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Swordmage
\pagebreak # Swordmage A black skinned elf rises her sword on the air and next stabs the air in direction of her enemy, the next thing her enemy sees is a bright light traveling to him, while electricity fries his body. As an unsuspecting creature walks down the alleys, a halfling appears just behind him after silencing the area with magic. Then, the halfling drives his rapier deep trough his victim, and then disappears on the shadows. Claded in heavy armor and wielding shield and axe, a dwarf smashes a goblin with his shield, releasing a burst of fire as his axe splits the body of it's orc commander. These warriors are masters using their weapons, enhancing their combat abilities with arcane magic. These resourceful warriors draw energy from different places, always studying the magic that flows around them and finding ways to channel that energy through their bodies. All magi are specialists using bladed weapons, as well as channeling their magic through them. They are seen as heretics by wizards that don't understand their ways, but magi care not about them, as their focus has never been studying magic, but energy. ### Martial Spellcasters Wizards are scholars, focused entirely on learning more and more about magic, developing new spells and discovering ancient magic and artifacts. They are full of Hubris, as their path is focused on learning the result but not the origin. Magi, on their side, are trained since the beginning to use bladed weapons. Their edged way is not only symbolic, as bladed weapons are able to channel their magic with ease, adaptable and mutable as the swordmage on combat. After learning how to fight with different weapons, they learn how to draw power from different places, studying such place and learning to imbue their bodies with such energies. Magi are rare sightings, they love to travel, study and learn more about how to enhance themselves. They rarely stay longer than necessary, Magi learn everything they can before setting way to a different place. ### Enhanced Warriors All magi learn to infuse their own bodies with magical energy altering their physical form as long as they are alive. Their training strengthen their bodies and their minds. Most magi train as a way to achieve a philosophy of perfect mind on perfect body, and this enhances them to levels not comprehensible by most mortals. Magi follow the teachings of ancient swordmasters, groping themselves on "schools" according to their practices. These schools learn to draw raw energy from different sources (ley lines, elements or even other planes), and they use these sources to their advantage. Not every warrior capable of wielding weapons and cast magic spells is a mage. While most people capable of doing so have learned to improve their combat ability or survival, magi do so as a way of life and a philosophical doctrine, a way of creating art and a deep personal form of soul expression. ### Creating a Swordmage Swordmages are not brutes nor thrill junkies; They practice their art as a way of personal expression, and enter on combat just when they really need to. Your character background and motivations shall reflect the philosophy of the Magi School that your character follows. Consider the school that your character follows, how it has shaped his personality and what does such a character seek to do with such an organization. When creating a Swordmage, consider who taught him the delicate art of the magi, why your character decided to adopt such a mantle, and why you are going on adventures.
Source: Alex Negrea. \pagebreakNum #### Quick Build You can make a Swordmage quickly by following these suggestions. First, Intelligence should be your highest ability score. Then, make dexterity or strength your second highest ability score, depending on whether you want to focus on normal or finesse weapons. Then, choose constitution as your third highest ability score. Lastly, choose the Sage background. ## 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 Level:** 1d10 (or 5) + your Constitution modifier per swordmage level after 1st. #### Proficiencies - **Armor:** Light Armor, Medium armor. - **Weapons:** Simple Weapons, Battleaxe, Glaive, Greataxe, Greatsword, Longsword, Rapier, Scimitar, Shortsword. - **Tools:** None - **Saving Throws:** Constitution, Intelligence. - **Skills:** Choose two from Acrobatics, Arcana, Athletics, History, Insight, Investigation and Performance. #### Equipment You start with the following equipment, in addition to the equipment granted by your background. - a) A rapier or b) a longsword - a) Leather armor, b) Scale mail or c) Chain Mail (if proficient) - a) A scimitar, b) a shortsword, or c) a shield (if proficient) - a) 2 daggers, b) 2 handaxes, or c) a light crossbow and 20 crossbow bolts - a) An entertainer's pack, b) an explorer's pack or c) a scholar's pack
