The Swordmaster (D&D 5th Ed.)

by Gaston

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The Swordmaster

Swordmaster

In a time long past, when the echoes of clashing blades reverberated through the land, an ancient order of warriors known as 'the Swordmasters' thrived. Clad in armor adorned with the symbols of their noble lineage, they stood as paragons of skill and mastery in the art of magical swordplay.


Once, the Swordmasters were guided by revered and enigmatic masters who possessed unparalleled knowledge and wisdom. These legendary figures, whose names are now whispered only in tales of old, imparted their sacred teachings to a chosen few, passing down the secrets of their martial prowess from generation to generation.


The passage of time proved relentless, erasing the footprints of the once-mighty Swordmasters from the annals of history. The masters who held the ancient knowledge vanished, leaving behind only fragments of their teachings etched upon crumbling scrolls and faded tapestries.

Forgotten and Rediscovered

Their combat style was not merely a dance of steel, but a harmonious blend of strength, agility, and profound understanding of magic. They embraced the philosophy that true mastery lay not only in the physical realm but also in the mastery of oneself, being a balance between body, mind, and soul.


Now, the Swordmasters exist as a fading memory of a bygone era. The echoes of their battles have grown silent, and their training grounds lie abandoned, reclaimed by nature. Yet, the spirit of the Swordmasters lives on, echoing through the veins of those who dare to take up the mantle.

No simple swordsman

In a world that has forgotten the true essence of swordsmanship, you will wield your blade with ancient and forgotten techniques. Through discipline, perseverance, and the unwavering spirit of a true warrior, you will revive the art of the Swordmaster and carve a new legend in history.


Prepare yourself, for the shadows of darkness loom, and the realm yearns for a new hero. A champion who will honor the legacy of the Swordmasters and rekindle the flame of their ancient art.

Creating a Swordmaster

When building a Swordmaster, think about what event made your character learn this special tradition. Who or what made it learn about magic but also train its combat skills.

You can also think of the Swordmaster as an ancient and forgotten Wizard school that transformed into the Blade Singing school.


How did your character find this knowledge? Who taught him/her?


This can be used as a guide, but you can always ignore this and think of the Swordmaster as a special school of Wizardry.


Multiclassing and the Swordmaster

If your group uses the optional rule on multiclassing, here's what you need to know if you choose Swordmaster as one of your classes.


Ability Score Minimum: As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already a Swordmaster.


Proficiencies Gained: If Swordmaster isn't your initial class, here are the proficiencies you gain when you take your first level as a Swordmaster: Light Armor and choose one from: Arcane, Athletics, History, Insight, Investigation, Perception, Religion.

The Swordmaster
Level Proficiency Bonus Features Runic Conversion Level
1st +2 Runic Reserves, Book of Swords (4) 1
2nd +2 Mental Temple 1
3rd +2 Mastery 1
4th +2 Ability Score Improvement 1
5th +3 Extra Attack 2
6th +3 Soul Shield (two uses) 2
7th +3 Mastery feature, Book of Swords (6) 2
8th +3 Ability Score Improvement 2
9th +4 3
10th +4 Mental Temple II 3
11th +4 Mastery feature 3
12th +4 Ability Score Improvement 3
13th +5 4
14th +5 Book of Swords (8) 4
15th +5 Mastery feature 4
16th +5 Ability Score Improvement 4
17th +6 5
18th +6 Mental temple III 5
19th +6 Ability Score Improvement 5
20th +6 Mental Overload 5

Class Features

As a Swordmaster, you gain the following class features:

Hit Points

Hit Dice: 1d10 per Swordmaster Level
Hit Points at 1st Level: 10 + Constitution Mod.
Hit Points: 1d10 (or 6) + Constitution Mod. per Level

Proficiencies

Armor: Light Armor & Medium Armor
Weapons: Simple Weapons and Shortswords
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcane, Athletics, Insight, History, Perception, Investigation, and Religion.


