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Swordmage

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58 views15 pages

Swordmage

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

A cloaked human walks down a dark alley, his hood drawn


low to cover his features. Two dhampir thugs step out of the
shadows, brandishing clubs and pointed threats. The man
draws a sword from beneath his cloak that erupts into green
flames as he swings at his first assailant, and upon impact the
flames leap to the dhampirs nearby partner, setting them
both ablaze. They run off into the night, living torches casting
an emerald light through the darkness.
A graceful averial fights for the survival of her enclave, her
scimitar glimmering in the fires set by the marauding trilion.
She speaks an ancient word of power and a rune appears on
the forehead of a nearby trilion while she cuts down another
with a thunderous roar from her sword. Moments later, she
appears behind the rune-marked trilion, ending it before it
could harm another soul.
An enigmatic clockwork engages a group of hobgoblins
with his comrades, leading the charge into battle. He speaks
a word of power that echoes through the air as he charges,
placing defensive rune-marks on his allies, granting them a
portion of his arcane ward to protect them from their foes.
Swordmages apply the arcane arts to melee combat. The
combat skills they possess are enhanced by the magic they
wield. The flourish of a swordmage’s blade not only bites with
steel, but also with the fury of the elements or raw arcane
energy itself.

Sword and Spell


Swordmages are warriors who wield ancient magic to
supplement their martial skills. A swordmage channels magic
through his or her sword, enhancing attacks, bolstering
defenses, and aiding allies. Each time a swordmage presses
the attack, a foe must contend not only with the bite of steel,
but also with arcs of searing fire, dazzling discharges of
lightning, and cold as chilling as any blizzard

Blade and Soul


As a swordmage, you share a bond with your sword, it is the
most valuable of all your possessions. When you and your
sword are separated, you can call the weapon to hand with a
mere thought. Developing this powerful relationship with
your blade is the first step to becoming a swordmage, and
calling the weapon is the first lesson you mastered.

PART 1 | SWORDMAGE
1
The Swordmage
Proficiency Cantrips
Level Bonus Features Known 1st 2nd 3rd 4th 5th
1st +2 Blade Bond, Mage Blade 3 1 — — — —
2nd +2 Warding 3 2 — — — —
3rd +2 Aegis Feature 3 3 — — — —
4th +2 Ability Score Improvement 4 3 — — — —
5th +3 Battle Magic 4 4 2 — — —
6th +3 Arcane Recovery, Elemental Acuity 4 4 2 — — —
7th +3 Aegis Feature 4 4 3 — — —
8th +3 Ability Score Improvement 4 4 3 — — —
9th +4 Enhanced Warding 5 4 3 2 — —
10th +4 Aegis Feature 5 4 3 2 — —
11th +4 ─ 5 4 3 3 — —
12th +4 Ability Score Improvement 5 4 3 3 — —
13th +5 ─ 5 4 3 3 1 —
14th +5 Eyes of the Mage 5 4 3 3 1 —
15th +5 Aegis Feature 6 4 3 3 2 —
16th +5 Ability Score Improvement 6 4 3 3 2 —
17th +6 ─ 6 4 3 3 3 1
18th +6 Aegis Feature 6 4 3 3 3 1
19th +6 Ability Score Improvement 6 4 3 3 3 2
20th +6 Eldritch Champion 6 4 3 3 3 2

Creating a Swordmage Class Features


Creating a swordmage character requires some pivotal event
As a notary, you gain the following class features
in your past that set you upon the difficult journey of blending
steel and spell. Were you of noble birth, trained in fencing as
a youth, and desired to study the arcane later in life? Were
Hit Points
you given to a wandering eladrin master searching for an Hit Dice: 1d10 per swordmage level
apprentice in exchange for some other favor? Did you have a Hit Points at 1st Level: 10 + your Constituion modifier
natural talent for one aspect of being a swordmage and self- Hit Points at Higher Levels: 1d10 (or 6) + your Constituion
train for the other? What caused you to venture out into the modifier per swordmage level after 1st
world? Did you seek the thrill of adventure? Were you made Proficiencies
aware of a treasure trove of arcane knowledge and felt Armor: Light armor
compelled to find it? Do you seek it out to expand your Weapons: Daggers, longswords, rapiers, scimitars,
understanding of the world, or to grow your own power? shortswords, sickles, spears
Tools: None
Quick Build
You can make a swordmage quickly by following these Saving Throws: Constitution, Intelligence
suggestions. First, make Intelligence your highest score, Skills: Choose two from Arcana, Athletics, History,
followed by Constitution if you plan to utilize the Aegis of Investigation, Nature, and Survival
Shielding, or Strength if you plan to utilize the Aegis of
Assault. Second, choose the Scholar background.

