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Swordmage

Swordmages are the inherritors of a legacy that stretches back through the centuries. This discipline intertwines the fury of vicious melee combat with the discipline required to master the arcane arts.

Many who set out on the path of a swordmage get halfway through their training and find they are called towards either martial or mental combat. It takes a dedicated soul to see the training through to become an expert in one discipline, then become a novice again in another. But for those with the passion and determination to persevere through the effort it takes, the pinnacle of combat is their reward.

A multitude of beginnings

Swordmages can come from any background imaginable. Noble scions taking their place in a long line of arcane guardians. Stuffy bookworms forced through circumstance to take up arms to defend their tomes and scrolls. Exceptionally bright mercenaries tired of being thought of as only disposable muscle. Any of them could have the spark needed to ignite the inner flame needed to succeed as a swordmage.

Swordmage masters are just as varied as the origins of their pupils. Some instruct new generations of swordmages as a lecturer would address a class of students, drilling the underlying principles of spellcraft and swordsmanship into the minds of their apprentices. Others could be drill sergeants who use broken bones and bloody noses to impart lasting leasons.

Regardless of how a swordmage is forged, those who join the ranks of swordmages are some of the most competent swordsmen and spell slingers in the realms.

One path forward

Once an apprentice completes their training and is able to call themself a swordmage, the truth is revealed to them. There is no finish line to cross or reward to claim. The path of a swordmage is a lifetime of learning. There is always a new combat style to incorporate or new spell to weave into your strikes. The inner fire that drives a swordmage is never content, always yearning to consume new knowledge and apply it in never before seen ways. The life of an adventurer is the perfect fit for many swordmages who are not content to sit back and let life come to them. They will take destiny into their own hands, reforging their stories over and over again in the pursuit of unobtainable mastery of sword and spell.

Creating a Swordmage

When making your swordmage you must consider your path. Were you born with a silver spoon in your mouth and a silver sword in your hand? Or did you grow up in desperate and dangerous slums and find your salvation in your quick wit and knack with a blade. Did you receive formal education from one of the various schools of arcane learning? Or did you stumble upon a wandering swordmage master and tag along, hoping to catch their eye enough to be taken under their wing?

Class Features

As a swordmage, you gain the following class features.

  • 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: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: Choose one type of artisan’s tools or one musical instrument

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose two from Arcana, History, Investigation, Acrobatics, Religion, and Perception.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Scale mail or (b) Studded leather armor
  • (a) a scholar's pack or (b) an explorer's pack
  • (a) a set of leather armor or (b) a set of scale mail (if proficient)
  • (a) a set of tools of your choice
The Soul Binder
–Spell Slots per Spell Level–
Level Proficiency
Bonus
Features Cantrips
Known
1st 2nd 3rd 4th 5th
1st +2 Swordmage Bond, Swordmage Mark
2nd +2 Spellcasting, Fighting Style 2 2
3rd +2 Swordmage Archetype, Archetype Feature, Mystic Intuition 2 3
4th +2 Ability Score Improvement 3 3
5th +3 Blade Magic 3 4 2
6th +3 Swordmage Discipline 3 4 2
7th +3 Archetype Feature 3 4 3
8th +3 Ability Score Improvement 3 4 3
9th +4 3 4 3 2
10th +4 Improved Blade Magic 4 4 3 2
11th +4 Archetype Feature 4 4 3 3
12th +4 Ability Score Improvement 4 4 3 3
13th +5 4 4 3 3 1
14th +5 Mage Bane 4 4 3 3 1
15th +5 Archetype Feature 4 4 3 3 2
16th +5 Ability Score Improvement 4 4 3 3 2
17th +6 5 4 3 3 3 1
18th +6 Fight as One 5 4 3 3 3 1
19th +6 Ability Score Improvement 5 4 3 3 3 2
20th +6 Unlimited Swordmage Mark 5 4 3 3 3 2

Swordmage Bond

At first level, you know a ritual that creates a magical bond between yourself and your weapon. You perform the ritual over the course of 1 hour, which can be done during a short or long rest. The weapon must be within your reach throughout the ritual, at the end of which you touch the weapon and forge the bond. Once you have bonded with a weapon, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence as you, you can summon that weapon as a bonus action, causing it to teleport instantly to your hand. You also know the exact location of the weapon while on the same plane. If your bonded weapon is broken or damaged, you can spend 1 hour of meditation to recreate the weapon from a fragment. This can be done during a short or long rest. This process automatically destroys any other fragments of the weapon in existence. Bonding with a new weapon breaks the bond with any existing weapons.