##### Spellsword | Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Points | Maximum Spell Level | |:-----:|:-----------------:|:---------------------------|:--------------:|:------------:|:------------:|:-------------------:| | 1st | +2 | Spellcasting, Magi School | 2 | — | — | — | | 2nd | +2 | Combat Style, Spell Combat, Subclass Spells | 2 | 2 | 4 | 1 | | 3nd | +2 | Energy Recovery | 2 | 3 | 6 | 1 | | 4rd | +2 | Ability Score Improvement | 3 | 3 | 8 | 1 | | 5th | +3 | Extra Attack | 3 | 4 | 10 | 2 | | 6th | +3 | Magi School Feature | 3 | 4 | 12 | 2 | | 7th | +3 | Arcane Blade | 3 | 5 | 14 | 2 | | 8th | +3 | Ability Score Improvement | 3 | 5 | 16 | 2 | | 9th | +4 | — | 3 | 6 | 18 | 3 | | 10th | +4 | Magi School Feature | 4 | 6 | 20 | 3 | | 11th | +4 | Physical Enhancement | 4 | 7 | 22 | 3 | | 12th | +4 | Ability Score Improvement | 4 | 7 | 24 | 3 | | 13th | +5 | — | 4 | 8 | 26 | 4 | | 14th | +5 | Magi School Feature | 4 | 8 | 28 | 4 | | 15th | +5 | Advanced Spell Combat | 4 | 9 | 30 | 4 | | 16th | +5 | Ability Score Improvement | 4 | 9 | 32 | 4 | | 17th | +6 | — | 4 | 10 | 34 | 5 | | 18th | +6 | Spell Breaker | 4 | 10 | 36 | 5 | | 19th | +6 | Ability Score Improvement | 4 | 11 | 38 | 5 | | 20th | +6 | Inner Casting | 4 | 11 | 40 | 5 |
\pagebreakNum ### Spellcasting After studying both the flow of energy and arcane magic, you have learned to channel spells trough your body and weapons. See chapter 10 of the PHB for the general rules of spellcasting, and the section at the end of this document for the Swordmage spell list. #### Cantrips At 1st level, you know two cantrips of your choice from the swordmage spell list. You learn additional swordmage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Swordmage table. #### Spell Points At 2nd level and higher levels, you get spell points, used to cast spells. To cast spells, you must spend a number of spell points according to the spell level. Use the following table to determine the cost of a spell. You recover all your spell points after finishing a long rest. | Spell Level | Spell Points Cost | |:---:|:-----------:| | 1 | 2 | | 2 | 3 | | 3 | 5 | | 4 | 6 | | 5 | 7 | #### Spells Known of 1st Level and Higher At 2nd level, you learn two 1st level spells of your choice from the swordmage spell list The Spells Known column of the Swordmage table shows when you learn more swordmage spells of your choice. Each of these spells must be of a level for which you can cast, as shown on the Maximum Spell Level on the Swordmage table. Additionally, when you gain a level in this class, you can choose one of the swordmage spells you know and replace it with another spell from the swordmage spell list, which also must be of a level for which you can cast. #### Spellcasting Ability Intelligence is your spellcasting ability for your swordmage spells, since the power derives from your understanding of the energy within and around you. 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 any swordmage weapon as a spellcasting focus for your swordmage spells Swordmage weapons include: - Battleaxes - Daggers - Glaives - Greataxes - Greatswords - Handaxe - Longswords - Rapiers - Scimitars - Shortswords - Sickles ### Magi School At 1st level, you have studied under a magi school, learning their ways. Each one of them are described at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th and 14th level. ### Combat Style At 2nd level, you adopt a particular style of fighting as your speciality. 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. #### Blind Fighting You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. #### Defense While you are wearing armor, you gain a +1 bonus to AC. #### Distractor When you attack an enemy with a melee weapon attack, that enemy gains disadvantage on its attack rolls against any other creature whitin 5 feet from you until the end of your next turn. #### 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. #### Interception When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction \pagebreakNum #### Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. #### Skirmisher While using a weapon with the light and/or finesse property, you can take the disengage or dash actions as a bonus action after making a melee weapon attack on the same turn. #### Superior Technique You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. ### Spell Combat At 2nd level, you learn to infuse your weapon with magic. As an action, when you cast a swordmage spell of 1st or higher level, you can deliver it through a melee attack. Choose any spell (except cantrips) with a casting time of 1 action and a single target. you then can make an attack roll with any melee swordmage weapon (listed under the spellcasting focus) or a shield bash (if proficient) to your target. If the attack fails, you then lose the spell points invested. If the attack roll hits, then, you inflict both the spell and the weapon damage to your target, and any saving throw is resolved normally. If the spell has an area of effect, the area is not activated. ### Energy Recovery Once