PART 1 | SWORDMAGE
2
You regain all expended spell slots when you finish a long
Equipment rest.
You start with the following equipment, in addition to the You prepare the list of swordmage spells that are available
equipment granted by your background: for you to cast. To do so, choose a number of swordmage
spells from your spellbook equal to your Intelligence modifier
(a) a longsword or (b) a rapier or (c) a spear + half your swordmage level, rounded down (minimum of one
Leather armor, a dagger, and a whetstone spell). The spells must be of a level for which you have spell
A spellbook slots.
For example, if you’re a 5th-level swordmage, you have four
Blade Bond 1st-level and two 2nd-level spell slots. With an Intelligence of
Beginning at 1st level, you know a ritual that creates a 18, your list of prepared spells can include six spells of 1st or
magical bond between yourself and one melee weapon you 2nd level, in any combination, chosen from your spellbook. If
are proficient with. You perform the ritual over the course of you prepare the 1st-level spell lightning clash, you can cast it
1 hour, which can be done during a short rest. The weapon using a 1st-level or 2nd-level slot. Casting the spell doesn’t
must be within your reach throughout the ritual, at the remove it from your list of prepared spells.
conclusion of which you touch the weapon to forge the bond. You can change your list of prepared spells when you finish
If it is on the same plane of existence, you can summon a long rest. Preparing a new list of swordmage spells requires
that weapon as a bonus action on your turn, causing it to time spent studying your spellbook and memorizing the
teleport instantly to your hand. You can have up to two incantations, runic glyphs, and blade movements needed to
bonded weapons, but can summon only one at a time with cast the spell: at least 1 minute per spell level for each spell
your bonus action. If you attempt to bond with a third on your list.
weapon, you must break the bond with one of the other two.
If a bonded weapon is broken or damaged, you can spend 1 Spellcasting Ability
hour of meditation to recreate the weapon from a fragment of Intelligence is your spellcasting ability for your swordmage
the original weapon. This process destroys other fragments spells, since you learn your spells through studying runic
of the weapon. glyphs and focusing your arcane power through your blade.
Spell save DC = 8 + your proficiency bonus + your
Mage Blade Intelligence modifier
At 1st level, you have mastered simple spells that you channel Spell attack modifier = your proficiency bonus + your
through your blade. You know two cantrips of your choice Intelligence modifier
from the swordmage spell list. You learn additional
swordmage cantrips of your choice at higher levels, as shown Ritaul Casting
You can cast a swordmage spell as a ritual if that spell has the
on the Cantrips Known column of the Swordmage table.
ritual tag and you have the spell in your spellbook. You don’t
need to have the spell prepared.
Spellcasting
As a student of arcane magic, you have a spellbook Spellcasting Focus
containing spells that show the first glimmerings of your true You must use a bonded weapon as the spellcasting focus for
power. See chapter 10 of the Player’s Handbook for the your swordmage spells.
general rules of spellcasting, and the end of the class
description for the swordmage spell list. Learning Spells of 1st-Level and higher
Each time you gain a swordmage level, you can add one
Spellbook swordmage spells of your choice to your spellbook for free.
At 2nd level, you have a spellbook containing the swordmage Each of these spells must be of a level for which you have
spells at your disposal. Your spellbook is the repository of the spell slots, as shown on the Swordmage table. On your
swordmage spells you know, except your cantrips, which are adventures, you might find other spells that you can add to
fixed in your mind. your spellbook (see the “Your Spellbook” sidebar on page 115
of the Player’s Handbook).
Preparing and Casting Spells
The Swordmage table shows how many spell slots you have
to cast your spells of 1st level and higher. To cast one of those
spells, you must expend a spell slot of the spell’s level or
higher.

