Swordmage
The Swordmage
| Level | Proficiency Bonus | Features | Arcane Enchantments Known | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Arcane Enchantments, Weapon Bond | 2 | — | — | — | — | — |
| 2nd | +2 | Channeling Glyphs, Fighting Style, Spellcasting | 3 | 2 | — | — | — | — |
| 3rd | +2 | Blade School, Arcane Awareness | 3 | 3 | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 3 | 3 | — | — | — | — |
| 5th | +3 | Extra Attack | 4 | 4 | 2 | — | — | — |
| 6th | +3 | Adaptive Warding | 4 | 4 | 2 | — | — | — |
| 7th | +3 | Blade School Feature | 4 | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Improvement | 5 | 4 | 3 | — | — | — |
| 9th | +4 | Arcane Awareness Improvement | 5 | 4 | 3 | 2 | — | — |
| 10th | +4 | Enchanted Glyphs | 5 | 4 | 3 | 2 | — | — |
| 11th | +4 | Arcane Assault | 6 | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | 6 | 4 | 3 | 3 | — | — |
| 13th | +5 | — | 6 | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Guardian's Glyphs | 7 | 4 | 3 | 3 | 1 | — |
| 15th | +5 | Blade School Feature | 7 | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement | 7 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | — | 8 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Eldritch Shielding | 8 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 8 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Blade School Feature | 8 | 4 | 3 | 3 | 3 | 2 |
Class Features
As a swordmage you gain the following class features.
Hit Points
- Hit Dice: 1d10 per swordmage level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per swordmage level after 1st
Proficiencies
- Armor: All Armor, Shields
- Weapons: Simple weapons, Martial weapons
- Tools: None
- Saving Throws: Dexterity, Intelligence
- Skills: Choose two from Acrobatics, Athletics, Arcana, History, Intimidation, Investigation, Perception, Persuasion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) any martial weapon or (b) two shortswords
- (a) a scholar's pack or (b) an explorer's pack
- (a) leather armor or (b) chain mail
- component pouch and a spellbook
Arcane Enchantments
Beginning at 1st level, you have learned to magically alter your own weapons. These alterations are represented by enchantment points, which allow you to create a variety of magical effects.
Enchantments
You gain two arcane enchantments of your choice. Your enchantment options are detailed at the end of the class description. When you gain certain swordmage levels, you gain additional enchantments of your choice, as shown in the Enchantments Known column of the Swordmage table.
Additionally, whenever you gain a swordmage level, you may exchange one enchantment you know for another enchantment you do not know with the same level prerequisite.
Enchantment Points
You have a pool of enchantment points, whose number is equal to your swordmage level divided by 2 (rounded up). You may use a bonus action to add or remove an enchantment from a weapon you are bonded to, or to exchange one enchantment for another. Alternatively, you may use an action to add, remove or change any number of enchantments from a weapon you are bonded to. You may only add an enchantment to a weapon once, but may put multiple different enchantments on a single bonded weapon or put the same enchantment on two different bonded weapons.
When you add an enchantment to your weapon, subtract a number of unexpended enchantment points from your pool equal to its cost. Whenever that enchantment is removed, return a number of enchantment points back to your pool equal to its cost.
Weapon Bond
You learn a ritual that creates a magical bond between yourself and one weapon you are proficient with. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. The ritual requires an arcane focus to be consumed as part of the cost, or an equivalent of 15 gold pieces. Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
Additionally, if the weaponed is damaged or destroyed, you can spend 1 hour and half of the weapon's cost in materials to restore the weapon completely.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Channeling Glyphs
Beginning at 2nd level, you may mark a number of creatures equal to your Intelligence modifier (minimum 1) within 30 feet of you at the end of a long rest. Whenever you cast a spell with a range of self, you may instead cast it on a marked creature you can see or use their space as the origin for the spell. The glyphs fade after 24 hours, or you can cause any number of them to fade as an action.
Fighting Style
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Spellcasting
By 2nd level, your studies of arcane magic have begun to come to fruition. You have a spellbook containing spells that you have recorded.
