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Swordmage v4.3

This document provides an overview of the swordmage class, a magical warrior that blends martial combat and spellcasting. Swordmages can specialize in different types of magic similar to wizard schools of magic. They bond with a particular weapon that serves as a conduit for their magic. The class overview describes the swordmage's abilities like Aegis, which provides magical barriers, and how magic enhances their combat abilities beyond what mundane warriors can do. It also provides guidance on how to create a swordmage character by considering their background, magical interests, and choice of bonded weapon.

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100% found this document useful (2 votes)
293 views17 pages

Swordmage v4.3

This document provides an overview of the swordmage class, a magical warrior that blends martial combat and spellcasting. Swordmages can specialize in different types of magic similar to wizard schools of magic. They bond with a particular weapon that serves as a conduit for their magic. The class overview describes the swordmage's abilities like Aegis, which provides magical barriers, and how magic enhances their combat abilities beyond what mundane warriors can do. It also provides guidance on how to create a swordmage character by considering their background, magical interests, and choice of bonded weapon.

Uploaded by

lolly pop
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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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.

Fanatical Collection: Swordmage 3


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.

Fanatical Collection: Swordmage 5


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
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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.

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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.

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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

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