PART 1 | SWORDMAGE
3
Once you use this feature, you can’t use it again until you
finish a long rest.
Warding
Beginning at 2nd level, you learn to channel your arcane Eyes of the Mage
energy into a swirling barrier of magical force that you Starting st 14th level you have advantage to visual based
surround yourself with. Wisdom (Perception) checks.
While you are wearing light armor and wielding a bonded As a bonus action your eyes take on an otherworldly sheen.
weapon, you get a +1 bonus to your AC. For 1 minute you gain true sight.
As a reaction you can add 3 to your AC against one melee You must complete a long rest before using this power
attack that would hit. You must see the attacker and be again
wielding a melee weapon. After which you lose the effect of
Warding until the end of your nect turn.
Eldritch Champion
Aegis At 20th level, you can assume the form of arcane energy
incarnate, taking on an appearance you choose. For example,
At 3rd level, after much study and practical experience, you your skin might take on the characteristics of lava, or
choose an Aegis to master: The Aegis of Assault, the Aegis of electricity arcs from your body. Your waist my appear to be a
Ensanrement or the Aegis of Shielding, which are detailed at mailstrom of water or wind.
the end of the class description. Your choice grants you Using your action, you undergo a transformation. For 1
features at 3rd level and again at 7th, 10th, 15th, and 18th minute, you gain the following benefits:
level.
Casting a spell of 3rd level or lower does not consume a
Ability Score Improvement spell slot
At the start of each of your turns, you regain 10 hit points
When you reach 4th level, and again at 8th, 12th, 16th, and At the start of your turn you can immediately teleport 10
19th level, you can increase one ability score of your choice feet
by 2, or you can increase two ability scores of your choice by
1. As normal, you can’t increase an ability score above 20
using this feature.

Battle Casting
Beginning at 5th level, when you use your action to cast a
cantrip, you can make one weapon attack as a bonus action.

Arcane Recovery
At 6th level, you have learned to regain some of your magical
energy by meditating with your bonded weapon. Once per
day, when you finish a short rest, you can choose expended
spell slots to recover. The spell slots can have a combined
level that is equal to or less than half of your swordmage level
(rounded up), and none of the slots can be 4th level or higher.
For example, if you are a 6th-level swordmage, you can
recover up to three levels worth of spell slots. You can recover
either a 2nd-level spell slot and a 1st-level spell slot, or three
1st-level spell slots.

Elemental Acuity
At 6th level, you are able to circumvent resistance to
elemental magic by channeling the energy to instead enhance
the force of your weapon’s strike.
Swordmage spells you cast ignore immunity. Additionally
your bonded weapon damage counts as magical for the
purpose of overcoming resistance and immunity to
nonmagical attacks and damage.

Enhanced Warding
Starting at 9th level, your aptitude with the arcane allows you
to shelter yourself from magical effects.
When you fail a saving throw against a spell, you can use
your reaction to instead succeed. If the spell deals half
damage on a successful save, you instead take no damage.

PART 1 | SWORDMAGE
4
Eldritch Blade
Arcane Aegis Beginning at 18th level, you have perfected incorporating
eldritch power into every motion with your weapon. When
Swordmages train vigorously to meld arcane magic and well- you use the Attack action on your turn, you may cast a
crafted steel, and key to the teachings of the swordmage is the swordmage spell as a bonus action.
power of the aegis.
Aegis of Ensnarement
Aegis of Assault
Ensnaring swordmages are arcane hunters, delighting in
Assault swordmages hold the philosophy that offense is the setting up traps using their bladework and teleportation
best defense and strive to protect their friends and allies spells to lure their foes into them. They control the terrain
through translocation and unleashing the wrath of the and where their quarry travels within in it.
elements on their foes. The assault swordmage tradition has
its roots in Abeir, though the anarchs of Shyr have done their
part to spread the tradition throughout Faerûn. Assault
swordmages regard strength and intelligence with equal
importance, as they use both to maximize the potency of their
magic.

Rune-Mark of Assault
Beginning at 3rd level, you speak a word of power and create
a rune-mark on a visible part of your enemy’s body, creating
an arcane link between you and a foe.
As a bonus action on your turn, you can mark a hostile
creature that you can see within 30 feet of you. This mark
lasts for 1 minute, until you mark another creature, or until
you fall unconscious. A creature can only have one rune-mark
on it at a time.
While the creature is marked, you add your profficiency
bonus once per turn to the damage dealt to the marked
creature. While the creature is marked, if it targets an ally
with an attack or spell that doesn’t include you as a target and
is within 60 feet of you, you can use your reaction to teleport
to an unoccupied space within 5 feet of the target and make a
single melee weapon attack against it. If no unoccupied space
exists within 5 feet of the target, you can’t use this feature.
You can only use this feature once per round.