Equipment

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

  • (a) Two daggers or (b) a quarterstaff
  • (a) Leather armor and a shorsword or (b) a Chain Shirt
  • (a) an Explorer’s Pack or (b) a Scholar’s Pack
  • A Spellbook

Wealth [4d4 x 10 Gold Pieces]

Quick Build

First, make Intelligence your highest ability score. Your next-highest score should be Strength. Second, choose the Noble (Knight) or Hermit background depending what did your character study or with who.

Runic Reserves

Starting at 1st level, you gain access to a unique pool of arcane energy, reflecting your mastery of blending magic and swordsmanship.

This resource, called Runic Reserves, empowers your spellcasting and abilities, granting you flexibility and strength in battle.

Cantrips

At 1st level, you know a number of cantrips equal to your proficiency modifier of your choice from the Swordmaster spell list.

Runic Reserves Pool

You have a Runic Reserves pool that fuels your magical abilities. The size of this pool is determined by your Swordmaster level + your Intelligence modifier. You regain all expended points from your Runic Reserves pool when you complete a long rest.

Runic Conversion

Unlike Wizards, who study external arcane forces, Swordmasters channel the power of ancient runes and the energy stored within their blades.

Instead of spell slots, you expend points from your Runic Reserves pool to cast spells from the Swordmaster spell list.

However, your ability to learn and cast spells of higher levels follows the Runic Conversion Level Table shown at your class table. You know spells equal to your Intelligence modifier + half your Swordmaster level from the swordmaster spell list of your choice.

Additionally, when you gain a level in this class, you can choose one of the swordmaster spells you know and replace it with another spell from the swordmaster spell list, which also must be of a level you can cast.

The cost of casting a spell is determined by its level, as shown in the following table:

Spell Level Runic Reserves Cost
Cantrip 0
Level 1 2
Level 2 3
Level 3 5
Level 4 6
Level 5 7

Spellcasting ability

Intelligence is your spellcasting abilily for your swordmaster spells, since you learn your spells through practice 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 swordmaster 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 any spell from your Swordmaster spell list as a ritual if it has the ritual tag and you know the spell. Ritual casting does not consume points from your Runic Reserves.

Spellcasting Focus

You can use your magical swords or an arcane focus (found in chapter 5) as a spellcasting focus for your swordmaster spells.

Book of Swords

At 1st level, you have a spellbook that contains a list of spells. When used, these spells create different magical swords. You can choose to use your magic to summon and bind up to four swords to yourself.

To unbind these summoning spells, you must finish a long rest. After this long rest, you can choose to break some or all of the spells to then choose different arcane swords.

Upon reaching 7th level, your ability to bind magical swords improves, allowing you to bind up to six swords. And at 14th level, you gain the ability to bind a total of eight swords.

Bound Swords

When you bind your arcane swords, you do not physically create them; instead, you prepare the spells that will summon your arcane swords in combat. This can be compared to what wizards do when preparing their spells.

Many arcane swords have special properties that require specific resources to be used, such as some runic reserves or meeting certain conditions, like halving the weapon's duration.

You are proficient with all weapons summoned by your Book of Swords. Additionally, you can use your Intelligence modifier for attack rolls with these weapons instead of relying on Strength or other modifiers.

All summoned weapons possess the same properties as their non-magical counterparts. For example, you cannot dual-wield the Selenium and Lyco since both are greatswords.

You cannot summon the same weapon again once its duration reaches its limit, nor can you summon the same weapon twice simultaneously. When a weapon's duration expires, you must summon another sword from your bound list before being able to summon the first one again. This is due to the spells undergoing an overcharge that must be reduced before they can be used again.

Lastly, you can use one point from your runic reserves to summon two weapons with a single bonus action, but remember that, if any weapon summoned by you leaves your hand, it dispels, requiring you to summon another sword.

Mental Temple

At 2nd level, you now regain a number of Runic Reserves equal to your Intelligence modifier when finishing a shot rest.

Mastery

At 3rd level, you choose how to master your combat style, learning different techniques and skills. Choose one school from Void Walker, Arcane Forge or Sorcerous Knight. All detailed at the end of the class.

The school you choose will grant features at 3rd, 7th, 11th, 15th level.

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 score 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, whenever you take the Attack action on your turn.