Swordmage Mark

At first level, you are able to mark a creature using the weave, intertwining your fate with theirs. You may place your arcane mark on a creature as a bonus action. While marked, your attacks against the marked creature ignore half cover, but not 3/4 or full cover. Also, while attempting to spot the creature in dim light, light fog, or similar conditions, you do not have disadvantage on perception checks against that creature. You may utilize this ability a number of times equal to twice your Intelligence modifier, and you regain all uses of this ability at the end of a short or long rest. At level 20, you may use this feature an unlimited number of times.

You and your companion both become empowered from the bond you share, but only one of you can take full advantage of that power at first. If you take the Attack action or cast a spell with a casting time of one action, your companion can't take the Attack action on the same turn, and if your companion takes the Attack action, you can't take the Attack action or cast a spell with a casting time of one action on the same turn.

Spellcasting

By 2nd level, your arcane studies and discipline have begun to pay off. You gain the ability to cast spells. See Chapter 10 in the Player's Handbook for the general rules of spellcasting and the end of this document for the swordmage spell list.

Cantrips

At second level, you know three cantrips of your choice. These cantrips are chosen from the Swordmage spell list. You gain additional cantrips as shown on the Swordmage table.

Preparing and Casting Spells

The Swordmage table shows how many spell slots you have to cast your swordmage spells. To cast one of your swordmage spells of 1st level or higher, 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, choosing from the swordmage spell list. When you do so, choose a number of swordmage spells equal to your Intelligence modifier + half your swordmage level (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 ensnaring strike, 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 in meditation with your companion: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your swordmage spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a swordmage spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Spellcasting Focus

You can use an arcane focus (see the Adventuring Gear section) or your Swordmage Bond weapon as a spellcasting focus for your swordmage spells.

Fighting Style

At 2nd level you adopt a particular 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 - When 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 a 2 on a damage die for an attack you make with a melee weapon that you are weilding in two hands, you can reroll the die and must use a 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.

Mystic Intuition

At 3rd level, you can reach out through your connection to the Weave to gain an intuitive grasp of a skill you don't have proficiency in. By meditating for 1 minute, you can gain proficiency with any one skill of your choice. This benefit lasts for 10 minutes. You cannot use this ability again until the end of a long rest.

Swordmage Tradition

When you reach the 3rd level, you can choose to specialize in one of the classic swordmage traditions. Your choice of Swordmage Traditions grants you features at 3rd level and again at 7th, 11th, and 15th level.
Choose from the Spellguard, the Arcane Avenger, the Sanguine Hunter, or the Rune Carver traditions detailed later in this document.

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 by 1. As normal, you can’t increase an ability score past 20 using this feature.

Blade Magic

Beginning at 5th level, you may use your bonus action to make a single weapon attack after using your action to cast a cantrip. At level 10, you may use your bonus action to make a single weapon attack after using your action to cast any spell.

Swordmage Discipline

Starting at 6th level, while within your melee range of an enemy, you have advantage on concentration checks to maintain concentration on spells.

Staggering Spells

When you reach 10th level, whenever you target a hostile creature with a spell, or force a creature to make a saving throw from a spell, the next weapon attack made against that creature before the end of your next turn has advantage. Also, your swordmage bond weapon counts as magical for the purposes of overcoming resistances to bludgeoning, piercing, and slashing damage from nonmagical weapons if it is not already magical.

Mage Bane

Beginning at level 14, you have been exposed to so much arcane energy that you have built up an inate resistance to its' ravages. As a reaction, you can reroll a spell saving throw, but you must use the second roll. You can choose to do this after you roll the first time but before the DM reveals the result of the save. If you take half damage as a result of succeeding on the saving throw after using this feature, you take no damage instead. You can use this reaction a number of times equal to your Intelligence modifier, and the number of uses resets after a long rest.

Fight as One

When you have to roll a death saving throw on your turn, you may use this feature to let your weapon summon a spectral image of you to wield it. The spectral image has 40 Temporary hit points and an AC of 20. It can't speak, can't interact with any object other than your bound weapon, is immune to all conditions, has resistance to bludgeoning, piercing, and slashing damage from non-magical sources, and can't be healed. Otherwise, it has the same statistics as you, but can't benefit from any magic items other than your bound weapon. It lasts for one minute or until you regain 1 hit point, whichever comes first. After using this feature, you can't do so again until you complete a long rest.

Swordmage Archetypes

Over the centuries, history's greatest swordmages have honed and crafted disciplines that reflect their thoughts on the pinnacle of swordmage skill. These diverging methods have been passed down and refined to the Swordmage Archetypes practiced across the world today.

Spell Guard

You have trained to be on the frontline, defending your kingdom from those who would seek to tear it down. Oftentimes you are the personal bodyguard of heads of state or important members of society. You have learned to place yourself in harm’s way and ensure those you protect live to see another day.

