Swordmage
The Arcane Half-Caster
Including Six Subclasses to Become a
         Magical Warrior
                            Fanatical Collection: Swordmage   1
    Swordmage v4.3
    T
                     he halfling thief looks around as an ogre finds    Magical Warriors
                     its hiding spot. As the ogre slams its club
                     down, a swordsman appears with a flash of          Swordmages spend equal time learning magic as they do
                     blue light to block the club with his glowing      practicing their bladework creating an unique fighting style.
                     sword. Between him and his halfling friend,        Although all swordmages rely on defensive and offensive
                     they easily dispatch the suprised ogre.            magic, they often specialize in certain types of magic
       The mighty dragon breathes fire at the intruder, but the         similiarly to a wizard. Crimson Knights focus on the
    lightly armored elf smiles unconcerned. She strides through         application of necromantic blood magic while Inquisitors
    the fire, a redish, magical barrier protecting her from the         specialize on abjuration and divination magic to hunt down
    worst of the flames. The shocked dragon has little time to          supernatural threats. Regardless of their specialization,
    react to the impossibly alive elf before her blade starts cutting   swordmages blend bladework and magic into a seamless
    through the dragon's scales.                                        style of combat that is either awe inspiring or terrifying.
       As the bandit's blade threatens to cut the pale warrior in
    half, the warrior simply twists his hand and mutters an             Bonding to a Weapon
    arcane word of power. The bandit cries out in pain as his           Besides magic, swordmages also bond with a particular
    sword arm suddenly stops in place. With a chilling smile, the       weapon to provide a conduit for their arcane prowess. As
    warrior plunges his blade into the bandit savoring the              their bonded weapon is not only their tool in combat, but also
    warmth of vitality gained from the bandit's blood.                  a source of magic, swordmages normally treat their weapon
       All these magical warriors are swordmages, combatants            with the the utmost care. Choosing your bonded weapon is
    that blend magic and martial might. Whether a swordmage             an important step that is often dictated by their weapon
    relies on necromancy, elemental manipulation, abjuration, or        training or personal style. Although the name implies sword
    many other types of magic. Regardless of a swordmage's              wielders, some swordmages choose other weapons such as
    magical specialization, magic is crucial to a swordmage.            axes, spears, or flails.
    Unlike more mundane warriors, swordmages rely on magic
    to boost their defensive and offensive capabilities.                Creating a Swordmage
                                                                        As you build your swordmage, carefully consider three
                                                                        elements of your character's background: Where were they
                                                                        trained, what magic interests them the most, and what
                                                                        weapon will they bond with? Some large cities, especially
                                                                        among more magical cultures such as the elves, might have
                                                                        institutions that train aspiring swordmages. Perhaps you
                                                                        were a trained soldier chosen for your intelligence to learn
                                                                        magic in order to help your cause win a war. Maybe you
                                                                        apprenticed with a swordmage mentor who taught you all
                                                                        they knew and you are now striking out on your own.
                                                                           Furthermore, how does your swordmage fight? With an
                                                                        elegant rapier too fast to block or a large greatsword meant
                                                                        to intimidate your enemies? The weapon you bond with is an
                                                                        important choice. Was the weapon a family heirloom or
                                                                        perhaps passed down from the master that taught you
                                                                        everything you know? Or did you earn this weapon in combat
                                                                        and it represents your first victory?
                                                                        Quick Build
                                                                        You can make a swordmage quickly by following these
                                                                        suggestions. First, your highest ability score should be
                                                                        Dexterity or Strength, depending on whether you want to
                                                                        focus on regular melee weapons or on finesse melee
                                                                        weapons. Your next-highest score should be Intelligence as
                                                                        this determines the power of your magic. Second, choose the
                                                                        soldier or scholar background.
2      Fanatical Collection: Swordmage
Swordmage Table
 Level Proficiency Bonus Features                                  Aegis Uses Cantrips Spells Known 1st 2nd 3rd 4th 5th
  1st           +2          Arcane Armory, Spellcasting                 —           2            2           2 — — — —
 2nd            +2          Aegis, Enspell Blade, Fighting Style        2           2            3           2 — — — —
 3rd            +2          Relics of War, Swordmage Archetype          3           2            4           3 — — — —
 4th            +2          Ability Score Improvement                   3           2            4           3 — — — —
 5th            +3          Extra Attack                                3           2            5           4     2   — — —
 6th            +3          Blade Magic                                 4           2            5           4     2   — — —
 7th            +3          Archetype Feature                           4           2            6           4     3   — — —
 8th            +3          Ability Score Improvement                   4           2            6           4     3   — — —
 9th            +4          —                                           4           2            7           4     3    2 — —
 10th           +4          Flexible Aegis                              4           3            7           4     3    2 — —
 11th           +4          Greater Blade Magic                         4           3            8           4     4    3 — —
 12th           +4          Ability Score Improvement                   5           3            8           4     3    3 — —
 13th           +5          —                                           5           3            9           4     3    3    1 —
 14th           +5          Dual Aegis                                  5           4            9           4     3    3    1 —
 15th           +5          Archetype Feature                           5           4           10           4     3    3    2 —
 16th           +5          Ability Score Improvement                   5           4           10           4     3    3    2 —
 17th           +6          —                                           6           4           11           4     3    3    3     1
 18th           +6          Rapid Aegis                                 6           4           11           4     3    3    3     1
 19th           +6          Ability Score Improvement                   6           4           12           4     3    3    3     2
 20th           +6          Archetype Feature                       Unlimited       4           12           4     3    3    3     2
Class Features                                                     Arcane Armory
As a swordmage, you gain the following class features.             At 1st level, you channel your arcane power through your
                                                                   tools of combat. You can transform a number of items equal
Hit Points                                                         to your Intelligence modifier (a minimum of 1) into your
                                                                   Arcane Armory by performing a special ritual over the course
Hit Dice: 1d8 per swordmage level                                  of a 1 hour, which can be done during a short rest. One of the
Hit Points at 1st Level: 8 + Constitution modifier                 items in your Arcane Armory must always be a weapon,
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution        which becomes your Arcane Weapon. You cannot have more
  modifier per swordmage level after 1st                           than two Arcane Weapons at a time and they must always be
Proficiencies                                                      melee weapons.
Armor: Light armor and medium armor                                   Once bonded to your Arcane Weapon, you can use it as a
Weapons: Simple weapons, martial weapons                           spellcasting focus for your spells and to ward yourself. If you
Tools: None                                                        are wielding your Arcane Weapon in one hand, and your
Saving Throws: Constitution, Intelligence                          other hand is free of a weapon or shield, then you get a
Skills: Choose two from Acrobatics, Arcana, Athletics,             magical +1 bonus to your AC. You do not gain this bonus if
  History, Insight, and Investigation                              your Arcane Weapon has the two-handed property.
