasting and the last section of this supplement for the
swordmage spell list.
Cantrips
You know three cantrips of your choice from the swordmage spell
list. You learn additional swordmage cantrips of your choice at
higher levels, as shown in the Cantrips Known column of the
Swordmage table.
Spell Slots
The Swordmage table shows how many spell slots you have to cast
your spells of 1st level and higher. To cast one of these spells, you
must expend a slot of the spell's level or higher. You regain all
expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell sleep and have a
1st-level and a 2nd-level spell slot available, you can cast sleep
using either slot.
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Archetype Spells
THE SWORDMAGE | CLASS
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Protection
Swordmages that seek invincibility in the face of mighty enemies
often turn to the skills and techniques of the Protection archetype.
Protection swordmages rely on their defensive capabilities to
outlast and outmaneuver foes, standing boldly on the front lines
while their allies deal damage from a safe position.
Archetype Spells
You have access to additional archetype spells at the swordmage
levels listed.
Protection Spells
Swordmage Level Spell
3rd shield
5th warding bond
9th protection from energy
13th fire shield
17th circle of power
Transposing Lunge
Beginning at 6th level, you have gained a selfless intuition toward
protecting your allies. Once per short rest, you may react to an
attack by transposing yourself and an ally, placing yourself in the
line of fire and sparing your ally.
As a reaction to an enemy making an attack against an ally
within 50 feet of you, you may transpose yourself and the ally,
placing yourself in the line of fire. The attack has disadvantage
against you due to the disorientation of striking an unexpected
enemy.
This reaction must be taken before the DM reveals whether or
not the attack hits.
Watchful Guardian
By 10th level, you have learned how to protect yourself and those
around you by constantly keeping a watchful eye. You gain
proficiency in Wisdom (Perception) if you were not yet proficient
in it. If you were already proficient in Wisdom (Perception), you
instead gain expertise. Additionally, you have advantage on
Wisdom (Perception) checks made to spot hidden enemies.
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Archetype Spells
You have access to additional archetype spells at the swordmage
levels listed.
Assault Spells
Swordmage Level Spell
3rd burning hands
5th enlarge/reduce
9th vampiric touch
13th elemental bane
17th destructive wave
Lightning Strider
Beginning at 6th level, you've learned to weave might and magic in
order to strike your enemies with arcane fury. Once per short rest,
you may attack with elemental fury, hitting multiple targets in
quick succession.
As an action on your turn, you may surround yourself in
streaking bolts of lightning and lash out against up to three targets.
You may teleport up to 20 feet, making a melee attack against an
adjacent target, which deals an extra 1d6 lightning damage.
Whether the primary attack hits or misses, you may then teleport
another 15 feet and make a secondary melee attack against a
different target, which deals an extra 1d4 lightning damage.
Whether the secondary attack hits or misses, you may then teleport
an additional 10 feet and make a tertiary melee attack against a
third unique target.
Powerful Physique
By 10th level, you have trained to improve your physical prowess
through both mundane and arcane enhancements. You gain
proficiency in Strength (Athletics) if you were not yet proficient in
it. If you were already proficient in Strength (Athletics), you
instead gain expertise. Additionally, you have advantage on
Strength (Athletics) checks made to avoid or escape grapples, resist
forceful movement (such as during a shove attack), or prevent a
creature from disarming you.
Slashing Wake
At 14th level, you gain increased mastery over your Aether Step
ability, allowing you to take advantage of the forces that propel
you through space, channeling them into a wave of destructive
energy. When you teleport using your Aether Step ability, all
enemies within 5 feet of you when you arrive take force damage
equal to your Intelligence modifier.
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Blink Assault
Beginning at 6th level, you've learned the advantages of using your
allies as distractions to catch enemies off guard. Once per short
rest, you may shift yourself and an ally through space to strike an
unsuspecting foe.
As an action on your turn, you teleport yourself from your
current location to any spot adjacent to an enemy within 25 feet.
You may also bring one willing creature of your size or smaller,
who also arrives in a spot adjacent to the enemy. The creature must
be within 5 feet of you when you use this ability. Upon arriving,
you may make a melee attack against the enemy as part of this
action. If you bring along an allied creature, or if there is an allied
creature adjacent to the enemy when you arrive, you gain
advantage on the attack roll.