Spellbook
At 2nd level, you have a spellbook containing six 1st-level swordmage spells of your choice.
Preparing and Casting Spells
The Swordmage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of swordmage spells that are available for you to cast. To do so, choose a number of swordmage spells from your spellbook equal to your Intelligence modifier + half your swordmage level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level swordmage, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of swordmage spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your swordmage spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a swordmage spell you cast and when making an attack roll with one.
- Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
- Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ritual Casting
You can cast a swordmage spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a component pouch or any weapon which you are bonded to with your Weapon Bond class feature as a spellcasting focus for your swordmage spells.
Learning Spells of 1st Level and Higher
Each time you gain a swordmage level, you can add one swordmage spell of your choice to your spellbook. This spell must be of a level for which you have spell slots, as shown on the Swordmage table. On your adventures, you might find other spells that you can add to your spellbook.
Blade School
At 3rd level, you choose a Blade School, defining your style of blade magic through one of three schools: Sword of Assault, Warp Blade or Coronal Guard.
Arcane Awareness
By 3rd level, as a bonus action you may examine a creature. If you do so, you learn if this creature is capable of casting spells and what schools of magic they can use.
At 9th level, whenever a creature you can see casts a spell, you know what school of magic the spell is from before they have finished casting it.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Adaptive Warding
Starting at 6th level, you gain a bonus to your saving throws equal to your Intelligence modifier(with a minimum bonus of +1). As a reaction when a creature marked by your Channeling Glyphs feature you can see within 60 feet must make a saving throw, you may grant them a bonus to that roll equal to your Intelligence modifier.
Enchanted Glyphs
Beginning at 10th level, you have learned to weave your enchantments into your glyphs. Whenever you use your Channeling Glyphs class feature to mark a creature, you may choose an Arcane Enchantment with no prerequisites that you know. Subtract a number of enchantment points from your pool equal to the cost of the chosen Arcane Enchantment. That creature may then choose a single weapon in their possession to gain the benefits of the Arcane Enchantment until the glyph fades.
Arcane Assault
By 11th level, you've learned to add small bursts of elemental energy to your attacks. Once per turn, when you hit with a weapon attack with a weapon you are bonded to, you may choose acid, cold, fire, lightning, necrotic, poison or thunder. If you do, you deal 2d8 extra damage of that type.
Guardian's Glyphs
At 14th level, you've learned a few new tricks when it comes to using your Channeling Glyphs. You know the location and any conditions or spells affecting a creature that has been marked by your Channeling Glyphs feature.
Additionally, as an action you may cast Dispel Magic as a 3rd level spell on any spell affecting a creature marked by your Channeling Glyphs feature regardless of the range. If you do, your glyph immediately fades from that creature.
Eldritch Shielding
At 18th level, whenever you finish a short or long rest, you gain a ward with 25 hit points. Whenever you take damage, hit points are deducted from the ward before you lose temporary hit points or hit points. Whenever the ward is reduced to zero hit points as a result of damage, you may choose acid, cold, fire, lightning, necrotic, poison or thunder as a reaction. If you do, each enemy within 10 feet of you must make a Dexterity saving throw or take 3d10 damage of that type.
Blade Schools
Coronal Guard
Coronal Guards, also known as Armathors, specialize in defending themselves and those around them. They believe a fight can't be lost if you can't be injured.
Aegis of Shielding
As part of your training from joining this Blade School at 3rd level, you've learned to create an Aegis to protect your allies. Your Aegis is a dim, grey aura of abjuration magic that surrounds creatures marked by your Channeling Glyphs class feature.
Whenever a creature you can see within 60 feet of you that is marked by your Channeling Glyphs class feature takes bludgeoning, piercing or slashing damage, you may use your reaction to grant the protected creature resistance to bludgeoning, piercing and slashing damage until the end of the turn.
Guarded Flourish
You learn the Warding Weapon Arcane Enchantment. This does not count toward your total number of Arcane Enchantments known.