                                                                      If any items of your Arcane Armory are on the same plane
Equipment                                                          of existence as you, you can summon them as an action on
You start with the following equipment, in addition to the         your turn, causing the bound items to teleport to you, and
equipment granted by your background:                              instantly equip them in the process.
   (a) two martial weapons                                            An item ceases being in your Arcane Armory if you die, if
   (a) a scholar’s pack or (b) an explorer’s pack                  you replace it by performing the 1-hour ritual on a different
   (a) scale mail or (b) leather armor                             item, or if you use a 1-hour ritual to break your bond to it.
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    Spellcasting                                                          Aegis of Assault: When you activate this Aegis, you can
                                                                          teleport up to 15 feet to an unoccupied space that you can
    Starting at 1st level, you have learned a handful of spells to        see. On later turns while this Aegis is active, you can use
    augment your fighting style. You learn two cantrips from the          your bonus action to teleport the same distance. After
    swordmage spell list. See Spells Rules in the Player’s                teleporting with this Aegis, the first melee weapon attack
    Handbook for the general rules of spellcasting and the Spells         you make with your Arcane Weapon before the end of the
    Listing for the swordmage spell list at the end of this               turn deals an additional 1d4 force damage. At higher
    document.                                                             levels of this class, the additional damage and
                                                                          teleportation distance increase to 1d6 and 20 feet at 6th
    Spell Slots                                                           level, 1d8 and 25 feet at 11th level, and 1d10 and 30 feet
    The Swordmage table shows how many spell slots you have               at 17th level.
    to cast your swordmage spells of 1st level and higher. To cast
    one of these swordmage spells, you must expend a slot of the         Once you have activated your Aegis a number of times
    spell’s level or higher. You regain all expended spell slots       shown for your swordmage level in the Aegis Uses column of
    when you finish a long rest.                                       the Swordmage table, you must finish a long rest before you
                                                                       can activate your Aegis again.
    Spells Known of 1st Level and Higher
    You know two 1st-level spells of your choice from the              Enspell Blade
    swordmage spell list.                                              Beginning at 2nd level, after casting a spell of 1st level or
       The Spells Known column of the Swordmage table shows            higher, you can choose to siphon the residual energy from the
    when you learn more swordmage spells of your choice. Each          spell onto your Arcane Weapon. Until the end of your next
    of these spells must be of a level for which you have spell        turn, your next melee weapon attack with your Arcane
    slots. For instance, when you reach 5th level in this class, you   Weapon that hits deals extra force damage equal to 1d6 per
    can learn one new spell of 1st or 2nd level.                       level of the spell slot to a maximum of 4d6.
       Additionally, when you gain a level in this class, you can
    choose one of the swordmage spells you know and replace it         Fighting Style
    with another spell from the swordmage spell list, which also
    must be of a level for which you have spell slots.                 At 2nd level, you adopt a style of fighting as your specialty.
                                                                       Choose one of the following options. You can’t take a Fighting
    Spellcasting Ability                                               Style option more than once, even if you later get to choose
    Intelligence is your spellcasting ability for your swordmage       again.
    spells, since your magic reflects yoour arcane studies. You
    use your Intelligence whenever a spell refers to your              Defense
    spellcasting ability. In addition, you use your Intelligence       While you are wearing armor, you gain a +1 bonus to AC.
    modifier when setting the saving throw DC for a swordmage
    spell you cast and when making an attack roll with one.            Dueling
                                                                       When you are wielding a melee weapon in one hand and no
       Spell save DC = 8 + your proficiency bonus + your               other weapons, you gain a +2 bonus to damage rolls with that
       Intelligence modifier                                           weapon.
       Spell attack modifier = your proficiency bonus + your
       Intelligence modifier                                           Great Weapon Fighting
       Spellcasting Focus: You can use your Arcane Weapon as           When you roll a 1 or 2 on a damage die for an attack you
       your spellcasting focus for swordmage spells.                   make with a melee weapon that you are wielding with two
      See chapter 10 of the Player’s Handbook for the general          hands, you can reroll the die and must use the new roll. The
    rules of spellcasting.                                             weapon must have the two-handed or versatile property for
                                                                       you to gain this benefit.
    Aegis                                                              Two Weapon Fighting
    Starting at 2nd level, you can use your Arcane Weapon to           When you engage in two-weapon fighting, you can add your
    empower yourself with a magical dweomer called an Aegis.           ability modifier to the damage of the second attack.
    You can use a bonus action to activate your Aegis on yourself.
    The Aegis lasts for 1 minute or until you activation your Aegis    Relics of War
    again or you end this effect on your turn as part of any other     At 3rd level, you are well learned on magical combat and lore
    action. If you fall unconscious, your Aegis ends.                  of mythical relics from history. You have advantage on
      You start off knowing the below Aegis types that you can         Intelligence checks to recall information on magical weapons
    pick from when you activate your Aegis:                            and armor.
       Aegis of Shielding: While this Aegis is active, you can
       shield yourself from harm. When you take damage, you            Swordmage Archetype
       can use your reaction to reduce the damage taken by 1d6         When you reach 3rd level, you choose a archetype that
       plus half your Swordmage level (rounded down). At higher        reflects your training. The details on the specific archetypes
       levels of this class, the damage reduction die increases to     are at the end of this document.
       1d8 at 6th level, 1d10 at 11th level, and 1d12 at 17th level.
4      Fanatical Collection: Swordmage
                                                                 Flexible Aegis
                                                                 When you reach 10th level, you can readily change your Aegis
                                                                 with your magic. Once your Aegis is activated, you can use
                                                                 your bonus action to switch your Aegis from one type to
                                                                 another. Alternately, when you cast a spell of 1st level or
                                                                 higher on your turn with your Aegis activated, you can switch
                                                                 your Aegis type as part of the same action used to cast the
                                                                 spell.
                                                                   Switching Aegis type in this manner doesn't count as a new
                                                                 use of your Aegis, with the duration lasting 1 minute from
                                                                 when your Aegis was originally activated.
                                                                 Greater Blade Magic
                                                                 Starting at 11th level, when you use your action to cast a
                                                                 spell, you can make one melee weapon attack with your
                                                                 Arcane Weapon as a bonus action.
                                                                 Dual Aegis
                                                                 By 14th level, you can blend the powers of your Aegis
                                                                 together. When you activate your Aegis, you can activate two
                                                                 Aegis types by spending two uses of your Aegis. You gain the
                                                                 benefits of both Aegis types. If you switch Aegis types later,
                                                                 then you choose which type to switch from.