between long rests, when you finish a short rest, you can recover a number of spell points equal to half your spellmage level (rounded up). ### Ability Score Improvement When you reach 4th level, and again at 8th, 12, 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. \columnbreak ### Arcane Blade Beginning 7th level, you learn to imbue your swordmage weapons with arcane energy. Your swordmage weapons now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. ### Physical Enhancement Starting 11th level, you now add half your Intelligence modifier (rounded up) to your Strength, Dexterity and Constitution saving throws. ### Advanced Spell Combat Starting level 15, whenever you cast a spell using the spell combat ability, you can now make two weapon attacks against the same target as part of the same action instead of only 1. ### Spell Breaker Masters among their kind, some magi are able to channel their inner reserves of energy to counterspell enemies. At level 18, when you are targeted by a single target spell, but before making any saving throw, you can use your reaction to spend 5 spell points to automatically counterspell any spell up to level 5. Once you use this feature, you cannot use it again until you finish a long rest. ### Inner Reserves At 20th level, When you roll for initiative and have no spell points remaining, you regain 10 spell points. ## Magi Schools Seven known magi schools exist across the worlds of the multiverse. Many of these schools teach their younglings how to draw energy from strange places. Most of these schools are jealous of their secrets, allowing entrance to few students on their teachings, while others are more flexible and welcome anyone in their ranks, delighted on share their knowledge and culture with others. ### School of the Arcane Knights Some of the most adventurous and more recognized magi schools, the arcane knights are more like an order than an arcane school. They have big castles that serve both as training grounds, fortresses and wizard schools. Disciples train under several teachers, instructors and mentors, and the results are quite interesting, as they master both weapons and armors, as well as magic. These mystical warriors are expert combatants, sworn to protect their fellow comrades using their magically infused equipment. \pagebreakNum #### New Proficiencies When you choose this school at 1st level, you gain proficiency in heavy armor and shields, as well as in the arcana skill. #### Mystical Protector Starting 1st level, you can choose to imbue your shield after a 1 hour ritual. As a result, your shield becomes a spellcasting focus for your swordmage spells, and gains the following properties: - Your shield grants an additional +1 bonus to your AC. - You can cast spells that require somatic components even when you're wielding the shield in your off hand and a swordmage weapon in your main hand. #### Arcane Knight Spells Starting at 2nd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Arcane Knight Spells table. These spells count as swordmage spells for you, but they don't count against the number of swordmage spells you know. ##### Arcane Knight Spells | Swordmage Level | Spell | |:----------------:|:------------------------------:| | 2 | Magic Missile, Shield | | 5 | Dragon's Breath, Misty Step | | 9 | Conjure Barrage, Dispel Magic | | 13 | Banishment, Fire Shield | | 17 | Far Step, Steel Wind Strike | #### Spell Resistance Starting 6th level, while you are wielding a shield you can add it's AC bonus to your saving throws against spells. #### Mystical Reconstitution At 10th level, you've learned to heal your body using arcane energy. You can use your hit die to heal as a bonus action, at a rate of 1 hit die per 3 spell points. You can spend a number of hit die equal to you intelligence modifier (minimum 1) between long rests. #### Spell Catcher Starting 14th level, whenever you are wielding a shield, and you an ally within 60 feet that you can see becomes targeted by a single target spell, you can use your reaction to redirect the spell to you before your ally makes any saving throw. ### School of the Divine Steel Magi are known for their dedication to study and training, but these warriors, also known as crusaders, are known for their deep devotion to the study of celestial magic. These warriors train many years in huge monasteries and temples, before being bale to be disciples of a true crusader. Once they begin their training, they have to adhere to the codes of honor, empathy and service, and in exhcnage, his crusader master teaches him the way of the arcane celestial magic. Wielding light and steel, these warriors battle against darkness. #### *Subclass Restriction: Non-Evil characters* #### New Proficiencies When you choose this school at 1st level, you gain proficiency with heavy armor, as well as in the religion skill. You also learn the Word of Radiance cantrip, which counts as a swordmage cantrip for you but doesn't count against the total number of