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# Oath of the
Swordmage (v3) Magic is a tool, just the same as a blade, hammer, or spear. Like swordplay, it is not the magic itself that is dangerous, but rather those who wield it to do the unspeakable. Of course, these tools can be used equally effectively against those that would abuse their power. This is the central philosophy of the Swordmage: a warrior committed to the obstruction of those that would misuse the arcane. Unlike most paladins, Swordmages are able to harness both arcane and divine sources of magic through the use of their weaponry in their attempts to banish evil and bring balance to The Weave.
##### Tenets of the Swordmage The tenets of the Oath of the Swordmage are central not only to their philosophy, but also to their ability to weave arcane magic through the practice of their weaponry. Only by embracing both are they able to fully commit to these ideals and become a true Swordmage.\ \ **Poise in the face of danger.** A Swordmage should never lose control of their emotions, for a lack of control leads to the instability of magic.\ **Grace in the fury of battle.** Combat is a dance, and both magic and swordsmanship are best combined through fluid, graceful movements rather than through brute force.\ **Strength in the flow of magic.** Embrace the arcane in order to fight it. Only be engaging in all of your abilities will the Swordmage find their true power. \ **Ruin in the folly of greed.** The current of the Weave is too strong for any one person to control its full force. Defeat those who would misuse this power.
## Graceful Defense *3rd-level Oath of the Swordmage feature*\ \ You can use your Charisma modifier, instead of your Dexterity modifier, when determining your AC while wearing medium armor. The maximum bonus for medium armor applies as normal. ## Oath Spells *3rd-level Oath of the Swordmage feature*\ \ You gain oath spells at the paladin levels listed in the Swordmage Spells table. See the Sacred Oath class feature for how oath spells work. \columnbreak
##### Swordmage Spells | Paladin Level | Spells | |:---|:-----------| | 3rd | Magic Missile, Zephyr Strike
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| | 5th | Misty Step, Silence | | 9th | Blink, Haste | | 13th | Banishment, Dimension Door | | 17th | Circle of Power, Legend Lore | \ *
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Xanathar's Guide to Everything*
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## Channel Divinity *3rd-level Oath of the Swordmage feature*\ \ When you take this oath at 3rd level, you gain the following two Channel Divinity options. ***Arcane Insight***. As a bonus action you can mystically divine information about the weave. For the next hour, whenever you make an Intelligence (Arcana) check, you gain a bonus to the check equal to your Charisma modifier (minimum of +1). Additionally, when you use this feature you can learn the following information about the spellcasting of one creature you can see: their spellcasting ability, spell attack bonus, and spell save DC (if any). ***Battle Mage***. You can use an action to empower a melee weapon that you're holding with special magic. For the next 10 minutes the weapon becomes magical, and you can use it as a spellcasting focus for your paladin spells. While wielding this weapon, you gain the following benefits: - You can use Charisma, instead of Strength or Dexterity for the attack and damage rolls of the weapon. - You can choose to use force damage instead of radiant damage for your divine smite features. ## Aura of Transposition *7th-level Oath of the Swordmage feature* \ \ At 7th level you emit an aura that can bend space, affecting yourself and any creature of your choice within 10 ft of you. Immediately before making a melee weapon attack against a hostile creature, an affected creature can teleport to an unoccupied space it can see within the aura. To teleport in this way the creature must spend one foot of movement for every foot teleported. At 18th level this aura increases to 30 ft. \columnbreak
## Spell Riposte *15th-level Oath of the Swordmage feature* \ \ When a creature that you can see within 30 ft. of you casts a spell, you can use your reaction to teleport within 5 ft. of it and make one melee weapon attack against the creature. On a hit, you can choose to deal no damage and if the result of the attack roll is higher than 10 + the spell's level, the creature's spell fails and has no effect. Once you use this reaction, you can’t use it again until you finish a short or long rest, or unless you expend a 3rd-level spell slot to use it again. ## Weave Warrior *20th-level Oath of the Swordmage feature* \ \ At 20th level, you can become a conduit of pure arcane energy. As a bonus action, you gain the following benefits for 1 minute: - You can cast any first or second level spell without expending a spell slot - You can cast any Paladin spell as if you had prepared it at the end of your last long rest. - While concentrating on a spell, you have advantage on melee weapon attacks. Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
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