                                                                   Once you use this feature, you can't use it again until after a
                                                                 long rest.
                                                                 Rapid Aegis
                                                                 At 18th level, you flawlessly blend your swordplay and magic.
                                                                 When you use your bonus action to make a weapon attack
                                                                 with Blade Magic or Greater Blade Magic, you can use that
                                                                 same bonus action to activate your Aegis or switch your Aegis
Your choice grants you features at 3rd level and again at 7th,   type with Flexible Aegis.
15th, and 20th level. Those features also include archetype
spells.
                                                                 Swordmage Archetypes
Archetype Spells                                                 Most swordmages prioritize certain types of magic and
Each archetype has a list of additional spells. Each spell       choosing your archetype reflects your arcane preferences.
counts as a swordmage spell for you, but it doesn't count        You fully specialize when you reach 3rd level, and the power
against the number of swordmage spells you know.                 you gain represents the culmination of all of your swordmage
                                                                 training.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and      Crimson Knight
19th level, you can increase one ability score of your choice    By becoming a Crimson Knight, you focus on necromancy,
by 2, or you can increase two ability scores of your choice by   specifically the rare art of blood magic. Crimson Knights are
1. As normal, you can’t increase an ability score above 20       often feared for their dark magic but not all these
using this feature.                                              swordmages are necessarily evil. Some turn to blood magic
   Using the optional feats rule, you can forgo taking this      to aid them in stopping greater evils, while other Blood
feature to take a feat of your choice instead.                   Knights revel in their power over others.
Extra Attack                                                     Aegis Expansion
Beginning at 5th level, you can attack twice, instead of once,   When you take this archetype at 3rd level, you gain a new
whenever you take the Attack action on your turn.                type of Aegis:
                                                                   Aegis of Blood: When you regain hit points or gain
Blade Magic                                                      temporary hit points while this Aegis is active, you gain 1d4
                                                                 extra points. At higher levels of this class, the extra points
At 6th level, when you use your action to cast a cantrip, you    increase to 1d6 at 6th level, 1d8 at 11th level, and 1d10 at
can make one melee weapon attack with your Arcane                17th level.
Weapon as a bonus action.
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                                                                        Blood Recall
                                                                        When you reach 15th level, you can sacrifice some of your
                                                                        own vitality to recall magical energy. As an action, you can
                                                                        expend up to half of your hit dice (rounding down). You
                                                                        recover spell slots with a combined level equal to the number
                                                                        of hit dice expended.
                                                                           Once you use this feature, you can't use it again until after a
                                                                        long rest.
                                                                        Crimson Lord
                                                                        Beginning at 20th level, you unleash necromantic energy
                                                                        around yourself to drain life from your foes. You can use an
                                                                        action to create a 30-foot aura around yourself that lasts for 1
                                                                        minute. Any creature of your choosing that starts their turn
                                                                        inside your aura takes 10 necrotic damage. You regain hit
                                                                        points equal to half the damage taken.
                                                                          Once you use this feature, you can't use it again until after a
                                                                        long rest.
                                                                        Duplicitist
                                                                        By choosing the Duplicitist archetype, you weave illusions
                                                                        and enchantments to become an illusive threat. Duplicitist
                                                                        swordmages are often deadly assassins, admirers of the fey,
                                                                        cunning warriors, or mischief makers.
                                                                        Aegis Expansion
                                                                        When you take this archetype at 3rd level, you gain a new
                                                                        type of Aegis:
    Archetype Spells                                                      Aegis of Deception: When you activate this Aegis, you
    You gain archetype spells at the swordmage level listed below.      become invisible until the end of your current turn. On later
                                                                        turns, you can use a bonus action to become invisible again
    Crimson Knight Spells                                               until the end of that turn. The invisibility granted from your
       Swordmage Level          Spells                                  Aegis always ends early if you attack or cast a spell.
               3rd              false life
               5th              hold person
               9th              vampiric touch
              13th              bleeding blade (new spell)
              17th              hold monster
    Blood Sense
    At 3rd level, you can feel the flowing blood of nearby beings.
    As an action, you can open your awareness to detect living
    creature. Until the end of your next turn, you know the
    location of any creature within 60 feet of you that is not
    behind total cover. You also know if a sensed creature is
    below its hit point maximum, or if the creature is diseased or
    poisoned. This feature does not work on undead or
    constructs.
      You can use this feature a number of times equal to your
    Intelligence modifier (a minimum of once). When you finish a
    long rest, you regain all expended uses.
    Puppet
    Starting at 7th level, your blood magic can temporarily
    control others. When you see a creature within 30 feet of you
    make an attack roll, skill check, or saving throw, you can use
    your reaction to impose disadvantage on the roll. This feature
    does not work on undead or constructs.
      Once you use this feature, you can't use it again until after a
    short or long rest.
6      Fanatical Collection: Swordmage
Archetype Spells                                                        Choose one of the four great elemental planes: air, earth,
You gain archetype spells at the swordmage level listed below.       fire, or water. This element becomes your Elemental
                                                                     Attunement and this choice will reflect the features you gain
Duplicitist Spells                                                   from this specialization.
      Swordmage Level           Spells
              3rd               disguise self
                                                                     Aegis Empowerment
                                                                     When you take this archetype at 3rd level, you gain a new
              5th               invisibility                         type of Aegis:
              9th               enemies abound                          Aegis of Elements: While this Aegis is active, the first
                                                                     creature you hit on each of your turns with a melee weapon
             13th               greater invisibility                 attack using your Arcane Weapon takes an extra 1d4
             17th               dominate person                      damage. The damage type is determined by your Elemental
                                                                     Atttunement. At higher levels of this class, the extra damage
Cunning Trickery                                                     increases to 1d6 at 6th level, 1d8 at 11th level, and 1d10 at
At 3rd level, you are a master at trickery. You know the minor       17th level.
illusion cantrip and gain proficiency in either the Deception
or Stealth skill.                                                    Air Attunement
                                                                     You attune to the elemental plane of air. Your Elemental
Sly Mind                                                             Attunement damage type is lightning.
When you reach 7th level, your quick wit allows to weave               You learn the gust cantrip and gain archetype spells at the
elaborate lies to fool others. Whenever you make a Charisma          swordmage level listed below.
(Deception) check, you gain a bonus to the check equal to            Air Elementalist Spells
your Intelligence modifier (a minimum of 1).                               Swordmage Level          Spells
  Your experience with deceptive magic causes you to gain
proficiency in Wisdom saving throws. If you already have this                       3rd             thunderous smite
proficiency, you instead gain proficiency in Charisma saving                        5th             warding wind
throws.