Soul Shield

At 6th level, on your turn you can summon a crystal-like sphere that will protect you for one hour. When using this feature, you gain a number of d6 equal to your Intelligence modifier of temporary hit points.

Also, you can use some Runic Reserves to empower this shield. Per each Runic Reserve used with this feature, you get an additional d6 to your temporal hit dice throw.

You can use this feature a number of times equal to your intelligence modifier before needing a short rest.

Mental Temple II

At 10th level, you can now regenerate a number Runic Reserves equal to your Intelligence modifier plus your proficiency modifier when finishing a short rest.

Mental Temple III

At 18th level, you now can regenerate a number equal to half of your total Runic Reserves as a short rest.

Mental Overload

At 20th level, you ignore the 'concentration property' of your bound sword spells while overloading your mind with power.

When taking an action, you summon all of your bound swords simultaneously. These weapons will float around you until your next attack action, where you make an attack with all of them.

This means that you will be able to make one attack with each weapon that was not summoned before using this feature, and you can use your main/previously equipped sword to benefit from your Extra Attack feature as usual.

As this technique requires a significant amount of energy to function, you can only use it twice per long rest.

Mastery

As the decisive strikes of battle come closer to them, many fighters tend to run or die. To avoid that, masters from every spectrum created their train of thought, so every fighter could find their way into battle.

Void Walker

This school was developed by an ancient order of wizards. These wise and scholarly individuals, whose knowledge has been lost to time, explored the secrets of the void and created a unique style of magic based on their mastery.

Bonus proficiency

When choosing this mastery at 3rd level, you gain the 2nd-level spell "Darkness".

Arcane Phasing

At 3rd level, when being attacked, you can use your reaction to teleport up to 5ft x your Intelligence modifier to an unoccupied space that you can see, without receiving any damage.

You can use this feature twice before needing a long rest.

Shadow Cloak

As a master of the void, at 7th level you can merge with the shadows and become practically invisible to those around you.

While in darkness or dim light, you can use a bonus action to receive the next benefits:

  • You have advantage on Stealth checks and Dexterity saving throws until you leave the darkness or dim light.
  • You can move through creatures and non-magical objects as if they were difficult terrain, but you cannot end your movement inside them.

"Shadow Cloak" becomes inactive once you are under direct light or sunlight.

Darkened Strikes

At 11th level, your connection with the void allows you to infuse your attacks with obscure energy.

You have resistance to necrotic damage and when you hit a creature with a melee attack, you can spend one of your Swordmaster Hit Dice to add bonus necrotic damage equal to the dice.

Abyssal Eruption

At 15th level, your connection with the abyssal powers enables you to unleash a devastating eruption of dark energy.

You can use an action to unleash a torrent of obscure energy in a 30-foot radius centered on yourself, forcing each creature within that area to make a Constitution saving throw.

Creatures that fail take 10d8 necrotic damage, and those that succeed take half that damage.

After using this feature, you cannot use it again until you complete a long rest.

Arcane Forge

This school was created by a group of blacksmiths who leaned to create special weapons using what the wizards taught them.

Bonus Proficiency

When choosing this mastery at 3rd level, you gain proficiency with Smith's Tools.

Forging Initiate

At 3rd level, you have the ability to summon one of your swords as a physical weapon using an action. These summoned swords can be handed to other individuals. When a sword is passed to someone else, it gains the concentration property, meaning the wielder must maintain concentration while holding it to prevent the weapon from disappearing.

It's important to note that you cannot summon more weapons than the ones you have previously bound. Additionally, the summoned weapons will disappear once their duration, which is 1 minute, comes to an end.

Weapon Incantation

At 7th level, when summoning any sword, you can improve its properties by choosing one of the following options:

  • (a) Duplicate the sword's duration.
  • (b) Add +2 to the sword's attack roll.
  • (c) Add +1d6 to the sword's damage roll.

The chosen bonus lasts until the duration of the sword reaches its limit.

Forging Expert

At 11th level, you have the ability to forge one of your bound swords into a magical item that you can now keep as a physical weapon. The sword will no longer have the properties of a spell, such as duration or verbal and somatic components, but it will retain any inner spells, features or upgrades it had.

