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Swordmage v10.1

The document describes the swordmage class, a magical warrior that blends swordplay and magic. Swordmages bond with a weapon that becomes their conduit for magic, inscribing spells onto it like a wizard's spellbook. They gain abilities that enhance their weapon attacks with magic as they level up. The document provides details on creating a swordmage character, including their class features, progression table, and starting equipment.

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Joseph Butler
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© © All Rights Reserved
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0% found this document useful (0 votes)
34 views

Swordmage v10.1

The document describes the swordmage class, a magical warrior that blends swordplay and magic. Swordmages bond with a weapon that becomes their conduit for magic, inscribing spells onto it like a wizard's spellbook. They gain abilities that enhance their weapon attacks with magic as they level up. The document provides details on creating a swordmage character, including their class features, progression table, and starting equipment.

Uploaded by

Joseph Butler
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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Swordmage

The Arcane Half-Caster


Including Ten Subclasses to Become a
Magical Warrior

Cover Art by Fanatical DM


Fanatical DM: Swordmage 1
Swordmage By Fanatical DM

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

Equipment Your Arcane Weapon can shed bright light in a 10-foot


You start with equipment granted by your background, plus radius and dim light for an additional 10 feet. As an
either a number of gold coins equal to 5d4 x 10 or choose action, you can turn the light off or on.
among the following equipment: If you attempt to bond with another weapon, you must
(a) two martial melee weapons or (b) a longbow and a break the bond with your current Arcane Weapon.
quiver of 20 arrows
(a) a scholar’s pack or (b) an explorer’s pack Spellcasting
(a) scale mail or (b) leather armor You've studied the battle application of magic and inscribe
your chosen weapon with a handful of spells to augment your
Arcane Weapon fighting style. You channel your magic through your Arcane
At 1st level, you learn a ritual that magically transforms one Weapon, which appears to others as if you're producing
weapon into your magical conduit. You perform the ritual magical wonders as you fight.
over the course of 1 hour, which can be done during a short
rest. The weapon must be within your reach throughout the Weapon Required
ritual, at the conclusion of which you touch the weapon and You produce your swordmage spell effects through your
transform it into your Arcane Weapon. The chosen weapon blade. You must have a spellcasting focus-specifically your
becomes your spellcasting focus for your swordmage spells. Arcane Weapon or another weapon-in hand when you cast
any spell with this Spellcasting feature (meaning the spell
When you start to attack or cast a spell, you can summon has a "M" component when you cast it).
your Arcane Weapon to your hand before making the
attack or casting the spell. You can't summon your Arcane Cantrips (0-Level Spells)
Weapon if you don't have the free hands needed to wield At 1st level, you know two cantrips of your choice from the
the weapon and if your weapon isn't on your person, such swordmage spell list. At higher levels, you learn additional
as in a sheath. swordmage cantrips of your choice, as shown in the Cantrips
If your Arcane Weapon is broken or damaged, you can Known column of the swordmage table.
spend 1 hour to magically repair the weapon.
Fanatical DM: Swordmage 3
Spell save DC = 8 + your proficiency bonus + your
Intelligence modifier
Spell attack modifier = your proficiency bonus + your
Intelligence modifier
Spellcasting Focus: You can use your Arcane Weapon as
your spellcasting focus for swordmage spells.
See chapter 10 of the Player’s Handbook for the general
rules of spellcasting.
Blade Magic
Starting at 2nd level, you can seamlessly blend your magic
and bladework. After you use your action to cast a spell, you
can make one weapon attack as part of the same action.
Your swordmage level determines how often you can use
this feature, as shown in the Blade Magic Uses column of the
Swordmage table. You regain uses after completing a long
rest.
Swordmage Tradition
When you reach 3rd level, you choose a tradition that reflects
your magical specialization. The details on the specific
traditions are at the end of this document.
Your choice grants you features at 3rd level and again at
7th, 11th, 15th, and 20th level. Those features also include
aegis spells and an aegis.
Aegis Spells
Each swordmage tradition has a list of additional spells that
Art by Paul Scott Canavan you automatically learn at the denoted levels. The spells
count as Swordmage spells for you, but do not count against
When you gain a level in this class, you can replace one of the the number of Swordmage spells you know.
swordmage cantrips you know with another cantrip from the Aegis
swordmage spell list. Your swordmage tradition gives you a powerful dweomer
Spell Slots called an Aegis. Each Aegis provided by your tradition
The Swordmage table shows how many spell slots you have explains how to use it. You must then finish a short or long
to cast your swordmage spells of 1st level and higher. To cast rest to use your Aegis again.
one of these swordmage spells, you must expend a slot of the The saving throw DC for your Aegis effects is equal to your
spell’s level or higher. You regain all expended spell slots swordmage spell save DC.
when you finish a long rest. Ability Score Improvement
Spells Known of 1st Level and Higher When you reach 4th level, and again at 8th, 12th, 16th, and
You know two 1st-level spells of your choice from the 19th level, you can increase one ability score of your choice
swordmage spell list. by 2, or you can increase two ability scores of your choice by
The Spells Known column of the Swordmage table shows 1. As normal, you can’t increase an ability score above 20
when you learn more swordmage spells of your choice. Each using this feature. Using the optional feats rule, you can forgo
of these spells must be of a level for which you have spell taking this feature to take a feat of your choice instead.
slots. For instance, when you reach 5th level in this class, you
can learn one new spell of 1st or 2nd level. Cantrip Strike
Additionally, when you gain a level in this class, you can Starting at 5th level of this class, you have mastered the art of
choose one of the swordmage spells you know and replace it combining lesser spells with your weapon. After you use your
with another spell from the swordmage spell list, which also action to cast a cantrip, you can make one weapon attack as
must be of a level for which you have spell slots. part of the same action without expending a use of Blade
Spellcasting Ability Magic.
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.
4 Fanatical DM: Swordmage
Magical Armory
At 6th level, you can bind equipment to yourself in the same
ritual you use to transform a weapon into your Arcane
Weapon. You can bind a number of equipment equal to your
proficiency bonus. If the equipment belongs to another
creature, then the ritual fails if the creature doesn't consent
to the ritual. If you attempt to bond with another equipment
beyond your maximum limit, you must choose to break the
bond with one of the other items.
If your Arcane Weapon or any bound equipment are on the
same plane of existence as you, you can summon any number
of them as a bonus action on your turn, causing the bound