                                                                                    9th             lightning bolt
Bewitching Blade                                                                 13th               storm sphere
Starting at 15th level, you can bespell your blade with                          17th               control winds
powerful enchantment magic. When you hit a creature with
your Arcane Weapon, you can force the creature to make a
Wisdom saving throw against your spell save DC. On a                 Earth Attunement
failure, the creature is charmed by you or frightened of you         You attune to the elemental plane of earth. Your Elemental
(your choice) for 1 minute. The charm effect ends early if you       Attunement damage type matches the damage type of your
or a friendly creature attacks the charmed creature. At the          Arcane Weapon.
end of each of its turns, the creature can repeat the saving            You learn the mold earth cantrip and gain archetype spells
throw to end the effect on a success.                                at the swordmage level listed below.
   Once you use this feature, you can't use it again until you       Earth Elementalist Spells
finish a short or long rest.                                          Swordmage Level Spells
Double Trouble                                                                3rd          earth tremor
At 20th level, you weave shadows together to create a near                    5th          maximilian's earthen grasp
copy of yourself. You can use your action to create a shadowy
duplicate of yourself as if you had cast the simulacrum spell.                9th          erupting earth
The duplicate follows the details listed in simulacrum, except               13th          quaking swordburst (new spell)
it has shadowy versions of your equipment. The duplicate's                   17th          transmute rock
AC is equal to 12 plus your Dexterity modifier. It has a
shadowy weapon that matches the statistics of your Arcane
Weapon.                                                              Fire Attunement
   The shadowy duplicate fades away after 1 minute or once it        You attune to the elemental plane of fire. Your Elemental
falls to 0 hit points.                                               Attunement damage type is fire.
   Once you use this feature, you can't use it again until after a     You learn the control flames cantrip and gain archetype
long rest.                                                           spells at the swordmage level listed below.
                                                                     Fire Elementalist Spells
Elementalist                                                           Swordmage Level Spells
Elementalist are swordmages that specialize in magic                          3rd           searing smite
originating from the elemental planes. By binding the primal
power of the planes to themselves, these swordmages                           5th           scorching ray
become mortal embodiements of the elements. They might                        9th           flaming swordburst (new spell)
show minor physical manifestations of this power such as                     13th           fiery charge (new spell)
earthen skin, an ozone smell, or greenish skin.
                                                                             17th           immolation
                                                                                                     Fanatical Collection: Swordmage   7
                                                                        Fire: You can add your Intelligence modifier (a minimum
                                                                        of 1) to one damage roll of any spell you cast that deals
                                                                        fire damage.
                                                                        Water: You gain a swim speed equal to your walking
                                                                        speed and can breathe underwater.
                                                                     Greater Planar Affinity
                                                                     When you reach 15th level, your affinity to your chosen planar
                                                                     element grows stronger. You gain one of the following
                                                                     features. You can choose to gain the feature of the same type
                                                                     as your Elemental Attunement or a different one.
                                                                        Air: Creatures have disadvantage on opportunity attacks
                                                                        against you and your speed increases by 10 feet.
                                                                        Earth: When you hit a creature of a large or smaller size
                                                                        with a melee weapon attack using your Arcane Weapon,
                                                                        they must succeed a Strength saving throw against your
                                                                        swordmage spell save DC or be knocked prone.
                                                                        Fire: When you activate your Aegis, you create an aura of
                                                                        flames around you in a 10-foot radius that lasts for the
                                                                        duration of your Aegis. Any creature of your choice that
                                                                        starts their turn in your aura takes fire damage equal to
                                                                        Intelligence modifier (a minimum of 1).
                                                                        Water: When you activate your Aegis, you assume a
                                                                        watery form and create an aura of icy water around you in
                                                                        a 10-foot radius that lasts for the duration of your Aegis.
                                                                        All other creatures treat the area inside the aura as
                                                                        difficult terrain. You can also move through any enemy's
                                                                        space but can't willingly end your move there.
                                                                     Elemental Aspect
                                                                     At 20th level, your arcane studies reach a peak as you become
                                                                     an aspect of your chosen element. You gain one of the
    Water Attunement                                                 following features. You can choose to gain the feature of the
    You attune to the elemental plane of water. Your Elemental       same type as your Elemental Attunement or a different one.
    Attunement damage type is cold.
      You learn the shape water cantrip and gain archetype               Air: You gain a fly speed equal to your walking speed.
    spells at the swordmage level listed below.                          Earth: You gain resistance to non-magical bludgeoning,
                                                                         piercing, and slashing damage.
    Water Elementalist Spells                                            Fire: Any fire damage you deal ignores fire resistance and
           Swordmage Level               Spells                          treats fire immunity as resistance.
                   3rd                   armor of agathys
                                                                         Water: You are also constantly under the effects of the
                                                                         freedom of movement spell.
                   5th                   misty step
                   9th                   tidal wave
                                                                     Guardian
                  13th                   watery sphere               Swordmages choosing this archetype focus on protecting
                                                                     others from harm through abjuration magic. Guardians
                  17th                   maelstrom                   normally serve as elite guards for rulers or are wandering
                                                                     swordsmen defending the innocent.
    Elemental Studies
    Starting at 3rd level, you are an expert on the elemental        Aegis Expansion
    planes. You can speak, read, and write Primordial. You have      When you take this archetype at 3rd level, you gain a new
    advantage on Intelligence (Investigation) checks to              type of Aegis:
    investigate elementals, as well as on Intelligence Checks to        Aegis of Protection: When you activate this Aegis, you
    recall information about elementals and their planes of          mark another creature within 30 feet of you. While this Aegis
    existence.                                                       is active, if you see a creature within 30 feet of you atttack
                                                                     your marked creature with a melee attack, you can use your
    Planar Affinity                                                  reaction to teleport to an unoccupied space within 5 feet of
    Starting at 7th level, you gain one of the following features.   the attacker. You can then make one melee weapon attack
    You can choose to gain the feature of the same type as your      with your Arcane Weapon against the attacker.
    Elemental Attunement or a different one.                            On later turns, you can use your bonus action to switch
       Air: You gain a bonus to Initiative rolls equal to your       your mark to another creature within 30 feet of you.
       Intelligence modifier (a minimum of 1).
       Earth: You gain 1 extra hit point per swordmage level.
8      Fanatical Collection: Swordmage
Vigilant Watch
At 3rd level, you can mark an area under your protection. You
can cast the alarm spell without expending a spell slot.
  You can use this feature a number of times equal to your
Intelligence modifier (a minimum of 1). When you finish a
long rest, you regain all expended uses.
Archetype Spells
You gain archetype spells at the swordmage level listed below.