Spellguard Bonus Spells

Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown on the Spell Guard Spells table. You know these spells and they are always prepared, but they do not count against the number of swordmage spells you know and can prepare.

Spellguard Bond Spells
Spell Level Spells
1st armor of Agathys
2nd warding bond
3rd protection from energy
4th greater invisibility
5th circle of power

Mark of Respite

At level 3 you can invoke your Swordmage Mark to surround an ally marked by you with warding magics. As a reaction when you or a creature marked by you with Swordmage Mark suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are cancelled. Using this ability ends your mark on the creature.

Arcane Veil

At level 7, the invoking of your spells leaves lingering protective magics swirling around you. While you are concentrating on a spell, you gain a +1 bonus to AC.

Aegis Overload

At level 11, you can use your reaction to invoke your Swordmage Mark while it is on an ally. This explosion damages foes assailing them and knocks them back, allowing your ally a moment of respite. As a reaction, you can cause your mark to explode, forcing all enemies within 10 feet to make a Strength saving throw. If they fail, they take 2d10 force damage and are pushed 10 feet. If they succeed on their saving throw, they take half damage and are not pushed. Once you use this feature, you cannot use it again until you finish a short or long rest.

Mark of Succor

At level 15, any time you apply your Swordmage Mark to an ally, both you and the ally gain Temporary Hit Points equal to 10 + your Intelligence Modifier. These temporary hit points last 1 hour.

Arcane Avenger

Arcane Avengers count among their members some of the greatest sword fighters in history. Most Arcane Avengers are masters of enhancing their formidable martial skills with arcane potency, turning seemingly glancing blows into devestating strikes that can cleave through foes. Arcane Avengers stride confidently across the battlefield, often wading deep into the enemy line to slay the largest threat they can find.

Arcane Avenger Bonus Spells

Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown on the Spell Guard Spells table. You know these spells and they are always prepared, but they do not count against the number of swordmage spells you know and can prepare.

Arcane Avenger Bonus Spells
Spell Level Spells
1st wrathful smite
2nd branding smite
3rd blinding smite
4th staggering smite
5th banishing smite

Mark of Pursuit

At level 3 you can invoke your Swordmage Mark that is marking a foe, manipulating the magic tying you together to span the space separating you. As part of your attack action, you may teleport up to 20 feet to a space adjacent to a creature you have marked. The next spell or weapon attack you make against them until the end of your turn has advantage. Using this feature ends your mark on them, and you cannot use this feature again until a short or long rest.

Punishing Presence

At level 7, if a melee attack from a creature marked by you causes you to make a concentration check, that creature takes fire damage equal to your Intelligence modifier. A creature cannot take this damage more than once per turn.

Primordial Blows

At level 11, you can imbue your weapon with latent magical energy. Once per turn when you make a successful melee attack, you deal an additional weapon die of damage. This damage is your choice of acid, cold, fire, lightning, or thunder.

Unending Pursuit

At level 15 you can invoke your Mark of Pursuit to teleport to a marked foe an unlimited number of times, and using this feature no lnger ends your mark on that creature.

Sanguine Hunter

Describe the fluff of Sanguine Hunter here

Sanguine Hunter Bonus Spells

Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown on the Spell Guard Spells table. You know these spells and they are always prepared, but they do not count against the number of swordmage spells you know and can prepare.

Sanguine Hunter Bonus Spells
Spell Level Spells
1st inflict wounds
2nd aid
3rd life transference
4th blight
5th contagion

Vampiric Strikes

At 3rd level, if you hit a foe with a weapon attack, you gain temporary hit points equal to your Intelligence modifier. If you already have temporary hit points, you may choose to replace those with the amount you would gain from this feature instead.

Mark of Thirst

At level 7, if you have temporary hit points and you make a weapon or spell attack against a foe marked by your Swordmage Mark and they have less than half of their total hit points, you have advantage on that attack. Also, if you score a critical hit against a foe, that target is Weakened. It can roll a Constitution save against your spell save DC at the start of its’ turn to end that condition.

Recoup Vitality

At level 11, as an action you can expend any number of temporary hit points you have to regain spell slots. The total number of spell slot levels you regain is equal to half the temporary hit points you spend (rounded down). You can’t use this feature again until you finish a long rest.

Eldritch Strength

At level 15, when you hit a target marked by your Swordmage Mark, you deal additional necrotic damage equal to the amount of temporary hit points you have. If you reduce a creature to zero or fewer hit points while they are marked, you may move your Swordmage Mark to a new creature as a free action.