equipment to teleport to you, and instantly equipping the
items in the process. If any of the bound equipment belongs
to another creature, and that creature is within 30 feet of you,
then the item is equipped to that creature. If the owner has
another item equipped, then the previously equipped item
falls to the ground as part of this action. If the owner isn't
willing, then the summoned item falls to the ground.
Favored Spell
By 10th level, after much practice and study, you have
mastered the art of combining a specific spell with your
blade. Choose a swordmage spell that you know. You can use
Blade Magic when casting that spell without expending a use
of Blade Magic.
By spending 8 hours in study, you can change your Favored
Spell to another Swordmage spell that you know.
Art by Magali Villeneuve
Spell Parry Aegis
When you take this archetype at 3rd level, you gain the
At 14th level, when you see a creature within 60 feet of you following Aegis option:
cast a spell, you can use your reaction to interrupt their spell Aegis of Spellcraft: As a bonus action, you can activate
with your weapon. The spell must target only a single this Aegis to empower nearby magic. When you cast a spell
creature within 15 feet of you. Make a weapon attack roll that deals damage, you can add your proficiency bonus to one
against the caster's spell save DC. On a success, the caster's damage roll of that spell. If a creature within 30 feet of you
spell fails and has no effect. casts a spell that deals damage, you can use your reaction to
You can use this feature a number of times equal to your add the same bonus to their spell.
Intelligence modifier (a minimum of once). You regain Your Aegis lasts for 1 minute, ending early if you fall
expended uses when you finish a long rest. unconscious or die.
Spellsword Supreme Aegis Spells
Starting at 18th level, you excel at blending together sword At 3rd level, you can learn a 1st level spell from the wizard
and spell. If you roll initiative and have no uses of Blade class. The chosen spell counts as a swordmage spell for you.
Magic remaining, you regain one use of it. At higher levels of this class, you learn additional wizard
spells at 5th, 9th, 13th, and 17th level as shown in the
Swordscholar Spells table.
Swordmage Traditions Swordscholar Spells
Most swordmages prioritize certain types of magic and Swordmage Level Spells
choosing your tradition reflects your arcane preferences and
possible schooling. You fully specialize when you reach 3rd 3rd a 1st level wizard spell of your choice
level, and the power you gain represents the culmination of 5th a 2nd level wizard spell of your choice
all of your training. 9th a 3rd level wizard spell of your choice
Swordscholar 13th a 4th level wizard spell of your choice
Swordmages that become Swordscholars refrain from 17th a 5th level wizard spell of your choice
specializing in a type of magic, but instead prefer a more
holistic approach. Their rigorous studies reward them with Studious Learner
magical secrets unknown to other swordmages. 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.
Fanatical DM: Swordmage 5
Ritualist Once you use this feature, you can't use it again until you
At 7th level, you have delved deeper into esoteric studies and finish a short or long rest.
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 Magical Thesis
you have the book on hand. Your ritual book starts off with At 20th level, your magical studies reach a culmination as you
two 1st level spells and one 2nd level spell with the ritual tag study powerful magic beyond your peers. You learn a 6th level
from the wizard class. If you already have a ritual book, you spell from the wizard class. The spell counts as a swordmage
can add those spells to your book. spell for you. You can cast the chosen spell once without
If you come across a spell in written form, such as a expending a spell slot. You must finish a long rest before you
magical scroll or a wizard's spellbook, you might be able to can do so again.
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 Blade Summoner
it must have the ritual tag. The process of copying the spell Unlike other swordmages, Blade Summoner specialize in
into your ritual books takes 2 hours per level of the spells, conjuring magical weapons to overwhelm foes in battle.
and costs 50 gp per level of the spell. This cost represents Blade Summoners require intense focus in order to control
material components spent on practicing the spell, as well as their conjurations and their own weapon.
the fine inks you must use to record it.
Aegis
Scholarly Recall When you take this archetype at 3rd level, you gain the
Starting at 11th level, you can quickly remember a spell following Aegis option:
you've read about that would help in your situation. As a Aegis of Summoning: As a bonus action, you create a
bonus action, you gain the ability to cast one spell of your floating magical weapon called an Aegis Blade within 30 feet
choice from the swordmage's spell list. The spell must be of a of you. When you activate this aegis, you can make a melee
level for which you have spell slots, and you follow the normal attack against a creature within range of the weapon. On a
rules for casting it, including expending a spell slot. The hit, the target takes force damage equal to 1d8 + your ability
ability to cast the spell vanishes from your mind when you modifier. The ability modifier you use for your Aegis Blade is
cast it or when the current turn ends. the same modifier you use for your Arcane Weapon.
Once you use this feature, you can't use it again until you As a bonus action on your turn, you can move your Aegis
finish a long rest. Blade up to 30 feet and repeat the attack against a creature
within range of it.
Spell Echo At 15th level of this class, the damage from your Aegis
When you reach 15th level, after casting a spell, you retain an Blade increases to 2d8. Your Aegis Blade lasts for 1 minute,
echo of the spell's energy to empower you in combat. When ending early if you fall unconscious or die.
you cast a spell of 1st level or higher, you can gain one of the
following effects depending on the spell's school that last Conjure Steel
until the end of your next turn: At 3rd level, you can conjure weapons out of magical energy
Spell School Spell Echo using your knowledge of craftsmanship. You gain proficiency
in smith's tools.
Abjuration your AC and saving throws gain a bonus You can also perform a ritual over the course of 1 hour,
equal to the spell's level which can be done during a short rest, to create any weapon.
Conjuration You can immediately teleport up to 15 feet The weapon you create cannot be magical.
per spell level to an unoccupied space that You can have a number of created weapons up to your
you can see proficiency bonus. If you are at your maximum limit of
Divination you have advantage on all attack rolls created weapons, and you attempt to create a new weapon,
then you must destroy one of your previously created
Enchantment all creatures of your choice within 15 feet
of you must make a Wisdom saving throw
weapons.
against your swordmage DC or be
frightened Aegis Spells
Evocation your next weapon attack that hits deals
You gain aegis spells at the swordmage level listed below.
additional force damage equal to 1d10 per Blade Summoner Spells
spell level
Swordmage Level Spells
Illusion your form blurs and creatures have
disadvantage on attacks rolls against you 3rd shield
Necromancy when you damage a creature with a 5th cloud of daggers
weapon attack, you regain hit points equal 9th blade storm (new spell)
to half the amount of damage dealt
13th fabricate
Transmutation you gain an additional action each turn that
can be used only to take the Attack (one 17th animate objects
weapon attack only), Dash, or Disengage
action