Guardian Spells
  Swordmage Level Spells
         3rd           ensnaring pull (new spell)
         5th           warding bond
         9th           life transference
         13th          dimensional vortex (new spell)
         17th          wall of force
Bulwarking Magic
Starting at 7th level, your magic protects allies from harm.
When you target a friendly creatue with a spell of 1st level or
higher or your Aegis of Protection, they gain temporary hit
points equal to 1d6 plus your Intelligence modifier (a
minimum of 1).
Defensive Swap                                                     If you succeed on the saving throw, you siphon off the
At 15th level, you can quickly switch places with an ally to       incoming magic to empower your blade. Your next melee
place them out of danger. While your Aegis of Protection is        weapon attack with your Arcane Weapon before the end of
active, as part of your reaction to teleport next to your marked   your next turn deals an additional 1d4 force damage. At
creature's attacker, you can teleport your marked creature to      higher levels of this class, the extra damage increases to 1d6
your original location if they are willing.                        at 6th level, 1d8 at 11th level, and 1d10 at 17th level.
Guardian Ward                                                      Archetype Spells
When you reach 20th level, you ward yourself and nearby            You gain archetype spells at the swordmage level listed below.
allies from all danger. You can use your action to emanate         Inquisitor Spells
abjuration magic in a 30-foot aura. You and all friendly
creatures in the aura have advantage on saving throws                    Swordmage Level           Spells
against spells and other magical effects, and gain resistance                    3rd               hunter's mark
to spell damage. Affected creatures also gain temporary hit                      5th               detect thoughts
points at the start of their turn equal to your Intelligence
modifier (a minimum of 1). The aura ends after 1 minute or if                    9th               counterspell
you fall unconscious.                                                           13th               banishment
                                                                                17th               scrying
Inquisitor
By choosing the Inquisitor archetype, you utilize divination to    Eyes of the Inquisitor
seek out threats and abjuration magic to protect yourself          At 3rd level, you can cast the detect magic spell without
from your prey. Inquisitor swordmages hunt down rogue              expending a spell slot.
mages, root out dark magic, and slay supernatural monsters.          You can use this feature a number of times equal to your
                                                                   Intelligence modifier (a minimum of once). When you finish a
Aegis Expansion                                                    long rest, you regain all expended uses.
When you take this archetype at 3rd level, you gain a new
type of Aegis:                                                     Investigator's Insight
  Aegis of Negation: When you activate this Aegis, you             Beginning at 7th level, you have accrued a vast knowledge of
shield yourself from harmful magic. When you make a saving         supernatural entities. You have advantage on Intelligence
throw against a spell or other magical effect, you can use         checks to recall information about aberration, celestials,
your reaction to give yourself advantage on the saving throw.      fiends, fey, or undead.
                                                                      Your shrewd mind lets you quickly analzye others.
                                                                   Whenever you make a Wisdom (Insight) check, you gain a
                                                                   bonus to the check equal to your Intelligence modifier (a
                                                                   minimum of 1).
                                                                                                   Fanatical Collection: Swordmage   9
     Piercing Sight
     Starting at 15th level, you can see past illusions. As an action,
     you gain truesight up to a range of 60 feet for 1 minute.
        Once you use this feature, you can't use it again until you
     finish a short or long rest.
     Antimagic Gaze
     At 20th level, you can use an action to create an area of
     antimagic, as in the antimagic field spell, in a 30-foot cone for
     1 minute. At the start of each of your turns, you decide which
     way the cone faces and whether the cone is active. The area
     works against your own spells, but not your magical
     equipment.
       Once you use this feature, you can't use it again until after a
     long rest.
     Meteor Knight
     Swordmages that become Meteor Knights study the esoteric
     magic of dunamancy, specifically concerning the
     manipulation of gravity. Fascinated by celestial bodies, these
     swordmages channel the gravitational powers of the stars to
     keep foes in their orbit of destruction.
     Aegis Expansion
     When you take this archetype at 3rd level, you gain a new
     type of Aegis:
       Aegis of Gravity: While this Aeigis is active, you impose
     heavy gravitational force on others. When a creature within         Star Fall
     30 feet of you that you can see moves, you can use your             At 15th level, you can teleport towards an area in an fiery
     reaction to force the creature to make a Strength saving            explosion. As an action, you can teleport up to 120 feet to an
     throw against your spell save DC. On a failure, the creature's      unoccupied space you can see. Any creature within 20 feet of
     speed drops to 0 for the rest of the turn. This stops any           the space you teleport to must make a Strengh saving throw
     movement they may have been taking.                                 against your spell save DC. On a failure, a creature takes 4d6
                                                                         fire damage and is knocked prone. On a success, a creature
     Archetype Spells                                                    takes half as much damage.
     You gain archetype spells at the swordmage level listed below.         Once you use this feature, you can't use it again until you
                                                                         finish a short or long rest.
     Meteor Knight Spells
       Swordmage Level Spells                                            Gravitational Pull
               3rd             magnify gravity                           Beginning at 20th level, you can manipulate the gravity
                                                                         around you to prevent anyone from escaping your reach. As
               5th             immovable object                          an action, you create heavy gravitational pull in 30 feet aura
               9th             melf's minute meteors                     centered on you for 1 minute. The area inside the aura is
              13th             gravity sinkhole
                                                                         difficult terrain. A creature of your choosing that starts their
                                                                         turn inside the aura must make a Strength saving throw. On a
              17th             destructive wave (radiant only)           failure, the creature is pulled to an unoccupied space
                                                                         adjacent to you.
     Student of the Stars                                                   Once you use this feature, you can't use it again until you
     At 3rd level you manipulate your density to withstand more          finish a long rest.
     weight than normal. You gain proficiency with heavy armor
     and cartographer's tools. You count as one size larger when
     determining your carrying capacity and the weight you can
     push, drag, or lift.
     Defy Gravity
     Starting at 7th level, your magical powers of dunamancy let
     you exceed your physical limits. You gain proficiency in
     Strength saving throws. If you already have this proficiency,
     you instead gain proficiency in Dexterity saving throws. You
     also have advantage on Strength and Dexterity saving throws
     made against effects that would push you or knock you
     prone.