Countering Thunderclap
At 7th level, you have learned to overload your Aegis. Whenever a creature makes a melee attack against a target marked by your Channeling Glyphs class feature, you may use your reaction to make that creature make a Constitution saving throw. If they fail, they take 2d8 thunder damage and are pushed 10 feet. If they can no longer reach the target, the attack misses. Once you use this feature, you can't use it again until you finish a short or long rest.
Silver Shield
Beginning at 15th level, your Aegis of Shielding feature can be used when a creature protected by it takes damage of any type except psychic damage, and the protected creature gains resistance to all damage except psychic until the end of the turn.
Additionally, whenever you use your Aegis of Shielding feature to reduce damage from an attack, you gain temporary hit points equal to 5 + your Intelligence modifier.
Total Aegis
At 20th level, the first time you use your Aegis of Shielding class feature each round does not require a reaction.
Additionally, if multiple creatures marked by your Channeling GLyphs class feature take non-psychic damage at the same time, you may use your reaction to reduce the damage taken by all of them.
Warp Blade
Warp Blades flit around the battlefield, teleporting themselves, allies and enemies alike.
Aegis of Ensnarement
As part of your training from joining this Blade School at 3rd level, you've learned to create an Aegis to keep your enemies away from your allies. Your Aegis is a dim, purple aura of abjuration magic that surrounds creatures marked by your Channeling Glyphs class feature.
Whenever a creature you can see that is marked by your Channeling Glyphs class feature is hit by an attack from a creature you can see within 60 feet of you, you may use your reaction to teleport the attacker into an unoccupied space within 5 feet of you on the same surface. The creature's speed is reduced to zero until the start of its next turn, and the next attack made against the teleported creature before the end of your next turn is made with advantage.
Rapid Repositioning
You learn the Transposing Weapon Arcane Enchantment. This does not count toward your total number of Arcane Enchantments known.
Transposition
At 7th level, you learn to use enemy attacks as a weapon. Whenever a creature hits you or a creature marked by your Channeling Glyphs class feature, you may use your reaction to teleport yourself or the protected creature to a space occupied by another creature of the same size or smaller within 30 feet of them that you can see. That creature is then teleported into the space the protected creature was originally standing in, and the attack is instead made against that creature. Once you use this feature, you can't use it again until you finish a short or long rest.
Paired Step
At 15th level, whenever you teleport, you may bring along one creature within 5 feet of you or one creature marked by your Channeling Glyphs class feature within 60 feet of you as long as there is an unoccupied space within 5 feet of your destination the creature would fit in.
Send Skyward
By 20th level, you've learned to use teleportation as a weapon. When you hit a creature with a weapon attack, you may choose to teleport the creature 120 feet up. If there is no unoccupied space 120 feet up, they are instead teleported to the highest unoccupied space within 120 feet. Once you use this feature, you can't use it again until you finish a short or long rest.
Sword of Assault
A Sword of Assault sees little point in subtlety, preferring to decimate their foes instead with powerful blasts of arcane energy.
Aegis of Assault
As part of your training from joining this Blade School at 3rd level, you've learned to create an Aegis to punish those who harm your allies. Your Aegis is a dim, red aura of abjuration magic that surrounds creatures marked by your Channeling Glyphs class feature.
Whenever a creature you can see within 60 feet of you hits a creature marked by your Channeling Glyphs class feature with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 5 feet of the attacker. You can then make one melee weapon attack against the attacker.
Elemental Burst
You learn the Elemental Weapon Arcane Enchantment. This does not count toward your total number of Arcane Enchantments known.
Shielded Assault
Starting at 7th level, whenever you use your Aegis of Assault feature or reduce an enemy to zero hit points, you gain temporary hit points equal to your Intelligence modifier + half your swordmage level (rounded down).
Escalating Assault
At 15th level, you respond to threats to your companions with ever growing violence. Once per turn when you hit a creature with a melee weapon attack while you have temporary hit points as a result of your Shielded Assault feature, you may choose to deal additional damage to that creature equal to the amount of temporary hit points you currently have. If you do, you lose all temporary hit points you currently have.