6 Fanatical DM: Swordmage


Blade Parry
Starting at 7th level, you can use your summoned blade to
block attacks. When you see a creature hit with a melee
attack and your Aegis Blade is within melee range of the
creature, you can use your reaction to add your proficiency
bonus to the attacked target's AC for that attack, potentially
causing the attack to miss.
Pinning Spear
At 11th level, you can quickly summon a weapon to impale a
foe. As an action, choose a creature within 30 feet of you. The
target must make a Dexterity saving throw against your
swordmage spell save DC. The target takes 4d8 piercing
damage on a failed save, or half as much damage on a
successful one.
Also on a failure, if the target is on solid ground or next to a
solid mass (such as a wall or tree), they are restrained. The
creature can use its action to make a Strength check against
your swordmage spell save DC. If it succeeds, the weapon is
removed and vanishes, and the creature is no longer
restrained.
Once you use this feature, you can't use it again until after a
short or long rest.
Sword Dash
When you reach 15th level, you can dimensionally follow your
summoned weapons. As a bonus action, you can teleport to
an unoccupied space adjacent to either your Aegis Blade or a
weapon created from your Conjured Steel or Pinning Spear
features. If you are teleporting to your Aegis Blade, you can
do so as part of the same bonus action to command your Art by Livia Prima
Aegis Blade. The teleportation fails if the summoned weapon
is more than 30 feet from you. Aegis Spells
You gain aegis spells at the swordmage level listed below.
Dance of Steel
At 20th level, as a bonus action or as part of your bonus Chronomancer Spells
action to activate your Aegis, you summon magical weapons Swordmage Level Spells
that dance around you in a 15-foot aura that lasts for 1 3rd gift of alacrity
minute. Any creature of your choice that enters the aura for
the first time or starts their turn in your aura takes 4d8 5th predictive blade (new spell)
slashing damage. Any creature within the aura has half cover 9th slow
to creatures outside of the aura, and the aura's space is 13th divination
difficult terrain to any creature but you.
Once you use this feature, you can't use it again until after a 17th temporal shunt
long rest.
Time Keeper
Chronomancer At 3rd level, by studying chronurgy, you have a knack for
Some swordmages seek to master the dangerous magic of historical facts. You always know how the number of hours
chronurgy-the manipulation of time. Fascinated by past left before the next sunrise or sunset. You gain proficiency in
events or altering the future, Chronomancers channel time the History skill.
magic to aid them in battle. You can subtly manipulate time to improve your fortunes.
You know the guidance cantrip.
Aegis
When you take this archetype at 3rd level, you gain the Timeline Insight
following Aegis option: Starting at 7th level, you can briefly peer into other timelines
Aegis of Time: As a bonus action, you can activate this to aid yourself. You gain the following benefits:
Aegis to speed up time around yourself. You can immediately You add your proficiency bonus to initiative rolls.
take the Attack (one weapon attack only), Dash, Disengage, Whenever you finish a short or long rest, you can gain any
Hide, or Use an Object action as part of the bonus action to one skill, language, or tool proficiency of your choice, as
activate this Aegis. For the duration of this Aegis, you can use you temporarily gain the talents of a version of you in a
your bonus action to gain the same benefit. Your Aegis lasts different timeline. This proficiency lasts until you use this
for 1 minute, ending early if you fall unconscious or die. feature again.
Fanatical DM: Swordmage 7
Time Beacon
At 20th level, as a bonus action or as part of your bonus
action to activate your Aegis, you can create a beacon in time,
intending to return to it if things go wrong. Keep careful track
of everything that happens until the beacon disappears at the
start of your next turn. Before the beacon ends, you can use
your reaction to rewind time for only yourself. You return to
the space you were when you created the Time Beacon and
undo any harmful effects that happened to you including any
damage you took. You also regain any expended resources
spent during that time. If the space where you created the
beacon is occupied, you return to the nearest unoccupied
space.
Once you use this feature, you can't use it again until after a
long rest.
Crimson Knight
By becoming a Crimson Knight, you focus your studies on
necromancy and the terrifying art of blood magic. Crimson
Knights are often feared for their dark magic, but not all
these swordmages are evil: some use blood magic to combat
greater evils, while other Crimson Knights ruthlessly bend
others to their will.
Aegis
When you take this archetype at 3rd level, you gain the
following Aegis option:
Aegis of Blood: As a bonus action you can activate this
Aegis to temporarily seize control of others through their
blood. When you see a creature within 30 feet of you make an
attack roll or ability check, you can use your reaction to
impose disadvantage on the roll. This feature does not work
on undead or constructs. Your Aegis lasts for 1 minute,
ending early if you fall unconscious or die.
Art by Yongjae Choi
Aegis Spells
You gain aegis spells at the swordmage level listed below.
Chronal Step Crimson Knight Spells
At 11th level, you can move through temporal passageways to Swordmage Level Spells
vanish from one spot to the next. While your Aegis is active,
you can use your bonus action teleport up to 30 feet to an 3rd false life
unoccupied space that you can see. 5th ray of enfeeblement
Temporal Stasis 9th vampiric touch
When you reach 15th level, you can lock a creature in a 13th festering blade (new spell)
moment of time. As an action, choose a creature within 30 17th enervation
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 Blood Sense
target's speed is reduced to 0, and the target can't take any At 3rd level, you can feel the flowing blood of nearby beings.
actions, be affected by any other effect, and is immune to all As an action, you can open your awareness to detect living
damage. The time lock lasts for 1 minute or until you end the creatures. Until the end of your next turn, you know the
effect on your turn (no action required). location of any creature within 60 feet of you that is not
An unwilling creature can make a Wisdom saving throw behind total cover. You also know if a sensed creature is
against your swordmage spell save DC. On a success, the below its hit point maximum, or if the creature is diseased or
creature isn't affected by this feature. At the end of each turn poisoned. This feature does not work on undead or
of an unwilling, affected target, it can make a Wisdom saving constructs.
throw. On a success, the time lock ends on the target. You can use this feature a number of times equal to your
Once you use this feature, you can't use it again until after a proficiency bonus. When you finish a long rest, you regain all
short or long rest. expended uses.

8 Fanatical DM: Swordmage


Sanguine Empowerment
Starting at 7th level, you use blood magic to boost your own
life force. When you regain hit points or gain temeporary hit
points, you increase the amount of points gained by your
proficiency bonus.
Vitality Transfer
At 11th level, you can heal your wounds through magic or
sacrifice vitality to power your magic. As a bonus action, you
can use one of the following options:
Convert Spell Slots: You can expend a number of spell
slots to regain hit points. You regain hit points equal to
1d10 per the combined level of the spell slots expended.
Convert Hit Dice: You can expend a number of hit dice
up to half of your maximum hit dice (rounding down). You
recover spell slots with a combined level equal to the
number of hit dice expended.
Once you use this either of these options, you can't use
either again until you finish a long rest.
Tides of Crimson
When you reach 15th level, you unleash a burst of life
draining magic to steal the vitality of nearby foes. As an
action, choose any number of creatures within 20 feet of you.
A chosen creature must succeed on a Constitution saving
throw against your spell save DC. A creature takes 4d8
necrotic damage on a failure, and half as much on a success.
You regain hit points equal to half the damage a single
creature takes from this feature.
This feature does not work on undead or constructs. Once
you use this feature, you can't use it again until you finish a
short or long rest.
Crimson Puppeteer
Beginning at 20th level, as an action, you can manipulate
blood to seize control of a creature that you can see within 30
feet of you. The creature must succeed on a Constitution
saving throw or be controlled by you for 1 minute.
While the target is controlled, it is incapacitated. As a
bonus action on your turn, you can direct the target to move Art by Michael Komarck
up to 30 feet and make a melee attack. The target uses its
attack modifier for the attack. At the end of each of its turns, Aegis of Deception: As a bonus action, you can activate this
the target can make another Constitution saving throw. On a Aegis to become invisible until the end of your turn. For the
success, your control ends on the target. duration of this Aegis, you can use your bonus action to gain
Once you use this feature, you can't use it again until after a the same benefit. The invisibility granted from your Aegis
long rest. always ends early if you attack or cast a spell. Your Aegis lasts
for 1 minute, ending early if you fall unconscious or die.
Duplicitist
By choosing the Duplicitist archetype, you weave illusions Aegis Spells
and enchantments to become an illusive threat. Duplicitist You gain aegis spells at the swordmage level listed below.
swordmages are often deadly assassins, admirers of the fey, Duplicitist Spells
cunning warriors, or mischief makers. Swordmage Level Spells
Aegis 3rd charm person
When you take this archetype at 3rd level, you gain the 5th invisibility
following Aegis option:
9th enemies abound
13th greater invisibility
17th mislead