10      Fanatical Collection: Swordmage
                                                                    isolating strike
Swordmage Spell List                                                magic weapon
The list is organized by spell level, not character level. Spells   mirror image
marked by bold are new spells detailed at the end of this           misty step
document.                                                           scorching ray
                                                                    shadow blade
Cantrips (0 Level)                                                  shatter
acid splash                                                         spider climb
blade ward                                                          snilloc's snowball swarm
booming blade                                                       warding wind
chill touch                                                         withering strike
fire bolt                                                           3rd Level
freezing blade                                                      blade storm
frostbite                                                           blink
greenflame blade                                                    counterspell
light                                                               dimensional retaliation
lightning lure                                                      dispel magic
mage hand                                                           elemental weapon
mending                                                             fireball
message                                                             flaming swordburst
mind blade                                                          fly
mountain blade                                                      frigid strike
poison spray                                                        gaseous form
prestidigitation                                                    haste
protective blade                                                    lightning bolt
ray of frost                                                        magic circle
shocking grasp                                                      melf's minute meteors
swordburst                                                          protection from energy
thunderclap                                                         thunder step
true strike                                                         vampiric touch
vampiric blade
                                                                    4th Level
1st Level                                                           banishment
absorb elements                                                     bleeding strike
burning hands                                                       dimension door
chromatic orb                                                       dimensional vortex
corrosive swordburst                                                fiery charge
detect magic                                                        fire shield
ensnaring pull                                                      greater invisibility
expeditious retreat                                                 ice storm
false life                                                          quaking swordburst
feather fall                                                        stoneskin
ice knife                                                           storm sphere
identify                                                            wall of fire
jump                                                                vitriolic sphere
longstrider
magic missile                                                       5th Level
predictive strike                                                   animate objects
protection from evil and good                                       cone of cold
shield                                                              nightmare swordburst
thunderwave                                                         paralyzing blade
venomous strike                                                     far step
zephyr strike                                                       prismatic blade
                                                                    steel wind strike
2nd Level                                                           time warp blade
aganazzar's scorcher
blindness/deafness
blur
darkness
darkvision
enlarge/reduce
electrifying swordburst
far strike
invisibility
                                                                                               Fanatical Collection: Swordmage   11
     New Spells
     These new spells are a mix of original ideas and adaptations
     of the 4E swordmage powers. Per your DM's discretion, you
     can easily add these spells to the spell lists of other classes.
     Freezing Blade
     Evocation cantrip
     Casting Time: 1 action
     Range: 5 ft
     Components: M (a weapon), V
     Duration: 1 round
        Your weapon becomes ice cold as you strike down your foe
     to cover them with frost. As part of the action used to cast
     this spell, you must make a melee attack with a weapon
     against one creature within the spell's range, otherwise the
     spell fails. On a hit, the target suffers the attack's normal
     effects, and they subtract a d4 from their next attack roll.
        At 5th level, the melee attack deals an extra 1d8 cold
     damage to the target. The damage roll increase to 2d8 at
     11th level and 3d8 at 17th level.
     Mind Blade
     Enchantment cantrip
     Casting Time: 1 action
     Range: 5 ft
     Components: M (a weapon), V
     Duration: 1 round
       Your weapon becomes empowered with deadly psychic
     force. As part of the action used to cast this spell, you must       When you strike a foe, you surround them with magic that
     make a melee attack with a weapon against one creature               lashes out if they attack your allies. As part of the action used
     within the spell's range, otherwise the spell fails. On a hit, the   to cast this spell, you must make a melee attack with a
     target suffers the attack's normal effects, and they subtract a      weapon against one creature within the spell's range,
     d4 from their next saving throw.                                     otherwise the spell fails. On a hit, the target suffers the
       At 5th level, the melee attack deals an extra 1d8 psychic          attack's normal effects, and it becomes sheathed in abjuring
     damage to the target. The damage roll increase to 2d8 at             energy until the start of your next turn. If the target willingly
     11th level and 3d8 at 17th level.                                    attacks a creature other than you before then, it immediately
     Mountain Blade
                                                                          takes 1d8 force damage, and the spell ends.
     Transmutation cantrip                                                   At 5th level, the melee attack deals an extra 1d8 force
                                                                          damage to the target, and the damage the target takes for
     Casting Time: 1 action                                               attacking another creature increases to 2d8. Both damage
     Range: 5 ft                                                          rolls increase by 1d8 at 11th level and 17th level.
     Components: M (a weapon), V
     Duration: 1 round                                                    Vampiric Blade
        Your body and blade become strengthened by the earth. As          Necromancy cantrip
     part of the action used to cast this spell, you must make a          Casting Time: 1 action
     melee attack with a weapon against one creature within the           Range: 5 ft
     spell's range, otherwise the spell fails. On a hit, the target       Components: M (a weapon), V
     suffers the attack's normal effects, and you can push the            Duration: 1 round
     creature back 5 feet.                                                   Your weapon radiates necrotic energy as you steal lifeforce
        At 5th level, the melee attack deals an extra 1d8                 from your enemy. As part of the action used to cast this spell,
     bludgeoning damage to the target. The damage roll increase           you must make a melee attack with a weapon against one
     to 2d8 at 11th level and 3d8 at 17th level.                          creature within the spell's range, otherwise the spell fails. On
     Protective Blade                                                     a hit, the target suffers the attack's normal effects, and you
     Abjuration cantrip                                                   gain temporary hit points equal to your spellcasting modifier.
                                                                          The temporary hit points disappear at the start of your next
     Casting Time: 1 action                                               turn.
     Range: 5 ft                                                             At 5th level, the melee attack deals an extra 1d8 necrotic
     Components: M (a weapon), V                                          damage to the target. The damage roll increase to 2d8 at
     Duration: 1 round                                                    11th level and 3d8 at 17th level.
12      Fanatical Collection: Swordmage
Corrosive Swordburst                                               At Higher Levels: When you cast this spell using a spell slot
1st level evocation                                                of 2nd level or higher, you can target one additional creature
                                                                   for each slot level above 1st. You make one melee weapon
    Casting Time: 1 action                                         attack against each creature you pull in.
    Range: Self (10-foot radius)
    Components: M (a weapon), V                                    Predictive Strike
    Duration: Instantaneous                                        1st level divination
  You slam your blade into the ground and burning acid                 Casting Time: 1 bonus action
bursts forth around you. Any creature within the area must             Range: Self
make a Dexterity saving throw. On a failed save, the creature          Components: M (a weapon), V
takes 3d4 acid damage and another 1d4 acid damage at the               Duration: Concentration, up to 1 minute
end of its next turn. On a successful save, a creature takes
half the initial damage and no damage at the end of its next         You briefly glimpse into the future to see how your foe will
turn.                                                              react before they do. You have advantage on weapon attack
  At Higher Levels: When you cast this spell using a spell         rolls until this spell ends. If you hit, the attack deals an
slot of 2nd level or higher, the initial damage increases by 2d4   additional 1d6 force damage and the spell ends.
for each slot level above 1st.