Arcane Blast
By 20th level, you've learned to turn your weapon into the perfect conduit for arcane energy. When you hit with a melee weapon attack, you may choose either acid, cold, fire, lightning, necrotic, poison, or thunder damage. If you do, the attack deals an additional 10d10 damage of the chosen type. Once you use this feature, you can't use it again until you finish a short or long rest.
Umbriri
Umbriri follow the belief that you can not hit what you can not see, shrouding themselves, their allies and their enemies in shadows.
Aegis of Shadow
As part of your training from joining this Blade School at 3rd level, you've learned to create an Aegis to punish those who harm your allies. Your Aegis is a dim, black aura of illusion magic that surrounds creatures marked by your Channeling Glyphs class feature.
Whenever a creature you can see within 60 feet of you attacks a creature marked by your Channeling Glyphs class feature, you can use your reaction to make the space the protected creature is currently in heavily obscured to all creatures except those marked by your Channeling Glyphs feature for 1 minute.
Shrouded Blade
You learn the Umbral Weapon Arcane Enchantment. This does not count toward your total number of Arcane Enchantments known.
Concealing Umbra
Starting at 7th level, whenever you use your Aegis of Shadow feature, you may choose to make the protected creature invisible until they attack, or for 1 round. If you do so, you can't use this feature again until you finish a short or long rest.
Shadow Assassin
At 15th level, you've learned to animate and weaponize your own shadow. As an action, you may separate your shadow from yourself, or recall it from anywhere. While separated, you can move your shadow up to your movement speed to an open space you can see on your turn. You may make a single opportunity attack each round as though you were standing where your shadow is located without using your reaction, and you may exchange locations with your shadow as a bonus action.
Strike from the Shadows
By 20th level, you've learned to blot out the sun with your shadows. As an action, you can fill a 30 foot radius sphere around you with magical darkness that is heavily obscured to all creatures other than you and those marked by your Channeling Glyphs feature for 1 minute. Once you use this feature, you can't use it again until you finish a short or long rest.
Arcane Enchantments
If an arcane enchantment has prerequisites, you must meet them to learn it. You can learn the enchantment at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
Additionally, in order to place an enchantment with prerequisites onto a weapon, your weapon must also have the prerequisite enchantment placed on it. When you place multiple enchantments simultaneously, all the enchantments count in terms of meeting any prerequisites.
Amplifying Weapon
Cost: 1
Prerequisite: 5th Level
Whenever you score a critical hit against a creature with the enchanted weapon and deal acid, cold, fire, lightning, necrotic, poison or thunder damage you gain an additional effect on that hit based on the damage type.
Acid: Each creature other than you within 5 feet of the creature you hit must make a Dexterity saving throw or take d8 acid damage.
Cold: The creature must make a Strength saving throw or be restrained until the start of your next turn.
Fire: The creature must make a Constitution saving throw or be blinded until the start of your next turn.
Lightning: The creature must make a Constitution saving throw or be incapacitated until the start of your next turn.
Necrotic: You regain missing hit points equal to half the damage dealt by the attack.
Poison: The creature must make a Constitution saving throw or be poisoned for 1 minute.
Thunder: The creature must make a Strength saving throw or be knocked prone.
Arcane Lance
Cost: 1
The enchanted weapon gains the reach property if it does not already have it. If it does, extend the range by another 5 feet.
Baleful Weapon
Cost: 1
Whenever you make a weapon attack with the enchanted weapon, you may have the attack deal necrotic damage instead. Whenever you hit a creature with the enchanted weapon and deal necrotic damage, that creature can't regain hit points until the start of your next turn.
Battle-Light
Cost: 0
The enchanted weapon sheds bright light in a radius of 20 feet, and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the weapon with something opaque, such as a sheath, blocks the light.
Battle Mage's Focus
Cost: 1
Whenever you cast a spell of 1st level or higher that deals acid, cold, fire, lightning, necrotic, poison or thunder damage, the next time you hit a creature with the enchanted weapon before the end of your next turn you deal d6 additional damage of that type.