Lashing Shield
Beginning at 7th level, you gain greater control over the
elements through applied usage of the arcane.
You can spend a bonus action to infuse your ward with one
of the following elements: acid, cold, fire, lighting, or thunder.
At the start of your turn, each creature within 5 feet of you
takes damage of the chosen element equal to your
spellcasting ability modifier. This effect lasts for 1 minute or
until you use a bonus action end this effect.
Once you use this feature, you can’t use it again until you
finish a short or long rest.

Eldritch Speed
Beginning at 10th level, you add your Intelligence modifier to
your initiative rolls. In addition, your speed increases by 10
feet.

Piercing
At 15th level, you have learned to empower even your basic
swordplay with arcane force.
Once per round, you can add your Intelligence modifier as
force damage to the damage roll of a melee attack made with
a bonded weapon. In addition, you can choose which
creatures are affected by the damaging effects of your
Lashing Shield feature.

PART 1 | SWORDMAGE
5
Relentless Hunter
Mark of Ensarment Beginning at 18th level, when you damage an enemy with a
Beginning at 3rd level, you speak a word of power and create bonded weapon on your turn, you can use your bonus action
rune-mark on a visible part of your enemy’s body, creating an to teleport the target up to 10 feet to an unoccupied space
arcane link between you and a foe, allowing you to relocate it. you can see. If no unoccupied space exists within 10 feet of
As a bonus action on your turn, you can mark a hostile the target, you can’t use this feature.
creature that you can see within 30 feet of you. This mark
lasts for 1 minute, until you mark another creature, or until
you fall unconscious.
Aegis of Shielding
A creature can only have one rune-mark on it at a time. Where assault swordmages prefer brute force, shielding
While the creature is marked their movement speed is swordmages prefer the use of magic as a shield against harm.
reduced by 10 feet. Like all swordmages, shielding swordmages are often
While the creature is marked, if it damages an ally with an extremely cunning foes, but they also are quite often
attack or spell that doesn’t include you as a target and is immensely durable, a quality they use to enhance some of
within 60 feet of you, you can use your reaction to teleport the their spells while also allowing them to take blows that their
target 10 feet towards you in a line to an unoccupied space. If allies would otherwise suffer.
no unoccupied space exists within 10 feet of the target, you
can’t use this feature. You can only use this feature once per Arcane Fortitude
round. Beginning at 3rd level, you are able to focus arcane forces to
bolster your fortitude.
Fettering Shield Your maximum hit points increase by 3 and whenever you
Beginning at 7th level, you are able to manipulate the energy gain a level thereafter, your hit point maximum increases by
of your ward to hold nearby foes in place, making them an additional 1 hit point.
vulnerable to attack by your allies. Each enemy within 10 feet
of you must make a successful Strength saving throw against Rune-Mark of Shielding
your spell save DC or become restrained until the next time a Beginning at 3rd level, you speak a word of power and create
creature hits it before the end of its next turn. Once you use a rune-mark on a visible part of your enemy’s body, creating
this feature, you can’t use it again until you finish a short or an arcane link between you and a foe.
long rest. As a bonus action on your turn, you can mark a hostile
creature that you can see within 30 feet of you. This mark
Exploit Weakness lasts for 1 minute, until you mark another creature, or until
Beginning at 10th level, moving through nonmagical difficult you fall unconscious. A creature can only have one rune-mark
terrain does not costs you extra movement. You have on it at a time.
advantage on attack rolls made against creatures standing in While the creature is marked, if it targets an ally with an
difficult terrain. attack or spell that doesn’t include you as a target and is
within 60 feet of you, you can use your reaction to teleport to
Ethereal Assassin an empty square adjacent to the marked creature and
At 15th level, you have learned to reach into the Ethereal become the target of the attack and gain an Aeigs Shield that
Plane and strike at your foe while you hurl them through it. has hit points equal to twice your swordmage level + your
When you teleport an enemy, it takes force damage equal to Intelligence modifier. You can only use this feature once per
your Intelligence modifier. round.