                                                                   Venomous Strike
Ensnaring Pull                                                     1st level evocation
1st level conjuration                                                 Casting Time: 1 bonus action
    Casting Time: 1 action                                            Range: Self
    Range: 30 ft                                                      Components: M (a weapon), V
    Components: M (a weapon), V                                       Duration: Concentration, up to 1 minute
    Duration: 1 round                                                The next time you hit a creature with a weapon attack
   You pull a distant foe through dimensional space to be          before this spell ends, you coat your weapon with toxic
struck by your blade. As an action, choose a creature within       poison, and the attack deals an extra 1d6 poison damage to
30 feet of you and they must succeed a Charisma saving             the target. Additionally, the target must succeed on a
throw. If they fail, you teleport the creature to an unoccupied    Constitution saving throw or be poisoned until the spell ends.
space adjacent to you, and you can make one melee weapon             At the end of each of its turns, the target can make another
attack against it. The spell fails if there is no unoccupied       Constitution saving throw. On a success, the spell ends on the
space adjacent to you or if you teleport the creature to a         target.
space not on the ground or not on a floor.
                                                                                                    Fanatical Collection: Swordmage   13
     Electrifying Swordburst                                            Isolating Strike
     2nd level evocation                                                2nd level conjuration
         Casting Time: 1 action                                            Casting Time: 1 bonus action
         Range: Self (10-foot radius)                                      Range: Self
         Components: M (a weapon), V                                       Components: M (a weapon), V
         Duration: Instantaneous                                           Duration: Concentration, up to 1 minute
        Empowering your blade with crackling electricity, you hold        The next time you hit a creature with a weapon attack
     your weapon aloft as lightning strikes out at your surrounding     before this spell ends, your weapon crackles with
     foes. Any creature within the area must make a Dexterity           dimensional power, and the attack deals an extra 2d6 force
     saving throw. On a failed save, the creature takes 3d8             damage to the target. Additionally, the target must succeed on
     lightning damage and it can't take reactions until the start of    a Charisma saving throw or be teleported to an unoccupied
     its next turn. On a successful save, the creature takes half as    space up to 30 feet away from you. That space must be on the
     much damage and can take reactions. The creature has               ground or on a floor.
     disadvantage on the saving throw if they are wearing armor
     made of metal.                                                     Withering Strike
        At Higher Levels: When you cast this spell using a spell        2nd level necromancy
     slot of 3rd level or higher, the damage increases by 1d8 for
     each slot level above 2nd.                                            Casting Time: 1 bonus action
                                                                           Range: Self
     Far Strike                                                            Components: M (a weapon), V
     2nd level conjuration                                                 Duration: Concentration, up to 1 minute
         Casting Time: 1 action                                           The next time you hit a creature with a weapon attack
         Range: 60 ft                                                   before this spell ends, your weapon crackles with life
         Components: M (a weapon), V                                    draining energy, and the attack deals an extra 2d6 necrotic
         Duration: Instantaneous                                        damage to the target. Additionally, the target must succeed on
                                                                        a Constitution saving throw or the target deals only half
        You create a temporary portal next to a distant foe to strike   damage with weapon attacks that use Strength until the spell
     at them with your blade. Choose a creature within 60 feet of       ends.
     you and you can make one melee attack against them. The              At the end of each of its turns, the target can make another
     attack deals an extra 2d6 force damage to the target.              Constitution saving throw. On a success, the spell ends on the
        At Higher Levels: When you cast this spell using a spell        target.
     slot of 3rd level or higher, the damage increases by 1d6 and
     the range increases by 15 feet for each slot level above 2nd.      Blade Storm
                                                                        3rd level evocation
                                                                            Casting Time: 1 action
                                                                            Range: Self (30-foot cone)
                                                                            Components: M (a weapon), V
                                                                            Duration: Instantaneous
                                                                           You swing your weapon creating magical duplicates that
                                                                        strike at all foes. Each creature you choose within the area
                                                                        must make a Dexterity saving throw. A creature takes 6d6
                                                                        force damage on a failed save, or half as much damage on a
                                                                        successful one.
                                                                           At Higher Levels: When you cast this spell using a spell
                                                                        slot of 4th level or higher, the damage increases by 1d6 for
                                                                        each slot level above 3rd.
                                                                        Dimensional Retaliation
                                                                        3rd level conjuration
                                                                           Casting Time: 1 reaction, which you take when you take
                                                                           damage from a ranged attack within 60 ft of you
                                                                           Range: 60 ft
                                                                           Components: M (a weapon), V
                                                                           Duration: Instantaneous
                                                                          You teleport to an unoccupied space within 5 feet of the
                                                                        creature that attacked you. You can then make one melee
                                                                        weapon attack against the creature. On a hit, the attack deals
                                                                        an additional 3d8 force damage.
14      Fanatical Collection: Swordmage
Flaming Swordburst                                                 Dimensional Vortex
3rd level evocation                                                4th level conjuration
    Casting Time: 1 action                                             Casting Time: 1 reaction, which you take when you see a
    Range: Self (20-foot radius)                                       creature within 60 ft of you attack you or a friendly
    Components: M (a weapon), V                                        creature
    Duration: Instantaneous                                            Range: 60 ft
   Raging fire bursts from your blade to engulf your foes in an        Components: M (a weapon), V
inferno. Any creature within the area must make a Dexterity            Duration: Instantaneous
saving throw. On a failed save, the creature takes 4d8 fire           You interrupt a creature's attack by warping space with
damage and is burning. On a successful save, a creature            your blade, causing your foe to appear a short distance away
takes half the damage and isn't burning. A creature that is        and unleash its attack elsewhere. The creature must succeed
burning takes 2d8 fire damage at the start of its turns. A         a Charisma saving throw or be teleported to an unoccupied
creature can end the burning by using its action to pat out the    space up to 60 feet away from their original location. That
flames.                                                            space must be on the ground or on a floor. The creature then
   At Higher Levels: When you cast this spell using a spell        makes their attack against another creature of your choosing
slot of 4th level or higher, the initial damage increases by 1d8   within range. If there is no creature within range, the attack
for each slot level above 3rd.                                     is expended.
Frigid Strike                                                      Fiery Charge
3rd level evocation                                                4th level evocation
    Casting Time: 1 bonus action                                       Casting Time: 1 action
    Range: Self                                                        Range: 120 ft
    Components: M (a weapon), V                                        Components: M (a weapon), V
    Duration: Concentration, up to 1 minute                            Duration: Instantaneous
   The next time you hit a creature with a weapon attack              You hurl your blade and it transforms into a line of roaring
before this spell ends, your weapon chills with elemental          fire 5 feet wide that extends out from you to a creature within
frost, and the attack deals an extra 3d8 cold damage to the        range. Each creature in the line excluding you and the target
target. Additionally, the target must succeed on a Constitution    must make a Dexterity saving throw, taking 4d8 fire damage
saving throw or be restrained until the spell ends.                on a failed save, and half as much damage on a successful
   At the end of each of its turns, the target can make another    one. You then teleport to an unoccupied square within 5 feet
Constitution saving throw. On a success, the spell ends on the     of the target. The roaring flames transform back into your
target.                                                            weapon and returns to your hand. You can then make one
                                                                   melee weapon attack against the target. On a hit, you deal an
Bleeding Blade                                                     extra 4d8 fire damage.