Charged Weapon
Cost: 1
Whenever you make a weapon attack with the enchanted weapon, you may have the attack deal lightning damage instead. Whenever you hit a creature with the enchanted weapon and deal lightning damage, that creature cannot take a reaction until the start of your next turn.
Corrosive Weapon
Cost: 1
Whenever you make a weapon attack with the enchanted weapon, you may have the attack deal acid damage instead. Whenever you miss a creature with the enchanted weapon and would have dealt acid damage, that creature is sprayed with acid and takes d4 acid damage.
Dancing Weapon
Cost: 4
Prerequisite: 17th Level
The enchanted weapon gains the abilities of a Dancing Sword, but does not require attunement. (DMG)
Dazzling Weapon
Cost: 1
Whenever you hit a creature with the enchanted weapon, that creature cannot gain advantage on attacks until the start of your next turn.
Elemental Weapon
Cost: 0
Prerequisite: Sword of Assault Blade School
Whenever you hit a creature with the enchanted weapon and deal acid, cold, fire, lightning, necrotic, poison or thunder damage, the attack deals an additional d4 damage of that type.
Farbond Weapon
Cost: 1
Your weapon gains the Thrown property with a range of 20/60 feet. After you throw the weapon, it immediately teleports back to your hand. When you throw the enchanted weapon, it may not benefit from any other enchantments for that attack.
Flaming Weapon
Cost: 1
Whenever you make a weapon attack with the enchanted weapon, you may have the attack deal fire damage. Whenever you hit a creature with the enchanted weapon and deal fire damage, you may reroll a single damage die and use the second result.
Frigid Weapon
Cost: 1
Whenever you make a weapon attack with the enchanted weapon, you may have the attack deal cold damage instead. Whenever you hit a creature with the enchanted weapon and deal cold damage, their speed is reduced by 10 feet until the end of their next turn.
Glamoured Weapon
Cost: 0
As a bonus action, you may cause the enchanted weapon to assume the appearance of an object of similar size and shape.
Improved Bonded Weapon
Cost: 2
Prerequisite: 5th Level
The enchanted weapon gains a +1 bonus to attack and damage rolls, unless it is a magic weapon that already has a bonus to these rolls.
Keen Weapon
Cost: 3
Prerequisite: 11th Level
Attacks made with the enchanted weapon score a critical hit on a roll of 19 or 20.
Limning Weapon
Cost: 1
Whenever you hit a creature with the enchanted weapon, that creature is limned in light and attacks against that creature do not suffer disadvantage until the end of your next turn.
Magebane Weapon
Cost: 1
Creatures hit by the enchanted weapon add your Intelligence modifier to the DC for any concentration checks they make this turn.
Primordial Weapon
Cost: 4
Prerequisite: 17th Level Whenever you hit a creature with the enchanted weapon and deal acid, cold, fire, lightning, necrotic, poison or thunder damage, you may reroll any number of damage dice for that attack. You must use the new roll, even if it is lower.
Reflective Weapon
Cost: 3
Prerequisite: 11th Level
Whenever a creature misses you with a ranged spell attack, you may use your reaction to reflect the spell back at its caster. If you do, make a spell attack against the spell's caster. If you hit, the caster is hit by the spell they originally cast.
Reserve Weapon
Cost: 3
Prerequisite: 11th Level
The enchanted weapon functions as a Ring of Spell Storing though it does not require attunement and starts with no spells stored within it. Only you may store spells in the weapon or use it to cast them. If this enchantment is removed from the weapon, the spells are lost.
Spelldrain Weapon
Cost: 2
Prerequisite: 5th Level
Whenever you score a critical hit against or kill a creature that can cast spells, you may regain an expended spell slot whose level is equal to or less than 1/5 your swordmage level rounded up.
Spellseal Weapon
Cost: 4
Prerequisite: 17th Level
Whenever you hit a creature that can cast spells with the enchanted weapon, that creature is unable to cast spells from a school of magic of your choosing until the start of your next turn.