cantrips you know. #### Radiant Weapon Starting 1st level, your studies into celestial magic have granted you insight into divine energies. As a result, you are now able to infuse your blade with such energy. Using a bonus action, you can channel the light within you into your weapon, dealing an extra 1d4 radiant damage with your melee swordmage weapon attacks once per turn for a number of turns equal to your intelligence modifier. You can use this trait a number of times equal to your bonus proficiency per long rest. This damage increases to 2d4 at 8th level and 3d4 at 15th level. #### Divine Steel Spells Starting at 2nd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Divine Steel Spells table. These spells count as swordmage spells for you, but they don't count against the number of swordmage spells you know. ##### Divine Steel Spells | Swordmage Level | Spell | |:----------------:|:--------------------------------------:| | 2 | Healing Word, Shield of Faith | | 5 | Branding Smite, Spiritual Weapon | | 9 | Life Transference, Spirit Shroud | | 13 | Guardian of Faith, Sickening Radiance | | 17 | Holy Weapon, Wall of Light | #### Celestial Influence Starting 6th level, your prolonged study of celestial magic has granted your body a passive benefit. You become immune to the frightened and charmed conditions. #### Soothing Magic At 10th level, your faith and dedication to the celestial path has granted your inner magic a holy property. Whenever you cast a swordmage spell, you recover a number of hit points equal to twice the amount of spells points expended. This healing cannot bring you above half your maximum hit points. #### Call Forth Divinity At 14th level, you have learned and mastered the teachings of your masters, comprehending how to summon celestials to your aid. You learn how to cast the Summon Celestial spell without material components, costing 5 spell points for you. Once you use this trait, you cannot use it again until you finish a long rest. \pagebreakNum ### School of the Elementalists Commonly mistaken as druids or clerics, magi that follow the path of the elements are well known for their dedication to study an their respect for nature. Those that who follow the way of the elements are usually calm, wise and respectful, learning that the elements harness power over mortals and not the other way. They are traditionally trained in groups consisting of two masters and up to 5 apprentices, traveling across different lands, studying both nature and the way the elements shape the world, learning in the process how to manipulate such elements in a respectful and precise way. #### New proficiencies When you choose this school at 1st level, you get proficiency with shields as well as in the Nature skill. You also learn how to speak, write and read primordial. #### Elemental Affinity Starting 1st level, your knowledge of elemental magic has granted your magic a flexible and changing nature. As a result, you are free to choose an elemental affinity. Such affinity determines a number of benefits that you receive from this class, according to the table below and on further levels (2nd, 6th and 10th level). - You gain an additional Cantrip that counts as a spellsword cantrip for you, but doesn't count against the maximum number of spells that you know. - When you inflict damage with any swordmage spell or weapon associated with your elemental affinity, you can reroll a number of damage dice equal to your proficiency bonus. You must use the new rolls. You can do so a number of time equal to your intelligence modifier between long rests. You can change your elemental affinity for another element every time you finish a long rest. | Element | Damage Type | Weapons | Cantrip | |:--------:|:------------------:|:----------------------------------:|:---------------:| | Air | Thunder, Lightning | Dagger, Rapier | Gust | | Earth | Bludgeoning | Handaxe, Battleaxe, Greataxe | Mold Earth | | Fire | Fire | Longsword, Shortsword, Greatsword | Control Flames | | Water | Cold, Acid | Sickle, Scimitar, Glaive | Shape Water | #### Elementalist Spells Starting at 2nd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Elementalist Spells table. These spells count as swordmage spells for you, but they don't count against the number of swordmage spells you know. \columnbreak ##### Elementalist Spells | Swordmage Level | Spell | |:----------------:|:-----------------:| | 2 | Absorb Elements | | 5 | Augury | | 9 | Elemental Weapon | | 13 | Elemental Bane | | 17 | Maelstrom | Also, you learn additional spells according to your elemental affinity. These spells change whenever you change your elemental affinity. ##### Air Spells | Swordmage Level | Spell | |:----------------:|:-----------------:| | 2 | Feather Fall | | 5 | Gust of Wind | | 9 | Wind Wall | | 13 | Storm Sphere | | 17 | Controll Winds | ##### Earth Spells | Swordmage Level | Spell | |:----------------:|:-----------------:| | 2 | Earth Tremor | | 5 | Earth Bind | | 9 | Erupting