Fanatical DM: Swordmage 9


Double Trouble
At 20th level, you weave shadows together to create a near
copy of yourself. You can use your action to create a shadowy
duplicate of yourself as if you had cast the simulacrum spell.
The duplicate's AC equals your own AC. It has a shadowy
weapon that matches the statistics of the current weapon
you're holding. The duplicate and you share the same spell
slots. The duplicate cannot use Double Trouble on itself.
The shadowy duplicate fades away after 1 minute or once it
falls to 0 hit points. Once you use this feature, you can't use it
again until after a long rest.
Eldritch Sniper
A few, rare Swordmages forgo close quarter combat to
instead focus on engaging their enemies from afar. Eldritch
Snipers prefer to channel their battle magic through bows,
crossbows, or anything that can be thrown.
Aegis
When you take this archetype at 3rd level, you gain the
Art by Bryan Sola following Aegis option:
Aegis of the Sniper: As a bonus action, you can activate
this Aegis to magically enhance your aim, and you gain
Cunning Trickery advantage on your next ranged attack roll before the end of
At 3rd level, you are an expert at trickery. You pick from one your turn. If the attack hits, it deals an additional 1d6 force
of the following two options: damage. While this Aegis is active, you can use your bonus
action to gain the same benefit.
Enchantment: You know the friends cantrip and gain At 15th level of this class, the additional damage increases
proficiency in the Deception skill. to 2d6. Your Aegis lasts for 1 minute, ending early if you fall
Illusion: You know the minor illusion cantrip and gain unconscious or die.
proficiency in the Stealth skill.
Beguiling Magic Eldritch Readiness
When you reach 7th level, your slippery magic aids your At 3rd level, you are never left empty handed in battle. If your
subterfuge. Your proficiency bonus is doubled for any ability Arcane Weapon requires ammunition and you are out of
check you make that uses the proficiency you gained from ammunition, then mundane ammunition is magically created
your Cunning Trickery feature. as needed. If your Arcane Weapon has the Thrown property,
You can also use mind altering magic to make your spells then it magically returns to your hand after you throw it.
difficult to resist. When a creature makes a saving throw You also gain proficiency in woodcarver tools and your
against one of your spells, you can impose disadvantage on choice of the Perception or Stealth skill.
the saving throw as a reaction. Once you use this reaction, Aegis Spells
you can't use it again until after a short or long rest. You gain aegis spells at the swordmage level listed below.
Master of Disguise Eldritch Sniper Spells
At 11th level, you can effortlessly cloak yourself in illusion. Swordmage Level Spells
You can cast disguise self at will, without expending a spell
slot. 3rd hail of thorns
5th melf's acid arrow
Illusive Escape
Starting at 15th level, you can quickly escape from danger 9th conjure barrage
while leaving behind a mirror image of yourself. When you 13th arcane eye
turn invisible from a spell or your Aegis, you can also teleport 17th conjure volley
up to 60 feet to an unoccupied space that you can see. You
also leave behind an illusionary image of you that shares your
AC and saving throws. A creature that uses an action to Elemental Arrow
examine the image can determine that it is an illusion by When you reach 7th level, you can enchant your arrows with
succeeding on an Intelligence (Investigation) check against deadly elemental magic. When you hit a creature with a
your swordmage spell save DC. ranged weapon attack, you can inflict elemental magic
The image lasts until your invisibility ends or if the image is against the creature. You can choose from one of the
damaged. following effects:
You can use this feature a number of times equal to your
proficiency bonus. You regain expended uses when you finish
a long rest.

10 Fanatical DM: Swordmage


Acidic Arrow: The creature takes 2d8 acid damage and
acid hinders their vision. The target must succeed on a
Constitution saving throw against your swordmage spell
save DC or be blinded until the end of your next turn.
Explosive Arrow: The creature takes 2d8 fire damage
and the arrow explodes in flames. The target and all
creatures within 20 feet of the target must make on a
Dexterity saving throw against your swordmage spell save
DC or take 2d8 fire damage on a failure, and half as much
on a success.
Frost Arrow: The creature takes 2d8 cold damage and
frost begins to freeze their body. The target must succeed
on a Constitution saving throw against your swordmage
spell save DC or be restrained until the end of your next
turn.
Storm Arrow: Your arrow streaks like a bolt of lightning
before emitting a loud thunderclap. The creature takes
2d8 lightning damage and must succeed on a Strength
saving throw against your swordmage spell save DC or be
knocked prone.
Starting at 15th level of this class, the damage increases to
4d8 for each arrow. Once you use this feature, you can't use it
again until you finish a short or long rest.
Sniper's Scout
At 11th level, you can use a piece of ammunition as a scrying Art by Grzegorz Rutkowski
point. As a bonus action, you can create an invisible sensor
within 10 feet of a piece of ammunition or a weapon if it can
be thrown. As an action, you can see and hear through the Death Arrow
sensor as if you were there. During this time, you are At 20th level, when you hit a creature with a ranged weapon
deafened and blinded. The sensor moves with the attack, you can infuse the attack with deadly necromancy.
ammunition, remaining within 10 feet of it. A creature that The target must make a Constitution saving throw against
can see invisible objects sees the sensor as a luminous orb your spell save DC. On a failure, the target takes 8d10
about the size of your fist. necrotic damage and half as much on a success. Additionally,
You can sustain this effect for up to 10 minutes, and you if this attack reduces the target to 50 hit points or fewer, the
can end it at any time (requires no action). The effect ends target dies.
early if the ammunition is destroyed or if you use this feature Once you use this feature, you can't use it again until you
on another piece of ammunition. finish a long rest.
Revealing Shot
Starting at 15th level, as a bonus action or as part of your Elementalist
bonus action to activate your Aegis, you can rapidly fire a Elementalist are swordmages that specialize in magic
bright beacon to an unoccupied space within 120 feet of you originating from the elemental planes. By binding the primal
to illuminate enemies. Each object within a 20-foot radius of power of the planes to themselves, these swordmages
the space is outlined in light. Any creature of your choice become mortal embodiments of the elements. They might
within the area must succeed on a Dexterity saving throw show minor physical manifestations of this power such as
against your swordmage spell save DC or also be outlined in earthen skin, an ozone smell, or damp hair.
light. For 1 minute, objects and affected creatures shed dim
light in a 10-foot radius. Elemental Attunement
Any attack roll against an affected creature or object has Choose one of the four great elemental planes: air, earth, fire,
advantage if the attacker can see it, and the affected creature or water. This element becomes your Elemental Attunement.
or object can't benefit from being invisible. If you hit an For each Elemental Attunement, you gain an associated
affected creature while you are under the effects of your damage type, learn a cantrip, and gain aegis spells as seen on
Aegis, then the bonus damage from your Aegis increases to the Elemental Attunement Table.
3d6. You can change your Elemental Attunement whenever you
Once you use this feature, you can't use it again until you gain a level in this class. When you change your Elemental
finish a short or long rest. Attunement, you replace the benefits gained from your
previous attunement to the benefits gained by your new
attunement.