Covert Combatant
By 10th level, you have acquired a greater knowledge of guerilla
warfare and the benefits of a stealthy approach. You gain
proficiency in Dexterity (Stealth) if you were not yet proficient in
it. If you were already proficient in Dexterity (Stealth), you instead
gain expertise. Additionally, you have advantage on Dexterity
(Stealth) checks made to take the Hide action.
Aether Jaunt
At 14th level, you gain increased mastery over your Aether Step
ability, allowing you to traverse greater distances with each
teleport. You may now use Aether Step to teleport a distance up to
your speed. Additionally, you may use Aether Step as a bonus
action rather than expending your movement.
Mirrorblade Army
At 18th level, you gain access to a forgotten technique among the
Skirmishing swordmages, known only to those that have nearly
perfected their art.
Once per long rest, from your image reflected in your bonded
weapon, you conjure an army of duplicates to help assault your
foes anywhere on the battlefield.
As an action on your turn, you conjure a number of mirror
images of yourself equal to your Intelligence modifier (minimum
1) within 50 feet of you. Each mirror image occupies the same
amount of space as you would. Enemies cannot move through an
image's space, but allies can.
You can make attacks, including opportunity attacks, as though
you occupied the same space as a mirror image. A mirror image
still provokes opportunity attacks as normal.
A mirror image can be targeted by attacks. It has the same armor
class, saving throws, resistances, and immunities as you. A mirror
image has 1 hit point, and once reduced to 0 hit points it is
destroyed.
Each mirror image counts as an ally for the purposes of skills
and abilities that require the presence of a nearby ally, such as the
rogue's sneak attack feature.
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Swordmage Spells
Cantrips (0 Level) Illusory Script Warding Bond (Protection) Fabricate
Blade Ward Jump Fire Shield (Protection)
Booming Blade Longstrider 3rd Level Freedom of Movement
Dancing Lights Mage Armor Blink (Skirmishing) Greater Invisibility
Frigid Blade Shield (Protection) Counterspell (Skirmishing)
Frostwind Blade Silent Image Clairvoyance Leomund's Secret Chest
Green-Flame Blade Tenser's Floating Disk Dispel Magic Locate Creature
Light Unseen Servant Fear Mordenkainen's Faithful
Lightning Lure Fly Hound
Mage Hand 2nd Level Glyph of Warding Mordenkainen's Private
Message Arcane Lock Leomund's Tiny Hut Sanctum
Minor Illusion Blindness/Deafness (Control) Magic Circle Otiluke's Resilient Sphere
Prestidigitation Blur Major Image (Control)
Sword Burst Darkvision Nondetection
True Strike Detect Thoughts Protection from Energy 5th Level
Enlarge/Reduce (Assault) (Protection) Animate Objects
1st Level Flame Blade Sending Circle of Power (Protection)
Absorb Elements Invisibility Slow (Control) Creation
Alarm Knock Tongues Destructive Wave (Assault)
Burning Hands (Assault) Levitate Vampiric Touch (Assault) Mislead (Skirmishing)
Catapult Locate Object Water Breathing Passwall
Detect Magic Magic Mouth Water Walk Rary's Telepathic Bond
Ensnaring Strike (Control) Magic Weapon Scrying
Expeditious Retreat Mirror Image 4th Level Telekinesis
(Skirmishing) Misty Step (Skirmishing) Arcane Eye Teleportation Circle
Feather Fall Phantasmal Force Dimension Door Wall of Force (Control)
Identify See Invisibility Elemental Bane (Assault)
Spell Descriptions
These spells are exclusive to the swordmage and not included
within other 5th Edition D&D source material.
Cantrips
Frigid Blade
Evocation cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: Instantaneous
As part of the action used to cast this spell, you must make a
melee attack with a weapon against one creature within the spell’s
range, otherwise the spell fails. On a hit, the target suffers the
attack’s normal effects, and it suffers an additional 1d4 cold
damage. If the target starts its next turn adjacent to you, its speed is
reduced by half until the end of its next turn.
This spell’s damage increases by 1d4 when you reach 5th level
(2d4), 11th level (3d4), and 17th level (4d4).
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