PART 1 | SWORDMAGE
6
Improved Warding
Channeled Shield Beginning at 15th level, you have mastered the art of
Beginning at 7th level, you are able to grant an ally a part of shielding yourself and by extension your allies through
your warding to absorb some of the power of a foe’s attack. arcane force.
When you a creature you can see within 60 feet makes a You gain an additional +1 bonus to AC. You have advantage
saving throw against a spell effect you can use a reaction to on saving throws against spells. Furthermore, you have
grant them advantage. resistance against the damage of spells
Once you use this feature, you can’t use it again until you
finish a short or long rest. Shield Weaver
Beginning at 18th level, you are able to shape residual arcane
Arcane Resiliance energy from your spells into temporary wards. When you cast
Beginning at 10th level, you gain temporary hit points equal a swordmage spell using a 1st level spell slot or higher, you
to your swordmage level + your Constitution modifier when can give a creature within 60 feet of you that you can see
you finish a long rest. temporary hit points equal to twice the expended spell slot’s
level + your Intelligence modifier + your Constitution
modifier. You can only use this feature once per round.

PART 1 | SWORDMAGE
7
Corrosive Strike Forecful dismissal Spell Break
Swordmage Spells
Detect Magic Knock Strength of Elemental Earth
Cantrips (0 level) Identify Magic Mouth Whims of Elemental Water
Booming Blade Jump Misty Step
Conjure Mist Lightning Crash Mirror Image 4th Level
Frostwind Blade Mythal Recovery Shadow Snake Strike Dimenion Door
Green-Flame Blade Rune-Carved Blade Thundering rebuke Dimenional Cleave
Invisible Weapon Shield Transposing Lunge Dimensional Dodge
Light Specteral Gauntlet Word of Aegis binding Dimensional Shockwave
Lightning Lure Venom Blade Dimensional Vortex
Mage Hand 3rd Level Enervating Slash
Prestidigitation 2nd Level Arcane Deflection Ethereal Mist
Sword Burst Arcane Binding Arcane Sight Stoneskin
Thorn Shield Blur Blink Straddle the Aether
True Strike Body Blades Dispel Magic
Corrosive Strike Dimensional Bond 5th Level
1st Level Dimensional Swap Fury of Elemental Fire Arcane Empowerment
Absorb Elements Eldritch Quagmire Grace of Elemental Air Arnathors Translocation
Arcane Lance Elemental Aegis Haste Lightning Dash
Burning Path Enhanced Elements Hypnotic Swordplay Mirrorblade Army
Cacophonus Blast Enlarge/Reduce Imbue Element Vanishing Blade
Chilling Strike Fear no Elements Lightning Strider
Comprehend Language
Corrosive Strike Forecful dismissal Spell Break