Fanatical DM: Swordmage 11


Aegis Art by Wizards of
When you take this archetype at 3rd level, you gain the the Coast
following Aegis option:
Aegis of Elements: As a bonus action you can activate this
Aegis to empower your blade with elemental fury. Your melee
weapon attacks deal an additional 1d6 damage. The damage
type is determined by your Elemental Attunement.
At 15th level of this class, the additional damage increases
to 1d8. Your Aegis lasts for 1 minute, ending early if you fall
unconscious or die.
Elemental Studies
Starting at 3rd level, you are an expert on the elemental
planes. You can speak, read, and write Primordial. You have
advantage on Intelligence checks to investigate and recall
information about the elemental planes and the creatures
that inhabit those planes.
Planar Affinity
Starting at 7th level, you gain one of the following features.
You can choose to gain the feature of the same type as your
Elemental Attunement or a different one.
Air: Your speed increases by 10 feet and you gain
proficiency in Dexterity saving throws.
Earth: Your hit point maximum increases by a number
equal to your swordmage level and increases by 1 again
whenever you gain a level in this class. You gain
proficiency in the Athletics skill if you don't already have it,
and your proficiency bonus is doubled for any Strength
(Athletics) check.
Fire: You add your proficiency bonus to one damage roll
of any spell that you cast that deals fire damage.
Water: You gain a swim speed equal to your walking
speed, can breathe underwater, and you gain darkvision
out to a range of 120 feet. If you already have darkvision,
its range increases by 30 feet.
Greater Planar Affinity
At 11th level, your affinity to your chosen planar element
grows stronger. You gain one of the following features. You Earth: Moving through nonmagical difficult terrain costs
can choose to gain the feature of the same type as your you no extra movement, and you gain a burrow speed
Elemental Attunement or a different one. equal to your walking speed.
Air: You gain resistance to lightning and thunder damage, Fire: You gain fire resistance. The damage from your
and you can dash as a bonus action. Aegis and spells that you cast ignore fire resistance.
Water: You gain resistance to cold damage. When you
damage a creature with a spell that's not a cantrip, you
can pull or push the creature up to 10 feet.

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

12 Fanatical DM: Swordmage


Planar Convergence <img
When you reach 15th level, when you activate your aegis, style=
planar energy converges on you. You gain one of the following
features. You can choose to gain the feature of the same type
as your Elemental Attunement or a different one.
Air: While your Aegis is active, and when you are
subjected to an effect that allows you to make a Dexterity
saving throw to take only half damage, you instead take no
damage if you succeed on the saving throw, and only half
damage if you fail.
Earth: When you activate your Aegis, you gain the
toughness of mountains. You gain temporary hit points
equal to your Swordmage level plus your Intelligence
modifier (a minimum of 1).
Fire: While your Aegis is active, and when you make a
weapon attack from Blade Magic, the attack deals
additional fire damage equal to 1d8 per level of the spell
cast.
Water: While your Aegis is active, when you hit a creature
of a large or smaller size with a melee weapon attack or
damage them with a spell from the Water Attunement
Aegis Spells, they must succeed on a Strength saving
throw against your swordmage spell save DC or be Art by Aaron Miller
knocked prone.
Elemental Avatar
Guardian
At 20th level, you can temporarily transform into an avatar of Swordmages choosing this archetype focus on protecting
your chosen element. As a bonus action or as part of your others from harm through abjuration magic. Guardians
bonus action to activate your Aegis, you can also activate your normally serve as elite guards for rulers or are wandering
Elemental Avatar, which lasts for 1 minute or until you fall swordsmen defending the innocent.
unconscious. Once you use this feature, you can't use it again
until after a long rest. You gain one of the following Guardian Role
Elemental Avatars. You can choose to gain the feature of the Each Guardian chooses to be either a defensive or aggressive
same type as your Elemental Attunement or a different one. protector. Choose one of the following Guardian Roles:
Defender or Punisher. The role you choose affects your Aegis
Air Avatar: You become a living storm. You gain a fly and features of this archetype.
speed of 60 feet. As a bonus action, you can shoot a bolt of You can change your Guardian Role whenever you finish a
lightning at a creature within 60 feet of you. Make a short or long rest, provided you have your Arcane Weapon in
ranged spell attack roll against the creature. On a hit, the hand.
target takes 4d10 lightning damage and you can teleport
to an unoccupied space adjacent to them. Aegis
Earth Avatar: Your skin hardens to stone. You gain When you take this archetype at 3rd level, you gain the
resistance to bludgeoning, piercing, and slashing damage. following Aegis option:
When you hit a creature with a melee weapon attack, they Aegis of the Guardian: As a bonus action, you can activate
must succeed a Strength saving throw against your this Aegis and then ward an ally within 30 feet of you that you
swordmage spell save DC or become restrained until the can see. Depending on your Guardian Role, you gain one of
end of your next turn as they are encased in stone. the following reactions:
Fire Avatar: Your form becomes writhing flames. You
gain immunity to fire damage. You also create an aura of Defender: When you see your warded ally hit by an attack
flames around you in a 15-foot radius. Any creature of and they are within 30 feet of you, you can use your
your choice that enters the aura for the first time or starts reaction to create a magical shield surrounding them, and
their turn in your aura takes 4d8 fire damage. you halve the attack's damage (rounded down) against
Water Avatar: You assume a watery form that is difficult them.
to pin down. You are under the effects of the freedom of Punisher: When you see a creature within 30 feet of you
movement spell. When you take damage, you can use your attack your warded ally, you can use your reaction to
reaction to reduce the damage by 4d8 and teleport 30 feet teleport to an unoccupied space adjacent to the attacker
to an unoccupied space that you can see. and make one weapon attack against the creature.
On later turns, you can use a bonus action to change your
warded target to another ally within 30 feet of you that you
can see. Your Aegis lasts for 1 minute, ending early if you fall
unconscious or die.