Earth | | 13 | Stoneskin | | 17 | Wall of Stone | ##### Fire Spells | Swordmage Level | Spell | |:----------------:|:-----------------:| | 2 | Burnign Hands | | 5 | Flaming Sphere | | 9 | Fireball | | 13 | Wall of Fire | | 17 | Immolation | ##### Water Spells | Swordmage Level | Spell | |:----------------:|:-------------------------:| | 2 | Ice Knife | | 5 | Snilloc's Snowball Storm | | 9 | Wall of Water | | 13 | Watery Sphere | | 17 | Cone of Cold | \pagebreakNum #### Elemental Infusion Starting 6th level, your body draws closer to elemental magic, and as a result, you receive a passive benefit according to your element of affinity. | Element | Benefit | |:--------:|:-------:| | Air | You gain flying speed equal to your base speed. | | Earth | You can now calculate your AC as 10 + your dexterity bonus + your constitution bonus. Also, you can add your constitution instead of your dexterity to your medium armor's dexterity bonus. | | Fire | You gain resistance to fire damage. Also, you can use the Hellish Rebuke spell once between long rests without spending spell points. | | Water | You gain swimming speed equal to your movement speed, as well as the ability to breath both air and water. Also, you gain resistance to cold damage. | #### Elemental Feedback Starting 10th level, your expertise casting spells allows you to absorb elemental energy into your body. When you are damaged by an spell that deals your elemental affinity damage, you then regain a number of spell points equal to the level of the spell used (as per the spell point table), up to level 5. #### Additional Affinity Starting 14th level, you gain an additional Elemental Affinity, and gain all the respective benefits from such element. ### School of the Iron Dancers Traveling actors, jugglers and tricksters, magi that follow this strange path believe in only two principles: Freedom and Pleasure. They learn how to channel the magic of the feywilds to make their lives easier and the battles but trivial things. These magi usually train in pairs under the supervision of a single master, and they have been seen in groups of up to 5 masters with their respective disciples, traveling across the cities and the feywilds, learning the origins of their powers. #### New Proficiencies When you choose this school at 1st level, you learn how to read, speak and write Sylvan. You also gain proficiency in the Performance and Sleight of Hand skills. #### Expert Manipulator Also, at 1st level, Having studied the ways of the fae, you have learned a trick or two. Starting 1st level, you can add your intelligence modifier as a bonus to any persuasion, deception and performance skill check. Also, you learn the Friends Cantrip, which counts as a swordmage cantrip for you but doesn't count against the total number of cantrips you know. \columnbreak #### Iron Dancer Spells Starting at 2nd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Divine Steel Spells table. These spells count as swordmage spells for you, but they don't count against the number of swordmage spells you know. ##### Iron Dancer Spells | Swordmage Level | Spell | |:----------------:|:------------------------------------:| | 2 | Charm Person, Dissonant Whispers | | 5 | Hold Person, Mirror Image | | 9 | Bestow Curse, Gaseous Form | | 13 | Confusion, Freedom of Movement | | 17 | Geas, Seeming | #### Blink Dancing Starting 6th level, you have further learned the fae ways, learning how to teleport yourself across short distances. As a bonus action, you can decide to teleport to any visible unoccupied space within 10 feet from you, traveling across the feywilds, and blinking a number of times per turn up to your intelligence modifier. You can make a normal action between each blink, like attacking, blinking, then moving, then blinking again and then attacking again, to blink once more. Each blink costs 2 spell points, and this movement doesn't provoke attacks of opportunity. #### Beguiling Enchanter At 10th level, when you make a successful weapon attack with a melee swordmage weapon against an enemy, it gets disadvantage in the next saving throw it makes against any swordmage spell of the enchantment school. #### Noble Bearing At 14th level, you learn how to channel your inner magic and become a feylike creature yourself. Using a bonus action, you can spend 5 spell points, your body becomes flawless and beguiling. As a result, you gain the following traits: - You gain temporary hit points equal to your swordmage level + your intelligence modifier. - Enemies targeting you with attacks must succeed on a wisdom saving throw against your spell DC or have disadvantage on every attack until the end of your next turn. - You gain advantage on all Persuasion, Deception and Intimdiation checks. - You are immune to shapechanging effects. This effect lasts 1 minute, or until you become unconscious, die, or use a bonus action to end it. You can use this feature twice, and recover all charges when you finish a long rest. \pagebreakNum ### School of the Maledictors Created by defector crusaders, these magi, also named abyss walkers, use the corrupted and chaotic energy of the abyss to cripple their foes, curse the land and destroy their enemies. Maledictors always train in groups of one mentor and two disciples. When the moment comes, the disciples have to battle and kill the other. The winner of the fight is then declared an official maledictor, and is expected to bear a new disciple in time. Once they have completed their training, they are free to seek their only believe: power. #### *Subclass Restriction: Non-Good characters* #### New Proficiencies When you choose this school at 1st level, you gain proficiency with heavy armors, and you learn to speak, read and write in abyssal. You also learn the Infestation cantrip, which counts as a swordmage cantrip for you but doesn't count against the total number of cantrips you know. #### Debilitating Curse Starting 1st level when you first choose this subclass, you learn to inflict curses upon your enemies. The strength of the curse depends on your curse potency (depicted in the following table).
| Swordmage Level | Curse Potency | |:----:|:-----------:| | 1 | 1 | | 2 | 1 | | 3 | 1 | | 4 | 2 | | 5 | 2 | | 6 | 2 | | 7 | 3 | | 8 | 3 | | 9 | 3 | | 10 | 4 | | Swordmage Level | Curse Potency | |:----:|:-----------:| | 11 | 4 | | 12 | 4 | | 13 | 5 | | 14 | 5 | | 15 | 5 | | 16 | 6 | | 17 | 6 | | 18 | 6 | | 19 | 7 | | 20 | 7 |
When you make a weapon attack against an enemy with a melee swordmage weapon, you can decide to curse the target with one of the following effects: - Curse of Fragility: Your enemy receives additional necrotic damage equal as a number of d6 equal to your curse potency the next time you inflict damage against it. - Curse of Inaccuracy: Your enemy subtracts your curse potency from its next attack roll. - Curse of Softening: Your enemy subtracts your curse potency from its Armor Class against your next weapon attack. - Curse of Vulnerability: Your enemy subtracts your curse potency from its next saving throw. - Curse of Weakness: Your enemy subtracts your curse potency from its next weapon damage roll. All curses remain only until the end of your next turn, and you can only curse creatures a number of times equal to your intelligence modifier, recovering all used charges when you finish a long rest. #### Maledictor Spells Starting at 2nd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Divine Steel Spells table. These spells count as swordmage spells for you, but they don't count against the number of swordmage spells you know. ##### Maledictor Spells | Swordmage Level | Spell | |:----------------:|:---------------------------------------------:| | 2 | Bane, Hex | | 5 | Heat Metal, Ray of Enfeeblement | | 9 | Bestow Curse, Vampiric Touch | | 13 | Elemental Bane, Staggering Smite | | 17 | Destructive Wave (necrotic only), Enervation | #### Missfortune At 6th level, product of the constant curses that you hurl against your enemies, you have developed higher resistance to the energies you manipulate. You have advantage on any saving throw against necromancy spells and resistance to necrotic damage. #### Contagious Malediction Starting 10th level, when you reduce an enemy that is afflicted by one of your Debilitating curses to 0 hit points, you can use your reaction to curse another creature within 10 feet of the original target. #### Edge of Doom At 14th level, you have learned to infuse your weapons with pure abyssal energy. Whenever you take the attack action using a melee swordmage weapon against a creature, it gains disadvantage on its next saving throw against any single target swordmage spell you cast against it before the end of your next turn. ### School of the Shadowblades Centuries ago, some magi realized the potential within shadow magic, and thus, they allowed the shadowfell to touch their bodies and souls. As a result, this school was created. Members of this school are sometimes named as shadow magi, and different to most other magi schools, they don't allow people easily into their teachings; disciples should be invited, and they energetically reject any requisition of training, believing that shadows find you, and not the other way. Shadow magi train only with a single master, and once they are ready, the master sends the student away to learn more by itself, tasking it with finding a new and worthy disciple. Shadow magi are known to be efficient assassins, and they only believe on following their impulses. \pagebreakNum #### New Proficiencies When you choose this school at 1st level, you gain proficiency in the stealth skill. Also, you learn the Mage Hand cantrip which counts as a swordmage cantrips for you but doesn't count against the total number of cantrips you know. When you use your mage hand in dim light or darkness, it is invisible. #### Night Dweller Starting 1st level, your continual exposition to shadow energy has altered your body. As a result, you now can choose to