Rune Carver

The tradition of Rune Carving is perhaps the oldest and most primal Swordmage archetype. The first rune carvers would use their weapons to actually carve into the arcane foundations of the world, severing out motes of power that they would then wield against their foes. They would consume this raw energy to give them and their allies pretenatural abilities, becoming whirling death that would shake even the most battle-tested warriors to their cores. Rune Carvers today continue with this practice, enhancing allies and causing their foes to flee before them.

Rune Carver Bonus Spells

Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown on the Spell Guard Spells table. You know these spells and they are always prepared, but they do not count against the number of swordmage spells you know and can prepare.

Rune Carver Bonus Spells
Spell Level Spells
1st dissonant whispers
2nd enhance ability
3rd fear
4th Otiluke's resilient sphere
5th wall of force

Mark of Avoidance

At level 3, you can use your reaction to grant an ally marked by your Swordmage Mark with enhanced nimbleness on their turn. Until the end of their turn, their movement does not provoke attacks of opportunity, and they ignore the effects of non-magical difficult terrain.

Terrifying Blow

At 7th level, you enhance your strikes with powerful rune magic that hinders and binds your foes. When you make a melee weapon attack against a foe marked with your Swordmage Mark you may use your bonus action to force that creature to make a Strength saving throw against your Swordmage Spell DC or be restrained until the start of your next turn. You may use this ability a number of times equal to twice your Intelligence modifier, and you regain all uses after a long rest.

Rune Master

At 11th level, you have mastered more runes with which you enhance your swordsmanship. You may use your action to invoke one of the Runes listed below. You may invoke a rune as an action a number of times equal to your Intelligence modifier and you regain all uses after a long rest.

Abjuring Rune - Choose one magical effect on a creature within 30 feet of you. Make an Intelligence ability check to try and end that magical effect. The DC is equal to 10 + the spell effect's level. On a success, the spell ends.

Illusory Rune - Choose one creature within 30 feet of you. That target must make a Wisdom saving throw or be frightened of you until the end of your next turn.

Recuperating Rune - Choose an ally that you can see that has the Blinded, Charmed, Deafened, Frightened, or Stunned condition. That creature can immediately roll an ability check to try and end one of those conditions.

Reflective Rune

At level 15, you may invoke a warding rune to protect yourself from harmful magic. When a creature within 60 ft of you casts a spell targeting you and only you, you can use your reaction to try and reflect the spell. You make an Intelligence check using your Spellcasting Ability. The DC equals 10 + the spell’s level. On a success the creature’s spell targets them instead. On a failure, the spell targets you as normal. You can do this a number of times equal to your Intelligence modifier, and regain all uses after a long rest.

Swordmage Spells

As a swordmage, when you prepare your spell list you can choose form the following list of spells.

Cantrips (0 Level)
  • Acid Splash
  • Booming Blade
  • Chill Touch
  • Control Flames
  • Create Bonfire
  • Fire Bolt
  • Frostbite
  • Green Flame Blade
  • Light
  • Lightning Lure
  • Mage Hand
  • Minor Illusion
  • Poison Spray
  • Prestidigitation
  • Ray of Frost
1st Level
  • Absorb Elements
  • Burning Hands
  • Compelled Duel
  • Detect Magic
  • Ensnaring Strike
  • Expeditious Retreat
  • Faerie Fire
  • Featherfall
  • Ice Knife
  • Jump
  • Protection from Good and Evil
  • Shield
  • Thunder Wave
  • Thunderous Smite
  • Zephyr Strike
2nd Level
  • Blur
  • Blind/Deafness
  • Continual Flame
  • Darkness
  • Darkvision
  • Detect Thought
  • Dragons Breath
  • Flame Blade
  • Hold Person
  • Invisibility
  • Levitate
  • Magic Weapon
  • Misty Step
  • Mirror Image
  • Spider Climb
  • See Invisibility
  • Warding Bond
  • Warding Wind
3rd Level
  • Bestow Curse
  • Blink
  • Dispel Magic
  • Elemental Weapon
  • Enemies Abound
  • Fly
  • Haste
  • Protection from Energy
  • Slow
  • Thunder Step
  • Vampiric Touch
  • Windwall
4th Level
  • Arcane Eye
  • Banishment
  • Dimension Door
  • Elemental Bane
  • Fire Shield
  • Freedom of Movement
  • Greater Invisibility
  • Shadow of Moil
  • Storm Sphere
  • Stoneskin
5th Level
  • Animate Objects
  • Bigby's Hand
  • Circle of Power
  • Contagion
  • Destructive Wave
  • Far Step
  • Hold Monster
  • Passwall
  • Rary's Telepathic Bond
  • Steel Wind Strike

Credit:

Creator:

This Class was made by /u/the_plewy

 

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