Fanatical DM: Swordmage 13


Vigilant Guardian Stalwart Protector
At 3rd level, your defensive training emphasizes sturdy At 15th level, your Aegis grows in strength, and your Aegis
protection and constant vigilance. You gain proficiency with gains a benefit depending on your Guardian Role:
heavy armor.
You can also mark an area under your protection. You can Defender: When you use your Aegis reaction, you can
cast the alarm spell without expending a spell slot. You can choose to teleport your warded ally up to 30 feet to an
use this feature a number of times equal to your proficiency unoccupied space that you can see. The teleportation fails
bonus. When you finish a long rest, you regain all expended if your warded ally is unwilling to teleport.
uses. Punisher: When you use your Aegis reaction, you can cast
a cantrip in place of making a weapon attack.
Aegis Spells Mass Ward
You gain aegis spells at the swordmage level listed below. When you reach 20th level, as a bonus action or as part of
Guardian Spells your bonus action to activate your Aegis, you can create
Swordmage Level Spells powerful magical shields around you and a number of allies
up to your Intelligence modifier (a minimum of 1). All
3rd ensnaring pull (new spell) shielded creatures gain temporary hit points equal to 20 plus
5th warding bond your Intelligence modifier (a minimum of 1).
If a creature damages a shielded creature while the
9th dispel magic shielded creature has these temporary hit points, the
13th dimensional vortex (new spell) attacking creature takes force damage equal to the total
17th wall of force temporary hit points gained.
Once you use this feature, you can't use it again until after a
Abjuring Beacon
long rest.
Starting at 7th level, as an action, you can create a 10-foot Inquisitor
radius beacon of abjuration magic within 30 feet of you that
lasts for 1 minute. You can move the beacon 30 feet as a The inquisitor takes on the dangerous role of hunting and
bonus action on your turn. The beacon has one of the slaying evil arcane entities, be they wielders of dark magic or
following effects depending on your Guardian Role: powerful otherworldly creatures. Inquisitors are equipped
with ways to track, attack, and guard themselves from
Defender: You and any friendly creatures within the menacing foes.
beacon's area gain a +2 bonus to their AC and saving
throws. When you reach 15th level of this class, the bonus Aegis
increases to +3. When you take this archetype at 3rd level, you gain the
Punisher: If a creature hits you or a friendly creature with following Aegis option:
an attack while the attacked creature is within the Aegis of the Hunter: As a bonus action, you can activate
beacon's area, the attacked creature can use their reaction this Aegis and then mark a creature within 30 feet of you that
to make the attacker take force damage. The damage you can see. Your melee weapon attacks against the marked
taken equals half of the attack's damage (rounded down). target deal an additional 1d6 force damage.
Once you use this feature, you can't use it again until after a If your marked target uses a spell or magical effect against
short or long rest. you that forces you to make a saving throw, you can use your
reaction to give yourself advantage on the saving throw.
Guardian Bond As a bonus action, you can change the marked target to
When you reach 11th level, you learn a ritual to magically another creature within 30 feet of you that you can see.
bind yourself to another person to better protect them. You At 15th level of this class, the additional damage increases
perform the ritual over the course of 1 hour, which can be to 1d8. Your Aegis lasts for 1 minute, ending early if you fall
done during a short rest. The person must be within your unconscious or die.
reach throughout the ritual, and must be willing. After the
ritual is concluded, you can sense the location of the chosen Aegis Spells
person as long as they are on the same plane of existence as You gain aegis spells at the swordmage level listed below.
you. You can sense when the person is damaged, affected by a Inquisitor Spells
hostile magical effect, or killed. Swordmage Level Spells
As a bonus action, you can teleport to an unoccupied space
adjacent to your bound person as long as they are on the 3rd protection from evil and good
same plane of existence as you. Teleporting in this way 5th detect thoughts
consumes the magic of the bond, ending the connection
between the two of you. 9th dispel magic
If you attempt to bond with another person, you must break 13th banishment
your current bond. 17th scrying

14 Fanatical DM: Swordmage


Eyes of the Inquisitor
At 3rd level, you can cast the detect magic spell without
expending a spell slot.
You can use this feature a number of times equal to your
proficiency bonus. When you finish a long rest, you regain all
expended uses.
Investigator's Insight
Beginning at 7th level, your experience of hunting dark
magics have sharpened your intuition and mind. You gain
proficiency in the Insight skill if you don't already have it, and
your proficiency bonus is doubled for any Wisdom (Insight)
check.
You also gain proficiency in Wisdom saving throws. If you
already have this proficiency, you instead gain proficiency in
Charisma saving throws.
Discern Weakness
At 11th level, you can use your knowledge of supernatural
entities to quickly deduce a foe's vulnerabilities. As a bonus
action, choose a creature within 30 feet of you. Make an
Intelligence (Investigation) or Wisdom (Insight) check
contested by the target's Charisma (Deception) check. On a
success, you learn whether the creature has any damage
immunities, resistances, or vulnerabilities and what they are.
You also have advantage on attack rolls against the target
until the end of your turn.
Once you use this feature successfully on a creature, you
can't use it again on them for one hour.
Spell Catcher
Starting at 15th level, you redirect harmful magic to Art by Wesley Burt
invigorate yourself. You gain resistance to damage from
spells. Aegis
When you use your reaction from Aegis of the Hunter and When you take this archetype at 3rd level, you gain the
succeed on the saving throw, you siphon off some of the following Aegis option:
magic. You gain temporary hit points equal to 1d8 plus your Aegis of Gravity: As a bonus action, you can activate this
Intelligence modifier (a minimum of 1). Aegis to infuse yourself with the strength of the stars. For the
duration of this Aegis, you gain advantage on Strength
Disrupt Magic (Athletics) and Dexterity (Acrobatics) checks.
At 20th level, as a bonus action or as part of your bonus Also, when a creature within 30 feet of you that you can
action to activate your Aegis, you create a 30 feet aura of see moves, you can use your reaction to force the creature to
dampening energy centered on you for 1 minute. When a make a Strength saving throw against your spell save DC. On
creature within your aura casts a spell or uses a magical a failure, the creature's speed drops to 0 until the start of
effect, you can choose to disrupt their magic. The creature their next turn. This stops any movement they may have been
must make a Constitution saving throw against your taking. Your Aegis lasts for 1 minute, ending early if you fall
swordmage spell save DC. On a failure, the creature's spell or unconscious or die.
magical effect fails and has no effect.
Once you use this feature, you can't use it again until after a Aegis Spells
long rest. You gain aegis spells at the swordmage level listed below.
Meteor Knight Meteor Knight Spells
Swordmage Level Spells
Swordmages that become Meteor Knights study the esoteric
magic of dunamancy, specifically concerning the 3rd magnify gravity
manipulation of gravity. Fascinated by celestial bodies, these 5th immovable object
swordmages channel the powers of the stars to keep foes in
their orbit of destruction. 9th melf's minute meteors
13th gravity sinkhole
17th destructive wave (radiant only)

Fanatical DM: Swordmage 15


Student of the Stars
At 3rd level you manipulate your density to withstand more
weight than normal. You gain proficiency with heavy armor
and cartographer's tools. You count as one size larger when
determining your carrying capacity and the weight you can
push, drag, or lift.
Star Fall
Starting at 7th level, you can teleport towards an area in a
fiery explosion reminiscent of a meteor. As a bonus action,
you can teleport up to 60 feet to an unoccupied space that
you can see. Each creature within 10 feet of the space you
teleport to must make a Strength saving throw against your
spell save DC. On a failure, a creature takes 2d8 fire damage
and is knocked prone. On a success, a creature takes half as
much damage and isn't knocked prone.
At 15th level of this class, the damage increases to 4d8.
Once you use this feature, you can't use it again until you
finish a short or long rest.
Solar Flare
When you reach 11th level, your fiery magic flashes like a
star. When you use Star Fall or cast a spell that deals fire or
radiant damage, choose one creature damaged by your Star
Fall or spell. The creature must succeed on a Constitution
saving throw against your swordmage spell save DC or be
blinded until the end of your next turn.
You can use this feature a number of times equal to your Art by Lake Hurwitz
proficiency bonus. You regain expended uses when you finish
a long rest. Multiclassing
Controlled Descent When you advance in level, and with your DM's permission,
At 15th level, you utilize your mastery of dunamancy to you may take the option to multiclass into a swordmage. You
escape dangers that would threaten others. When you fall, must meet the following prerequisites to qualify for a
you take no falling damage and can land on your feet. swordmage.
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, Prerequisites
except you rapidly fall instead of teleporting. At the end of the You need a 13 Intelligence, and a 13 Strength or 13 Dexterity.
fall, the fiery explosion of Star Fall emanates from the space
you land in. Proficiencies
Gravitational Pull When you first multiclass into swordmage, you gain only
Beginning at 20th level, as a bonus action or as part of your proficiency in simple weapons, martial weapons, light armor,
bonus action to activate your Aegis, you create a heavy and medium armor.
gravitational pull in a 30 feet aura centered on you for 1
minute. The area inside the aura is difficult terrain for Spell Slots
creatures of your choosing. Any creature of your choosing When determining spell slots, you add one half (rounded up)
that starts their turn inside the aura must make a Strength of your swordmage levels to the levels of your other classes
saving throw. On a failure, the creature takes 4d6 as described on page 164 of the Player's Handbook. Use the
bludgeoning damage and is pulled to an unoccupied space resulting total to determine your spell slots by consulting the
adjacent to you. On a success, the creature takes half damage Multiclass Spellcaster table on page 165 of the Player's
and isn't pulled. Handbook.
Once you use this feature, you can't use it again until you
finish a long rest.