Toxic Weapon
Cost: 1
Whenever you make a weapon attack with the enchanted weapon, you may have the attack deal poison damage instead. Whenever you hit a creature with the enchanted weapon and deal poison damage, that creature suffers disadvantage on strength saving throws and checks until the start of your next turn.
Thunderous Weapon
Cost: 1
Whenever you make a weapon attack with the enchanted weapon, you may have the attack deal thunder damage instead. Whenever you hit a Large or smaller creature with the enchanted weapon and deal thunder damage, you may push that creature up to 5 feet.
Transposing Weapon
Cost: 0
Prerequisite: Warp Blade Blade School
Whenever you hit a creature equal to our smaller than your size with the enchanted weapon, you may teleport into an unoccupied space within 5 feet of it. If you do, any attacks that creature makes against you during its next turn suffer disadvantage.
Umbral Weapon
Cost: 0
Prequisite: Umbriri Blade School
Whenever you hit a creature with the enchanted weapon, you may animate that creatures shadow, causing a shadow clone of yourself to appear in a space adjacent to the creature. You may only create one shadow clone at a time from each creature. These clones take no actions and can't move, but can perform one opportunity attack using your Intelligence and proficiency bonus for its attack rolls. The damage is d8 + Intelligence modifier psychic damage. After the shadow clone makes a single opportunity attack, it vanishes.
Warding Weapon
Cost: 0
Prerequisite: Coronal Guard Blade School
While you are wielding the enchanted weapon, you gain a +1 bonus to AC. If the enchanted weapon is one-handed and your other hand is open, you gain a +3 bonus to your AC instead.
Swordmage Spells
1st Level
- Absorb Elements
- Alarm
- Burning Hands
- Catapult
- Cause Fear
- Chromatic Orb
- Compelled Duel
- Comprehend Languages
- Detect Magic
- Earth Tremor
- False Life
- Feather Fall
- Find Familiar
- Fog Cloud
- Grease
- Ice Knife
- Identify
- Jump
- Longstrider
- Mage Armor
- Magic Missile
- Ray of Sickness
- Shield
- Sleep
- Thunderwave
- Zephyr Strike
2nd Level
- Aganazzar's Scorcher
- Arcane Lock
- Blur
- Blindness/Deafness
- Cloud of Daggers
- Darkness
- Darkvision
- Dragon's Breath
- Earthbind
- Enlarge/Reduce
- Flaming Sphere
- Hold Person
- Invisibility
- Knock
- Levitate
- Locate Object
- Magic Weapon
- Maximilian's Earthen Grasp
- Melf's Acid Arrow
- Mirror Image
- Misty Step
- Pyrotechnics
- Ray of Enfeeblement
- Scorching Ray
- Shadow Blade
- See Invisibility
- Shatter
- Snilloc's Snowball Swarm
- Suggestion
- Warding Bond
- Warding Wind
3rd Level
- Animate Dead
- Bestow Curse
- Counterspell
- Dispel Magic
- Elemental Weapon
- Erupting Earth
- Fear
- Fireball
- Fly
- Glyph of Warding
- Haste
- Leomund's Tiny Hut
- Life Transference
- Lightning Bolt
- Magic Circle
- Melf's Minute Meteors
- Nondetection
- Phantom Steed
- Protection from Energy
- Remove Curse
- Sending
- Sleet Storm
- Slow
- Stinking Cloud
- Thunder Step
- Tidal Wave
- Vampiric Touch
- Wall of Sand
- Wall of Water
- Water Breathing
4th Level
- Arcane Eye
- Banishment
- Blight
- Confusion
- Conjure Minor Elementals
- Dimension Door
- Elemental Bane
- Evard's Black Tentacles
- Fire Shield
- Greater Invisibility
- Ice Storm
- Locate Creature
- Otiluke's Resilient Sphere
- Phantasmal Killer
- Polymorph
- Stone Skin
- Storm Sphere
- Vitriolic Sphere
- Wall of Fire
- Watery Sphere
5th Level
- Animate Objects
- Bigby's Hand
- Cloudkill
- Cone of Cold
- Conjure Elemental
- Contact Other Plane
- Control Winds
- Danse Macabre
- Destructive Wave
- Enervation
- Far Step
- Hold Monster
- Immolation
- Insect Plague
- Maelstrom
- Negative Energy Flood
- Passwall
- Rary's Telepathic Bond
- Scrying
- Skill Empowerment
- Steel wind Strike
- Telekinesis
- Teleportation Circle
- Transmute Rock
- Wall of Force
Credits
/u/Thormundr - Original Creator
/u/Ginjasaurus - playtesting
New Swordmage Spells
Battle Ward
1st-level Abjuration
- Casting Time: Bonus Action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 8 hours
Select up to 5 willing creatures within range. You and your allies are warded in a thin protective ward with a shared pool of 10 hit points. Whenever you or an ally would take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, the creature who took the damage takes any remaining damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the ward's health increases by 10 hit points for each slot level above first.