PART 1 | SWORDMAGE SPELLS


8
Arcane Spear
Spell Description 1st-level evocation
Casting Time: 1 action
The spells are presented in alphabetical order. Range: 50 feet
Components: V, S, M (a bonded weapon)
Arcane Binding Duration: Instantaneous
2nd-level conjuration
You throw your bonded weapon and it turns into a spear of
Casting Time: 1 action
crackling arcane energy. Make a ranged spell attack against
Range: Melee Weapon reach
the target. On a hit, the target suffers your weapon’s damage
Components: S, V (a bonded weapon)
and effects as though you had made a melee weapon attack
Duration: Concentration, up to 1 minute
with it and takes 1d8 force damage. After completing the
As part of the action used to cast this spell, you must make a attack your weapon reappears in your hand.
melee attack with a weapon against one creature within the At Higher Levels. When you cast this spell using a spell
spell’s range, otherwise the spell fails. On a hit, the target slot of 2nd level or higher, the damage increases by 1d8 for
suffers the attack’s normal effects, and then arcane energy each slot level above the 1st.
pulses from your blade and forms glowing shackles around
your foe that hold it in place. The target takes 2d6 force Armathors Translocation
damage and must succeed on a Strength saving throw or be 5th-level conjuration
restrained by the arcane shackles until the spell ends. The Casting Time: 1 action
target can use its action to make a Strength or Intelligence Range: Melee weapon reach
check (its choice) against your spell save DC. On a success, it Components: V, S, M (a bonded weapon)
frees itself. Duration: Instantaneous
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 1d6 for As part of the action used to cast this spell, you must make a
each slot level above the 1st. melee attack with a weapon against one creature within the
spell’s range, otherwise the spell fails. On a hit, the target
Arcane Empowerment suffers the attack’s normal effects, you hurl your foe through
5th-level transmutation the Ethereal Plane, then violently return it to your current
Casting Time: 1 action plane of existence. The target takes 8d8 force damage and
Range: Self you teleport it up to 30 feet away.
Components: V, S, M (a bonded weapon)
Duration: Concentration, up to 5 minutes Body Blades
2nd-level transmutation
You syphon the arcane energy from your ward into several
Casting Time: 1 action
spheres of crackling purple energy that orbit your body,
Range: Self
waiting for the right time to speak a word of power that
Components: V, S, M (two sharp pieces of metal) and a shard
releases the energy stored within the orbs. For the duration,
of bone.
you do not benefit from your Swordmage Warding feature,
Duration: 1 minute
and when you cast a spell, you can choose to cast the spell as
though you expended a 9th level spell slot to cast it, Dagger-like growths grow out of your body, passing
expending its spell slot as normal, discharging the power harmlessly through any clothing or armor you wear. You gain
stored in the orbs, and ending this effect. You regain the +1 AC. If you grapple anyone or are grappled, you do 2d4 +
benefits of your Swordmage Warding feature at the beginning your spellcasting ability bonus in piercing damage. The
of your next turn. growths are metallic-looking but are not made of metal and
cannot be affected by spells that affect metal.
Arcane Sight
3rd-level divination (ritual) Burning Path
Casting Time: 5 minutes 1st-level evocation
Range: 100 feet Casting Time: 1 action
Components: S, M (a bonded weapon) Range: Melee weapon reach
Duration: Instantaneus Components: V, M (a bonded weapon)
Duration: Instantaneous
You close your eyes, projecting arcane awareness to give you
a mental picture of the area ahead. For each minute that As part of the action used to cast this spell, you must make a
passes while you cast the ritual, you learn the general layout melee attack with a weapon against one creature within the
of terrain features in a 20-foot sphere, up to a 100- foot spell’s range, otherwise the spell fails. On a hit, the target
sphere after the ritual is completed. You cannot see through suffers the attack’s normal effects, and your blade erupts into
solid objects, such as walls, but you do sense around corners flames, dealing 1d8 fire damage. If the target is within 25 feet
and into narrow gaps. Additionally, you can make a Wisdom of you at the end of its next turn and you can see it, you can
(Perception) check to detect hidden creatures, objects, and teleport within 5 feet of it without using an action.
traps in the learned areas as though you were within 50 feet
of them.