16 Fanatical DM: Swordmage


Optional Class Features Extra Attack
This section offers additional features that you can gain as a 5th-level swordmage feature, which replaces the Cantrip
swordmage. Unlike the earlier features, you don't gain the Strike feature
features here automatically. Consulting with your DM, you You can attack twice, instead of once, whenever you take
decide whether to gain a feature in this section if you meet the Attack action on your turn. Moreover, you can cast one of
the level requirement noted in the feature's description. your cantrips in place of one of those attacks.
These features can be selected separately from one another; Prepared Caster
you can use one, both, or none of them.
1st-level swordmage feature, which replaces Spells Known
Alternative Swordmage Spells You can make the Swordmage a prepared caster. To do so,
1st-level swordmage feature ignore the Spells Known Column in the Swordmage table.
If your DM doesn't allow homebrew spells, then replace the You gain the following subfeature for your Spellcasting
homebrew spells from the swordmage spell list with the feature:
following spells. Preparing and Casting Spells
1st Level Spells Replaces Spells Known of 1st Level and Higher
Searing Smite The Swordmage table shows how many spell slots you
Thunderous Smite have to cast your swordmage spells. To cast one of your
Wrathful Smite swordmage spells of 1st level or higher, you must expend a
Zephyr Strike slot of the spell’s level or higher. You regain all expended spell
slots when you finish a long rest.
2nd Level Spells You prepare the list of swordmage spells that are available
Branding Smite for you to cast, choosing from the swordmage spell list. When
Scorching Ray you do so, choose a number of swordmage spells equal to
Snilloc's Snowball Swarm your Intelligence modifier + half your swordmage level,
Warding Wind rounded down (minimum of one spell). The spells must be of
a level for which you have spell slots.
3rd Level Spells For example, if you are a 5th-level swordmage, you have
Blinding Smite four 1st-level and two 2nd-level spell slots. With an
Fireball Intelligence of 14, your list of prepared spells can include four
Lightning Bolt spells of 1st or 2nd level, in any combination. If you prepare
Sleet Storm the 1st-level spell chromatic orb, you can cast it using a 1st-
4th Level Spells level or a 2nd-level slot. Casting the spell doesn’t remove it
from your list of prepared spells.
Ice Storm You can change your list of prepared spells when you finish
Staggering Smite a long rest. Preparing a new list of swordmage spells
Storm Sphere requires time spent training with your weapon while focusing
Wall of Fire on your arcane studies: at least 1 minute per spell level for
5th Level Spells each spell on your list.
Banishing Smite Aegis Spells
Cone of Cold Replaces Aegis Spells
WWall of Light Each swordmage tradition has a list of associated spells.
Bloodline Warrior You gain access to these spells at the levels specified in the
1st-level swordmage feature swordmage tradition description. Once you gain access to an
The magic you harness is innate, arcane energy infused in aegis spell, you always have it prepared. Aegis spells don’t
your body from a supernatural bloodline or other strange count against the number of spells you can prepare each day.
magical origin. The swordmage class is changed in the If you gain an aegis spell that doesn’t appear on the
following ways: swordmage spell list, the spell is nonetheless a swordmage
spell for you.
Your spellcasting ability becomes Charisma instead of Swordscholar Aegis Spells
Intelligence.
For any swordmage class feature or subclass feature you At 3rd level, you gain two 1st level spells from the wizard
gain that references your Intelligence modifier, instead the class. At higher levels of this class, you gain two additional
feature uses your Charisma modifier. wizard spells at 5th, 9th, 13th, and 17th level as shown in the
The multiclassing prerequisites for the swordmage class table below.
becomes a 13 Charisma, and a 13 Strength or 13
Dexterity.

Fanatical DM: Swordmage 17


Swordmage Duplicitist Aegis Spells
Level Spells You gain aegis spells at the swordmage level listed below.
3rd two 1st level wizard spells of your
choice Swordmage Level Spells
5th two 2nd level wizard spells of your 3rd charm person, silent image
choice 5th invisibility, mirror image
9th two 3rd level wizard spells of your 9th enemies abound, hypnotic pattern
choice
13th charm monster, greater invisibility
13th two 4th level wizard spells of your
choice 17th dominate person, mislead
17th two 5th level wizard spells of your
choice Eldritch Sniper Aegis Spells
You gain aegis spells at the swordmage level listed below.
Blade Summoner Aegis Spells
Eldritch Sniper Spells
You gain aegis spells at the swordmage level listed below. Swordmage Level Spells
Swordmage Level Spells 3rd hail of thorns, magic missile
3rd catapult, shield 5th cordon of arrows, melf's acid arrow
5th cloud of daggers, magic weapon 9th conjure barrage, flame arrows
9th blade storm (new spell), conjure barrage 13th arcane eye, locate creature
13th fabricate, summon construct 17th conjure volley, swift quiver
17th animate objects, creation
Elementalist Aegis Spells
Chronomancer Aegis Spells You gain aegis spells at the swordmage level listed below.
You gain aegis spells at the swordmage level listed below. Swordmage Air Earth Fire Water
Swordmage Level Attunement Attunement Attunement Attunement
Level Spells 3rd fog cloud, earth burning armor of
3rd gift of alacrity, slowing strike (new spell) zephyr tremor, hands, agathys, ice
strike thunderwave searing knife
5th gentle repose, predictive blade (new smite
spell)
5th gust of earthbind, flaming misty step,
9th haste, slow wind, maximilian's sphere, snilloc's
warding earthen scorching snowball
13th dimensional vortex, divination wind grasp ray swarm
17th temporal shunt, time warp (new spell) 9th lightning erupting fireball, tidal wave,
bolt, earth, meld flame water
Crimson Knight Aegis Spells thunderstep into stone arrows breathing
You gain aegis spells at the swordmage level listed below. 13th freedom of stone shape, fire shield, control
movement, quaking wall of fire water,
Swordmage storm swordburst watery
Level Spells sphere (new spell) sphere
3rd false life, inflict wounds 17th control transmute conjure cone of
5th hold person, ray of enfeeblement winds, steel rock, wall of elemental cold,
wind strike stone (fire only), maelstrom
9th vampiric touch, withering strike (new immolation
spell)
13th blight, festering blade (new spell) Guardian Aegis Spells
17th enervation, hold monster You gain aegis spells at the swordmage level listed below.
Swordmage
Level Spells
3rd ensnaring pull (new spell), sanctuary
5th aid, warding bond
9th dispel magic, glyph of warding
13th banishment, dimensional vortex (new
spell)
17th circle of power, wall of force