Blazing Ward
1st-level Evocation
- Casting Time: Bonus Action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 8 hours
You are warded in a thin layer of elemental fire. When you are hit with a melee attack, each creature within 5 feet of you must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Crackling Ward
1st-level Evocation
- Casting Time: Bonus Action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 8 hours
You are surrounded by an aura of crackling energy. When you are hit with a melee attack, the attacking creature must make a Constitution saving throw. On a failed save, the creature takes 2d8 lightning damage and is knocked prone. On a successful save, the creature takes half as much damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Thunderous Ward
1st-level Evocation
- Casting Time: Bonus Action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 8 hours
You begin to give off a low rumble. When you are hit with a melee attack, each creature within 5 feet of you must make a Constitution saving throw. On a failed save, a creature take 2d6 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Noxious Ward
1st-level Evocation
- Casting Time: Bonus Action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 8 hours
You are surrounded by a faint miasma. When you are hit with a melee attack, each creature within 10 feet of you must make a Constitution saving throw. On a failed save, a creature is poisoned for 1 minute and takes d6 poison damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Frigid Ward
2nd-level Evocation
- Casting Time: Bonus Action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
You are lightly coated in frost. When you are hit with a melee attack, the attacking creature must make a Constitution saving throw. On a failed save, the creature takes 3d8 cold damage and is restrained. A restrained creature can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 1st.
Spellbreaker Ward
2nd-level Abjuration
- Casting Time: Bonus Action
- Range: 30 feet
- Components: V, S
- Duration: 8 Hours
Choose a willing creature you can see within range. Until the spell ends, that creature is protected against magic. The first time the protected creature would be affected by a spell, it is interrupted. If the spell is 2nd level or lower, the creature is unaffected by the spell. If the spell is 3rd level or higher, make an ability check using your spellcasting ability. The DC is 10 + the spell's level. On a success, the creature is unaffected by the spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Acidic Ward
3rd-level Evocation
- Casting Time: Bonus Action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 8 hours
You are covered in a thin layer of acid. When you are hit with a melee attack,the attacking creature must make a Dexterity saving throw. On a failed save, the creature takes 3d8 acid damage and is coated in acid. A creature coated in acid must make a Constitution saving throw at the start of its turn. On a failed save, the creature takes 3d8 acid damage. On a successful save, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Nightmare Ward
3rd-level Illusion
- Casting Time: Bonus Action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 8 hours
You are covered in an inky black film. When you are hit with a melee attack, each you choose within 15 feet of you must make a make a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. While Frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the range increases by 10 feet for each slot level above 3rd.
Conjure Armory
3rd-level Conjuration
- Casting Time: Action
- Range: 30 feet
- Components: V, S, M (Any weapon or armor)
- Duration: 8 hours
You conjure a Large ethereal armory in an unoccupied space within range. You and any creatures you specify when you cast the spell gain access to the armory. As an action, any creature with access to the armory may conjure both a +1 Weapon and +1 Armor they are proficient with from the armory that lasts until the spell ends.