Swordmage v10.1
Swordmage v10.1
T
he halfling thief looks around as an ogre finds Timeless Tradition
its hiding spot. As the ogre slams its club
down, a swordsman appears with a flash of Some say the swordmage tradition started with the elves who
blue light to block the club with his glowing once sought to create guardians against a forgotten darkness.
sword. Between him and his halfling friend, Others speak of the magical warriors of fearsome githyanki
they easily dispatch the surprised ogre. that terrorize the Astral Sea. Regardless of the tradition's
The mighty dragon breathes fire at the origins, the path of the swordmage entices those ambitious
intruder, but the lightly armored elf smiles unconcerned. She enough to focus on two opposing arts: swordplay and magic.
strides through the fire, a reddish, magical barrier protecting As the swordmage tradition has grown in popularity, many
her from the worst of the flames. The shocked dragon has beyond elves and githyanki have chosen this ambitious
little time to react to the impossibly alive elf before her blade practice. Some swordmages were once simple warriors that
starts cutting through the dragon's scales. after witnessing the wonders of devastation of the arcane,
As the bandit's blade threatens to cut the pale warrior in then decided to incorporate magic into their fighting style.
half, the warrior simply twists his hand and mutters an Other swordmages were once apprentice mages that after a
arcane word of power. The bandit cries out in pain as his formative event, then realized magic was not enough to
sword arm suddenly stops in place. With a chilling smile, the survive and achieve their ambitions. Either way, a swordmage
warrior plunges his blade into the bandit savoring the requires a dedicated mind and body. One must seek new
warmth of vitality gained from the bandit's blood. knowledge but also practice martial excellence.
All these magical warriors are swordmages, combatants
that blend magic and martial might. Regardless of a Creating a Swordmage
swordmage's magical specialization, magic is crucial to a As you build your swordmage, carefully consider two
swordmage. Unlike more mundane warriors, swordmages elements of your character's background: where were they
rely on magic to boost their defensive and offensive trained and what weapon will they bond with? Some cities,
capabilities. especially among magical cultures such as the elves, might
It's All About the Blade have institutions that train aspiring swordmages. Perhaps
you were a trained soldier chosen for your intelligence to
Swordmages spend as much time learning magic as they do learn magic in order to help your cause win a war. Maybe you
practicing their bladework. The synthesis of these dual apprenticed with a swordmage mentor who taught you all
studies is represented by a swordmage's weapon, which they knew and you are now striking out on your own.
through magical bonding becomes the conduit of a Furthermore, how does your swordmage fight? The
swordmage's magic. As a wizard records their spell weapon you bond with is an important choice. Was the
knowledge in a spellbook, a swordmage inscribes their weapon a family heirloom or perhaps passed down from the
magical knowledge as glyphs onto their bonded weapon. master that taught you everything you know? Or did you earn
Since a swordmage's bonded weapon is not only their tool in this weapon in combat and it represents your first victory?
combat, but also their source of magic, swordmages treat this
weapon with the utmost care. Although the name implies Quick Build
sword wielders, some swordmages choose other weapons You can make a swordmage quickly by following these
such as axes, spears, or flails. suggestions. First, your highest ability score should be
Dexterity or Strength, depending on whether you focus on
regular weapons or on finesse weapons. Your next-highest
Art by Caio Monteiro score should be Intelligence as this determines your magic's
power. Second, choose the soldier or scholar background.
Class Features
As a swordmage, you gain the following class features.
Hit Points
Hit Dice: 1d8 per swordmage level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per swordmage level after 1st
Proficiencies
Armor: Light armor, medium armor, and shield proficiency
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two from Acrobatics, Arcana, Athletics,
History, Insight, and Investigation
2 Fanatical DM: 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 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 Cantrip Strike 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
Feats
A new feat for you to use in the style of Tasha's Cauldron of
Everything.
Swordmage Initiate
You have spent time studying how to blend magic into your
swordplay.
You learn one cantrip of your choice from the swordmage Art by Wizards of
spell list, and you learn one 1st-level spell of your choice the Coast
from that list. Intelligence is your spellcasting ability for
these spells.
You can cast this feat's 1st-level spell without a spell slot,
Magic Items
and you must finish a long rest before you can cast it in A new magic item for you to obtain in the style of Tasha's
this way again. You can also cast the spell using any spell Cauldron of Everything.
slots you have.
You gain proficiency with one type of simple or martial Spellblade
weapon of your choice, and you can use that type of Weapon (longsword), uncommon (+1), rare (+2), very rare (+3)
weapon as a spellcasting focus for any spell you cast that (requires attunement by a swordmage)
uses Intelligence as its spellcasting ability. This near transculent blade changes color to match the
preference of its wielder. Crimson Knights often flourish
blood red Spellblades while an Air Elementalist's Spellblade
Spellblade Variations might pulse the yellow glow of lightning. While holding this
Although the most common Spellblades are weapon, you gain a bonus to attack and damage rolls made
longswords, due to the variety of fighting styles with it, and you gain a bonus to spell attack rolls and the
used by swordmages, a Spellblade can be any type saving throw DCs of your swordmage spells. The bonus is
of weapon. An Eldritch Sniper might have a determined by the weapon's rarity.
longbow version of a Spellblade or a Duplicitist While you are wielding this weapon, you can use your
might wield a rapier Spellblade. Aegis feature without expending one of the feature's uses.
Once this property is used, it can't be used again until the
next dawn.
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 Art by Lie Setiawan
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.
Fanatical DM: Swordmage 21
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.
Art by Fanatical DM
22 Fanatical DM: 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.
Fanatical DM: Swordmage 23
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