18 Fanatical DM: Swordmage


Inquisitor Aegis Spells
You gain aegis spells at the swordmage level listed below.
Swordmage
Level Spells
3rd detect evil and good, protection from evil
and good
5th detect thoughts, locate object
9th dispel magic, magic circle
13th banishment, locate creature
17th banishing smite, scrying

Meteor Knight Aegis Spells


You gain aegis spells at the swordmage level listed below.
Swordmage
Level Spells
3rd feather fall, magnify gravity
5th earthbind, immovable object
9th melf's minute meteors, slow
13th fiery charge (new spell), gravity sinkhole
17th destructive wave (radiant only),
telekinesis

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.

Fanatical DM: Swordmage 19


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

24 Fanatical DM: Swordmage


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

Fanatical DM: Swordmage 25


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.

26 Fanatical DM: Swordmage


Crimson Knight
Changelog v10 => v10.1 One of the original subclasses, I've never been 100% happy
After the last update, I received a lot of great feedback and with the old designs. The Crimson Knight is meant to
playtest feedback. Over the last couple months, I've been emulate the fantasy of blood bending from AtLA, while also
slowly tinkering and updating the class to a finalized version. being a "drain tank". I've reworked the subclass to really hone
The Swordmage's core features remain relatively unchanged in on those themes.
as I'm happy with the power level, but many subclasses have Aegis of Blood: Aegis reworked completely to be more
been tweaked to be more satisfying. A Swordmage's subclass like the old 7th level Puppet feature. You get blood
choice is very impactful as you get 5 subclass featuress, so I bending right from the start now.
want each subclass to feel enticing. I also added some new Aegis Spells: I removed Hold Person/Monster as
alternative features (prepared casting) and a new magic item! although they were flavorful, enchantment magic seemed
Core Features odd even with reflavoring. Instead I replaced them with
Proficiencies: Swordmages now gain shield proficiency, two more thematic necromancy spells.
which has been a frequent request. I had my misgivings Sanguiine Empowerment: A passive boost to your
from an aesthetic point of view, but I also want the class to healing and temp HP to emphasize the drain tank fantasy.
follow 5E standards. Functionally, there's no good reason Arcane Vitality => Vitality Transfer: Reworked to now
a Swordmage can't use a shield. let you trade hitdice for spellslots or spellslots for HP.
Arcane Weapon: I wanted to make this more different Tides of Crimson: Clarified that you can only gain HP
from the Eldritch Knight's Weapon Bond feature. Both are from one target.
inspired by the original 4E Swordmage's Sword Bond Crimson Puppeteer: Capstone reworked to be like a
feature, so I didn't want to remove Arcane Weapon blood bending Dominate Person spell. The ultimate blood
entirely. However, now it doesn't let you summon your bending fantasy.
weapon from far away and doesn't grant an AC bonus. It's Duplicitist
now purely a flavorful ribbon feature. Aegis Spells: Swapped Disguise Self for Charm Person
Greater Blade Magic => Cantrip Strike: Just a name to better emphasize enchantment magic.
change as I often got confused questions over the feature. Cunning Trickery: Now you get a choice of what cantrip
Archetypes and skill you gain.
Beguiling Magic: Flavor reworded and now grants you
As mentioned before, each archetype has been tweaked, expertise instead of a flat bonus to your chosen skill.
some more than others. Your subclass choice is an important Double Trouble: Nerfed so now the duplicate shares your
one, and each subclass should feel balanced against one spell slots.
another and really nail their intended theme with strong,
supporting mechanics. Eldritch Sniper
Aegis of the Sniper: Damage now scales at 15th level.
Swordscholar Elemental Arrow: For Explosive and Storm arrow, they
Spell Echo: The conjuration's teleportation range scales now require saving throws.
with your spell level now. Elementalist
Blade Summoner Planar Affinity: Earth now grants expertise instead of a
Aegis of the Blade => Aegis of Summoning: Just a name flat bonus to Athletics
change to better emphasize the subclass's flavor. Greater Planar Affinity: Air buffed to grant dash as a
Blade Parry: Now only your Aegis Blade can block bonus action. For fire, yoour Aegis damage also ignores
attacks, but it can block attacks against you or an ally. This resistance
forces Blade Summoners to be stratagic with their Aegis Guardian
Blade's location and rewards tactical positioning. Aegis of the Guardian: Range lowered to 30 feet.
Pinning Spear: Damage boosted to 4d8.
Sword Dash: The teleport range was halved to 30ft, but Inquisitor
in exchange you can now teleport to not only your Aegis Like the Crimson Knight, this old subclass has gone through
Blade, but also any conjured weapon from Conjure Steel many iterations as I've struggled to nab down the mechanics.
or Pinning Spear. This opens up the ability quite a bit. The Inquisitor is a hunter of the supernatural and dark
Chronomancer magic, but I want to make sure their abilities don't feel too
Timeline Insight: Now just grants an initiative bonus situationally useful. In the end, I decided to give the subclass
instead of a reaction as the reaction overlapped with the some early level buffs, while also reworking their old
Crimson Knight. problematic capstone.
Impossible Step: Reflavored and reworded to make more Aegis of the Hunter: Buffed as the damage now applies
logical sense, but no functional change. for each attack, not just the first. The bonus damage is still
Time Beacon: Reworded and reworked. Now it lasts until only against one marked target unlike Aegis of Elements,
the start of your next turn and you can use a reaction to but the damage type is better (force), and you get a
revert back to your beacon. situationally useful reaction too.
Aegis Spells: Swapped out Detect Evil and Good for
Protection From Evil and Good. The later is more strong.
Swordmage 27
Investigator's Insight: Flavor reworded and now gives
proficiency and expertise in insight instead of just a flat
bonus.
Discern Weakness: You can now use Insight or
Investigation
Antimagic Zone => Disrupt Magic: The capstone has
been reworked entirely. Antimagic is simply much too
strong and hard to balance. Instead the Inquisitor can get
a large aura that makes it hard for enemy casters and
hostile magical abilities to work. The new capstone
doesn't hurt the swordmage or their allies, but also doesn't
completely shutdown the enemy.
Optional Class Features
Prepared Caster: Many people have asked me to make
the swordmage a prepared caster. Part of me does, but the
other part worries about the balance as the swordmage
gets some really powerful spells! As a compromise, I have
a new optional class feature to make the swordmage a
prepared caster! It also includes new Aegis Spell lists for
each subclass.
Magic Items
Spellblade: In Tasha's Cauldron of Everything, many
classes got class specific magic items. I've added my own
for the swordmage: the Spellblade!

28 Fanatical DM: Swordmage

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