The sword you choose to forge permanently will gain one property from the Weapon Incantation feature. Once it is forged, you cannot change the chosen property from the Weapon Incantation feature, nor can you replace this weapon with another bound weapon from your arsenal.

Forging Expert II

At 15th level you can now forge another of your weapons as a magical item, as explained in the 11th-level feature.

What happens when forging some swords:

There are some special cases where the magical properties from a pair of swords get confusing when forging them with the Forging Expert features.


Case 2. Luxuria: When forging this weapon, its special treat does not halve any duration, because it does not have it anymore. In this case, the second dagger gains 1 minute duration property.


Sorcerous Knight

This school was created by a warrior who combined the secrets of the wizards with the mighty power of paladins.

Bonus Proficiency

When choosing this mastery at 3rd level, you gain proficiency with shields.

Empowerment

At 3rd level, you can channel your runes to enhance your attacks. You can choose one of these techniques per turn.

  • Imperabus: By expending 1 runic reserve, your next attack imposes disadvantage on the target's next attack action.

  • Selerio: By expending 3 runic reserves, you can use your bonus action to make an additional attack. If you expend 5 runic reserves, you can make two additional attacks instead of one.

  • Empodare: By expending 2 runic reserves, you add an extra d6 of damage to all your attacks made within your next attack action.

Skillful Combatant

At 7th level, your expertise in combat allows you to adapt easily to different equipment, enabling you to develop two distinct combat styles:

Defensive

While wielding a shield with your off-hand, you can utilize special techniques to enhance your defense.

  • Mitigea: As a reaction, when when another creature damages you, you can expend 3 runic reserves to reinforce your shield with crystalized magic, gaining temporal hit points equal to 3d6 to protect yourself against the triggering attack. If these are not depleted when receiving the attack, they last for 1 minute.

  • Repelaris: When another creature hits you with a melee attack, you can use your reaction and 4 runic reserves to try stopping it by receiving bonus AC equal to your Strength + Constitution modifiers. This bonus AC only protects you from that triggering attack, which in case of effectively stopping it, you retaliate, inflicting the attacker a number of d8s equal to your Intelligence modifier of force damage.

Offensive

When not equipped with a shield, you can utilize special techniques to capitalize on your enemies' mistakes.

  • Repeendio: When a creature misses you with a melee attack, you can use 3 runic reserves and your reaction to perform an opportunity attack against it, dealing an additional 1d8 damage on hit.

  • Reflectorus: When a creature hits you, you can use 4 runic reserves and your reaction to retaliate with two attacks against the creature, both with disadvantage.

Adaptive Combatant

At 11th level, your skill with weapons increases as you use your magic to assist you in combat. When using any weapon, you can use 3 runic reserves to improve your movement if meeting certain conditions:

  • When using any weapon with Light properties, immediately after you take the attack action on your turn, you can make two attacks with a light melee weapon you hold in your offhand as a bonus action.

  • When using any weapon with Versatile properties, your damage die becomes 1d10 even if not used with two hands. This effect lasts 1 minute.

  • When using any weapon with Heavy properties, you can give yourself disadvantage to your next attack roll. If your attack hits, it will count as critical.

  • When using any weapon with Finesse properties, you can add both modifiers (Dexterity and Strength) to all your attack rolls in your next attack action.

Empowerment II

At 15th level, you acquire new techniques to enhance your attacks. You can choose to utilize these techniques individually or combine them with the boosts from the 3rd-level feature "Empowerment" by using additional runes.

  • Staturno: By expending 6 runic reserves, your next attack will stun the target for 1 minute. The stunned creature can make a Constitution saving throw at the start of each of its turns to regain consciousness.

  • Avantia: Upon successfully hitting an enemy with a melee attack, you can spend 5 runic reserves to impose disadvantage on the target's next attack roll against you until the end of its next turn. Furthermore, you gain resistance to all damage from the target's attacks until the beginning of your next turn.

  • Extermina: After successfully hitting an enemy with a melee attack, you can spend a 7 runic reserves to automatically score a critical hit. Additionally, you deal an extra 3d8 damage. If you choose to expend 9 runic reserves instead, the additional damage increases to 5d8.