hide yourself even when only lightly obscured. Also, you gain darkvision up to a range of 120 feet. #### Shadowblade Spells Starting at 2nd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Shadowblade Spells table. These spells count as swordmage spells for you, but they don't count against the number of swordmage spells you know. ##### Shadowblade Spells | Swordmage Level | Spell | |:----------------:|:-------------------------------------------:| | 2 | Cause Fear, Hex | | 5 | Darkness, Silence | | 9 | Blink, Summon Shadowspawn | | 13 | Evard's Black Tentacles, Phantasmal Killer | | 17 | Contagion, Enervation | #### Eyes of the Stalker At 6th level, After dwelling in the shadows for a long time, your eyes have accustomed to the deepest darkness. As a result, you have learned to infuse your eyes with shadow magic, and you can now see even in magical darkness. #### Fear Devourer At 10th level, you have learned to mend your body using the fear of your enemies. When you inflict damage to a frightened creature with a spell of 1st or higher level, you gain temporary hit points equal to twice the spell points used on the spell. The benefit is doubled if you kill the creature. You can only benefit from this trait once per turn. #### Born of Shadows Starting 14th level, you have learned to Weave shadow magic with superior ability. As a result, whenever you suffer a critical hit or lose more than 1/4 of your maximum hit points from a single attack or spell, you can use your reaction to immediately dissolve into shadows and become invulnerable to all damage but force and psychic damage until the start of your next turn, when you reform your body in any unoccupied space within your movement reach and your visual area. While you are in this state, you are invisible in dim light or darkness. You can only benefit from this feature once between long rests. \columnbreak ### School of the Spellswords The first and original swordmage school, spellswords are known among the kingdoms as perfect soldiers. They train normally in magic academies among wizards, but they also partake in martial training. Spellswords train and study under several teachers and tutors, but ultimately, its up to them to exploit the teachings. They are focused on force magic, and they draw energy directly from the astral plane, channeling it's power and causing devastating damage to enemy formations. #### New Proficiencies When you choose this school at first level, you gain proficiency in the arcana skill. Also, you learn any two additional swordmage cantrips of your choice, which counts as a swordmage cantrips for you but doesn't count against the total number of cantrips you know. #### Infused Blade Starting 1st level when you first choose this magi school, you learn a magical way to imbue a single melee swordmage weapon after a 5 minutes long ritual. You always know the direction of your weapon, and can use a bonus action to teleport your weapon to your hand. While you have your bonded blade in your hand, you cannot be disarmed as long as you're not unconscious, paralyzed or dead. You can only have one weapon imbued at any time, and if you imbue another weapon, the first one loses this property. #### Spellsword Spells Starting at 2nd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Elementalist Spells table. These spells count as swordmage spells for you, but they don't count against the number of swordmage spells you know. ##### Spellsword Spells | Swordmage Level | Spell | |:----------------:|:-----------------------------------:| | 2 | Detect Magic, Zephyr Strike | | 5 | Cloud of Daggers, Enahnce Ability | | 9 | Counterspell, Dispel Magic | | 13 | Banishment, Freedom of Movement | | 17 | Flame Strike, Wall of Force | #### Force Armor Starting level 6, your continual use of force magic has granted you further understanding on such energy. As a result, you can imbue you body with a force shield. You now can use your intelligence modifier instead of your dexterity modifier when calculating your light armor's, medium armor's and natural armor's AC. Also, when you are damaged by a spell, you can use your reaction to weave some of the remaining energy to grant you temporary hit points equal to the spell level. \pagebreakNum #### Arcane Burst At 10th level, you have learned how to release a surge of power when attacking your enemies. When you make a weapon attack in your turn, you can decide to release arcane energy from your infused blade to damage your target. You can spend a number of spell points up to your maximum spell level. Each spell point used in this way adds 1d6 force damage to the weapon attack. You can only use this trait once per turn. #### Spell Devourer After reaching 14th level, whenever you successfully use the dispel magic spell, you can chose to absorb the lingering magical residues, recovering spell points equal to the dispelled spell's level and the spell points used in the dispell magic casting. You can do so only once between long rests.