4th level necromancy                                                  At Higher Levels: When you cast this spell using a spell
   Casting Time: 1 bonus action                                    slot of 5th level or higher, the damage increases by 1d8 for
   Range: Self                                                     each slot above 4th.
   Components: M (a weapon), V                                     Quaking Swordburst
   Duration: Concentration, up to 1 minute                         4th level evocation
  The next time you hit a creature with a weapon attack                Casting Time: 1 action
before this spell ends, your weapon darkens with necrotic              Range: Self (30-foot radius)
power, and the attack deals an extra 4d8 necrotic damage to            Components: M (a weapon), V
the target. Additionally, the target must succeed on a                 Duration: Concentration, up to 1 minute
Constitution saving throw or be wounded for the spell's
duration. While wounded, hit points lost to this spell can be         You slam your weapon into the ground and seismic energy
regained only through a Short or Long Rest, rather than by         erupts from you in an aura with a 30-foot radius. Until the
regeneration, magic, or any other means.                           spell ends, the aura moves with you, centered on you. The
  At the end of each of its turns, the target repeats the saving   area inside the aura is difficult terrain to everyone except you.
throw. It takes 2d8 necrotic damage on a failed save, and the         When the aura appears, each creature of your choice that
spell ends on a successful one.                                    is within the aura's area must succeed on a Dexterity saving
                                                                   throw or be knocked prone. Each creature of your choice that
                                                                   starts their turn in the aura must also make the same
                                                                   Dexterity saving throw.
                                                                                                    Fanatical Collection: Swordmage    15
     Nightmare Swordburst                                             Time Warp Blade
     5th level enchantment                                            5th level transmutation
         Casting Time: 1 action                                          Casting Time: 1 bonus action
         Range: Self (30-foot radius)                                    Range: Self
         Components: M (a weapon), V                                     Components: M (a weapon), V
         Duration: Concentration, up to 1 minutee                        Duration: Concentration, up to 1 minute
        A powerful wave of terrifying visions burst from your blade     You warp time around your blade to speed yourself up and
     as your foes see you as their worst nightmare. Each creature     catch glimpses of the immediate future. For the spell's
     you choose within the area must make a Wisdom saving             duration, you have advantage on attack rolls, ability checks,
     throw. On a failed save, the creature takes 6d8 psychic          and saving throws. Additionally, other creatures have
     damage and is frightened of you for the spell's duration. On a   disadvantage on attack rolls against you for the duration.
     successful save, a creature takes half the damage and isn't
     frightened.
        At the end of each of its turns, a frightened creature
     repeats the saving throw and the creature is no longer               Art Credit
     frightened on a successful save.
                                                                          Thank you to these wonderful artists:
     Paralyzing Blade                                                        Yamaorce: page 1
     5th level evocation                                                     Lorenzo Mastroianni: page 2
         Casting Time: 1 bonus action                                        Tomasz Chistowski: page 5
         Range: Self                                                         Leonardo Borazio: page 6, top right
                                                                             Eva Widermann: page 6, bottom left
         Components: M (a weapon), V                                         Mark Kolobaev: page 8
         Duration: Concentration, up to 1 minute                             Cheng Gong: page 9
        Deadly lightning crackles on your blade that can shock a             Riot Games: page 10
     foe into paralysis. Each time you hit a creature with a weapon          Sergey Kondratovich: page 12
                                                                             Cheste Oocampo: page 13
     attack before this spell ends, the target must succeed on a             Paizo: page 14
     Constitution saving throw or be paralyzed until the end of
     your next turn.
     Prismatic Blade
     5th level evocation                                              Multiclassing
        Casting Time: 1 bonus action                                  When you advance in level, and with your DM's permission,
        Range: Self                                                   you may take the option to multiclass into a swordmage. You
        Components: M (a weapon), V                                   must meet the following prerequisites to qualify for an
        Duration: Concentration, up to 1 minute                       swordmage.
       Your blade shimmers in multicolor light that entails           Prerequisites
     destruction for your foes. Each time you hit a creature with a
     weapon attack before this spell ends, roll a d8 to determine     You need a 13 Intelligence, and a 13 Strength or 13 Dexterity.
     which color affects it.
       1 - Red. The creature takes an additional 4d6 fire damage.     Proficiencies
       2 - Orange. The creature takes an additional 4d6 acid          When you first multiclass into swordmage, you gain only
     damage.                                                          proficiency in simple weapons, martial weapons, light armor,
       3 - Yellow. The creature takes an additional 4d6 lightning     and medium armor.
     damage.
       4 - Green. The creature takes an additional 4d6 poison         Spell Slots
     damage.
       5 - Blue. The creature takes an additional 4d6 cold            When determining spell slots, you add one half (rounded up)
     damage.                                                          of your swordmage levels to the levels of your other classes
       6 - Indigo. The creature must make a Constistution saving      as described on page 164 of the Player's Handbook. Use the
     throw or be restrained until the end of your next turn.          resulting total to determine your spell slots by consulting the
       7 - Orange. The creature must make a Constitution saving       Multiclass Spellcaster table on page 165 of the Player's
     throw be blinded until the end of your next turn.                Handbook.
       8 - Special. The creature is affected by two colors. Roll
     twice more, rerolling any 8.
16      Fanatical Collection: Swordmage
Changelog v4.2 => v4.3
Much fewer changes this time, as some formatting updates
and clarifications.
Core Class
   Aegis of Assault: Nerfed the TP distance scaling to 5ft
   instead of 15ft.
   Two Weapon Fighting: I removed it before because the
   BA competed too much with Blade Magic, but now that
   the class has Extra Attack, I think TWF is ok. With Blade
   Magic, you could use a weapon cantrip with one weapon
   and then bonus action attack with your other weapon. Its
   a niche style, which 5e sadly doesn't support well, but I
   don't see the harm in adding TWF back in
Guardian
   Aegis of Protection: Clarified the teleporting takes your
   reaction.
Inquisitor
   Aegis of Negation: Concerns over it being too weak and
   BA competing with Hunter's Mark made me drop the old
   mark aegis and replace it a previous version with a twist.
                                                                Fanatical Collection: Swordmage   17