Spells

Arcane Swords

Arcane Swords
  • 1 ~ Scapha
  • 2 ~ Luxuria
  • 3 ~ Selenium
  • 4 ~ Piscatores
  • 5 ~ Harpax
  • 6 ~ Verus
  • 7 ~ Siricus
  • 8 ~ Lyco
  • 9 ~ Albinius
  • 10 ~ Cecia
  • 11 ~ Hegio
  • 12 ~ Aetherion

Swordmaster Spells

Cantrips (0 Level)
  • Blade Ward
  • Control Flames
  • Light
  • Mage Hand
  • Mending
  • Message
  • Mind Silver
  • Shocking Grasp
  • Sword Burst
  • True Strike
1st Level
  • Absorb Elements
  • Alarm
  • Burning Hands
  • Cause Fear
  • Comprehend Languages
  • Detect Magic
  • False Life
  • Feather Fall
  • Identify
  • Jump
  • Mage Armor
  • Protection from Evil and Good
  • Thunderwave
2nd Level
  • Aid
  • Blur
  • Darkvision
  • Dragon's Breath
  • Earthbind
  • Enhance Ability
  • Hold Person
  • Invisibility
  • Magic Weapon
  • Misty Step
  • See Invisibility
  • Shatter
  • Warding Wind
3rd Level
  • Counterspell
  • Dispell Magic
  • Elemental Weapon
  • Fear
  • Haste
  • Intellect Fortress
  • Life Transference
  • Magic Circle
  • Phantom Steed
  • Protection from Energy
  • Remove Curse
  • Vampiric Touch
  • Water Breathing
4th Level
  • Arcane Eye
  • Banishment
  • Confusion
  • Dimension Door
  • Fabricate
  • Fire Shield
  • Grater Invisibility
  • Locate Creature
  • Phantasmal Killer
  • Stoneskin
  • Storm Sphere
  • Wall of Fire
5th Level
  • Cone of Cold
  • Creation
  • Contact Other Plane
  • Far Step
  • Hold Monster
  • Passwall
  • Scrying
  • Seeming
  • Skill Empowerment
  • Steel Wind Strike
  • Teleportation Circle
  • Wall of Force
  • Wall of Stone

Swords Descriptions

The Arcane Swords are presented in numerical order.

1. Arcane Sword: Scapha

Conjuration cantrip


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

A flaming longsword is summoned before you. This sword inflicts 1d8 + Intelligence modifier of fire damage.

While summoning this weapon, you can use 3 runic reserves to add 1d8 + Strength modifier of fire damage until the weapon disappears.

2. Arcane Sword: Luxuria

Conjuration cantrip


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

You touch both hands and summon a shiny white dagger, that inflicts 1d4 + Intelligence modifier of psychic damage.

You can halve this weapons duration once to obtain another dagger with the same properties and halved duration.

3. Arcane Sword: Selenium

Conjuration cantrip


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

You freeze the water in the air to create a frozen white greatsword that inflicts 3d4 + your Intelligence modifier of cold damage.

When hitting a creature with this weapon, you can use 2 runic reserves to add +1d4 of cold damage while also reducing the creature speed by 15ft until the end of its turn.

4. Arcane Sword: Piscatores

Conjuration cantrip


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

A rose-like rapier appears in your hands. Unlike a normal rapier, it inflicts 1d4 + your Dexterity/Strength modifier + Intelligence modifier of poisonous damage.

You can use a 1 runic reserve as a bonus action to inflict poisoned condition to the creature hit until the end of its next turn.

5. Arcane Sword: Harpax

Conjuration cantrip


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

A black dust burst from your hand, creating an obscure sickle that inflicts 1d4 + Intelligence Modifier as necrotic damage.

When a creature is hit with this weapon, you can use 1 runic reserve after rolling damage to heal yourself the same amount of damage done to the creature as hit points.

6. Arcane Sword: Verus

Conjuration cantrip


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

You summon a metallic-green scimitar that, when hitting enemies, leaves a burning yellowish cut, inflicting 1d6 + Intelligence + 1 of acid damage.

You can use 2 runic reserves as a bonus action to add another +3 of acid damage.