## Swordmage Spell List
##### Cantrips (0 Level) - Acid Splash - Blade Ward - Booming Blade - Fire Bolt - Frostbite - Green-Flame Blade - Light - Lightning Lure - Mage Hand - Mind Sliver - Mold Earth - Poison Spray - Prestidigitation - Produce Flame - Ray of Frost - Sapping Sting - Shape Water - Shocking Grasp - Sword Burst - Thunderclap - True Strike ##### 1st Level - Absorb Elements - Burning Hands - Cause Fear - Chaos Bolt - Color Spray - Command - Compelled Duel - Comprehend Languages - Detect Magic - Disguise Self - Expeditious Retreat - Faerie Fire - False Life - Feather Fall - Frost Fingers - Gift of Alacrity - Ice Knife - Identify - Jump - Longstrider - Magic Missile - Searing Smite - Shield - Tasha's Caustic Brew - Thunderous Smite - Thunderwave - Wrathful Smite ##### 2nd Level - Aganazzar's Scorcher - Alter Self - Blindness/Deafness - Blur - Cloud of Daggers - Continual Flame - Darkness - Dragon's Breath - Earthbind - Enhance Ability - Flame Blade - Gust of Wind - Hold Person - Invisibility - Levitate - Melf's Acid Arrow - Mind Spike - Mirror Image - Misty Step - Nystul's Magic Aura - Phantasmal Force - Pyrotechnics - Scorching Ray - See Invisibility - Shadow Blade - Shatter - Snilloc's Snowball Storm - Tasha's Mind Whip - Warding Wind ##### 3rd Level - Blinding Smite - Conjure Barrage - Counterspell - Dispel Magic - Elemental Weapon - Erupting Earth - Fear - Fireball - Fly - Gaseous Form - Haste - Hypnotic Pattern - Leomund's Tiny Hut - Lightning Bolt - Magic Circle - Major Image - Nondetection - Protection from Energy - Pulse Wave - Sending - Slow - Thunder Step - Tidal Wave - Tongues - Vampiric Touch - Wall of Water - Water Breathing - Water Walk - Wind Wall ##### 4th Level - Arcane Eye - Banishment - Confusion - Control Water - Dimension Door - Elemental Bane - Fire Shield - Freedom of Movement - Greater Invisibility - Ice Storm - Mordenkainen's Faithful Hound - Phantasmal Killer - Polymorph - Stone Shape - Stoneskin - Storm Sphere - Vitriolic Sphere - Wall of Fire - Watery Sphere ##### 5th Level - Animate Objects - Banishing Smite - Bigby's Hand - Cloudkill - Cone of Cold - Control Winds - Enervation - Far Step - Flame Strike - Immolation - Mislead - Skill Empowerment - Steel Wind Strike - Synaptic Static - Telekinesis - Teleportation Circle - Transmute Rock - Wall of Force - Wall of Stone ***Cover Artwork: nxjun*** [artstation of nxjun](https://nxjun.artstation.com/ "title")