7. Arcane Sword: Siricus

Conjuration cantrip


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

You extend your hand with your fist closed, pretending to point a sword at your enemy. This summons a black sword handle in your hand, which does create a radiant longsword. This one inflicts 1d8 + Strength Modifier of radiant damage.

This weapon inflicts 2d8 + Intelligence Modifier of radiant damage to undead or fiendish creatures.

8. Arcane Sword: Lyco

Conjuration cantrip


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

A yellowish ball of lighting emerges from your hands from which you form a greatsword. This one will inflict 2d6 + your Strength modifier of lightning damage.

When hitting a creature, you can expend your bonus action and 3 runic reserves to fire a wave of lightning through the target, hitting any other creature close by 10ft inflicting 1d8 of lightning damage.

9. Arcane Sword: Albinius

Conjuration cantrip


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

A white looking arcane dagger appears in your hands. This one inflicts 1d4 + your Intelligence modifier of force damage.

You can use your bonus action and 1 runic reserve to make your next attack action with this weapon with additional 5ft range while also adding your Strength/Dexterity modifier to your damage rolls within that attack action.

10. Arcane Sword: Cecia

Conjuration cantrip


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

Before you, a swirling vortex forms, conjuring forth an opaque, brown greatsword. With each strike, this blade resonates with a thunderous boom, dealing 2d6 + your Strength modifier thunder damage.

As a bonus action, you can expend a 2 runic reserves to unleash a mightier thunderous sound. All creatures within a 10ft radius must make a Constitution saving throw or suffer damage equal to the sword's damage.

11. Arcane Sword: Hegio

Conjuration cantrip


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

You summon a black metallic shortsword before you. Upon attacking, you have the option to imbue your blade with either a blazing red (Fire) or a freezing white (Ice) edge.

This shortsword deals 1d4 + Intelligence modifier + 1 damage of the chosen damage type.

As a bonus action, you can expend 2 runic reserves to unleash one of two effects: make a ranged attack with an Ice projectile that reaches up to 25ft with the damage of this shortsword, or get an additional 1d8 fire damage to your next melee attack.

Do upgrades need Bonus Action?

When reading any sword description you will find that all of them have special properties or spells when meeting certain conditions. These can be called 'Upgrades'.


So, to be clear, lets settle a standard for internal use: When an upgrade does require a bonus action to be used, it will be said in it's description (Ex. 4.Piscatores). When not, it won't say anything (Ex. 2.Luxuria).

12. Arcane Sword: Aetherion

Conjuration cantrip


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

You reach into the fabric of the ethereal plane, drawing forth a translucent, shimmering longsword. This magical blade crackles with unstable arcane energy.

Whenever you summon this weapon, you must make a DC 15 wisdom saving throw or be momentarily disoriented, suffering disadvantage on your next attack action.


On a successful hit, it inflicts 1d6 + Intelligence modifier force damage and, as a bonus action, you can spend 3 runic reserves to empower this sword, causing it to radiate intense arcane energy. For the attack action, the sword's damage increases to 2d6 + Strength modifier force damage.


In addition, whenever you score a critical hit with Aetherion during its empowerment, the target must make a Constitution saving throw or be knocked prone.

The Swordmaster

By Gaston Sanmiguel

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the material used here are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Art Credits:

Cover: Xan - Heroes of Baldur's Gate

Page 2: Alanya Lemmer-Danner - Mianu, one with Nature

Page 6: Alayna Lemmer-Danner - MtG: Snow Covered Swamp

Page 7: Mysterious Hooded Warrior with Glowing Sword – Magic Character Design Male

Page 10: PQ2 Assassin - sandara (DeviantArt)

Back Cover: Alayna Lemmer-Danner - Marsh Flats from Magic: The Gathering

Art copyright: ©Wizards of the Coast LLC.

Page Textures: /u/flamableconcrete (Jared Ondricek)

Created Using: GMBinder

Special thanks:

Test and Balance: Ignacio 'Nacho' Ortiz & Martín 'Festo' Festini.

2.0.1 Advice and Testing: Ignacio 'Nachito' Ramos.

 

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