PART 1 | SWORDMAGE SPELLS


9
At Higher Levels. When you cast this spell using a spell slot Dimensional Bond
of 2nd level or higher, the damage increases by 1d8 and your 3rd-level enchantment
teleportation range increases by 5 feet for each slot level Casting Time: 1 action
above the 1st. Range: Melee weapon reach
Components: V, M (a bonded weapon)
Cacophonous Strike Duration: 1 minute
1st-level evocation
As 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: Melee weapon reach spell’s range, otherwise the spell fails. On a hit, the target
Components: V, M (a bonded weapon) suffers the attack’s normal effects, the wound glows with
Duration: 1 minute energy similar to that of your rune-marks, creating a
As part of the action used to cast this spell, you must make a dimensional bond between you and your foe. The target takes
melee attack with a weapon against one creature within the 3d8 force damage, and for the duration you can teleport up to
spell’s range, otherwise the spell fails. On a hit, the target 50 feet rather than move normally as long as you end this
suffers the attack’s normal effects, and an eardrum rupturing movement within 5 feet of the target. The effect lasts for the
shockwave erupts from your blade, dealing 1d8 thunder duration or until a creature uses an action to cauterize the
damage to the target. wound, the target receives healing such as from a healing
The target must succeed on a Constitution saving throw or word spell,or the target uses an action to make an
be deafened for the duration. The target can repeat the saving Arcana (Intelligence) check against your spell save DC. On
throw at the end of each of its turns, ending the effect on a success, the spell ends.
itself on a success. At Higher Levels. When you cast this spell using a spell
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for
slot of 2nd level or higher, the damage increases by 1d8 for each slot level above the 3rd.
each slot level above the 1st.
Dimensional Cleave
Chilling Strike 4th-level conjuration
1st-level evocation Casting Time: 1 action
Casting Time: 1 action Range: 25 feet
Range: Melee weapon reach Components: V, M (a bonded weapon)
Components: V, M (a bonded weapon) Duration: Instantaneous
Duration: 1 minute As part of the action used to cast this spell, you rip the enemy
As part of the action used to cast this spell, you must make a through the Ethereal Plane to you and into the path of your
melee attack with a weapon against one creature within the waiting blade. The target must succeed on an Intelligence
spell’s range, otherwise the spell fails. On a hit, the target saving throw or be teleported up to 25 feet into a space
suffers the attack’s normal effects, and the target’s blood adjacent to you and then you must make a melee attack with
turns to ice, dealing 1d8 cold damage. The target must a weapon against the creature, otherwise the spell fails. On a
succeed on a Constitution saving throw or be unable to take hit, the target suffers the attack’s normal effects, and takes
bonus actions and reactions for the duration. The target can 4d8 force damage.
repeat the saving throw at the end of each of its turns, ending At Higher Levels. When you cast this spell using a spell
the effect on itself on a success. slot of 5th level or higher, the damage increases by 1d8 for
At Higher Levels. When you cast this spell using a spell each slot level above the 4th.
slot of 2nd level or higher, the damage increases by 1d8 for
each slot level above the 1st. Dimensional Dodge
4th-level conjuration
Corrosive Ruin Casting Time: 1 reaction, when an enemy that you can see
1st-level evocation within 100 feet of you targets you with a ranged attack or
Casting Time: 1 action spell
Range: Self (15-foot radius) Range: 100 feet
Components: V, M (a bonded weapon) Components: V, M (a bonded weapon)
Duration: Instantaneous Duration: Instantaneous

You spin your blade in a tight arc, assailing foes with a spray As your foe prepares to strike you from afar, you vanish and
of flesh-melting acid. Each creature within a 15-foot sphere, reappear right next to it. You teleport up to 100 feet away as
other than you, must make a Dexterity saving A creature long as you appear within 5 feet of the triggering enemy on a
takes 2d8 acid damage on a failed save, or half as much space that can support you. If no unoccupied space exists
damage on a successful one. within 5 feet of the triggering enemy, you can’t cast this spell.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d8 for
each slot level above the 1st.

PART 1 | SWORDMAGE SPELLS


10
Enervating Slash
Dimensional Shockwave 4th-level necromancy
4th-level conjuration
Casting Time: 1 action
Casting Time: 1 action Range: Melee weapon reach
Range: Melee weapon reach Components: V, M (a bonded weapon)
Components: V, M (a bonded weapon) Duration: 1 minute
Duration: Instantaneous
As part of the action used to cast this spell, you must make a
As part of the action used to cast this spell, you pass unseen melee attack with a weapon against one creature within the
through the Ethereal Plane, teleporting up to 20 feet, and spell’s range, otherwise the spell fails. On a hit, the target
then must make a melee attack with a weapon against one suffers the attack’s normal effects, and your weapon turns
creature within the spell’s range, otherwise the spell fails. On pitch black as you strike. The wound it leaves behind drains
a hit, the target suffers the attack’s normal effects, and takes your enemy of strength when it attacks your allies. The target
4d8 thunder damage and a deafening roar bombards nearby takes take 4d8 necrotic damage and must succeed on a
enemies. Each enemy within 5 feet must make a Constitution Strength saving throw or deal half damage with attacks that
saving throw or take thunder damage equal to 3d6 + your don’t include you as a target for the duration. The target can
Intelligence modifier. repeat the saving throw at the end of each of its turns, ending
At Higher Levels. When you cast this spell using a spell the effect on itself on a success.
slot of 5th level or higher, the melee attack deals an extra 1d8 At Higher Levels. When you cast this spell using a spell
thunder damage, and the damage for each creature that fails slot of 5th level or higher, the damage increases by 1d8 for
its saving throw increases by 1d6 for each slot level above the each slot level above the 1st.
4th.
Enhance Elements
Dimensional Vortex 2nd-level transmutation
4th-level conjuration
Casting Time: 1 action
Casting Time: 1 reaction, when you see an enemy within 50 Range: Touch
feet target an ally with a melee attack Components: V, M (a bonded weapon)
Range: 50 feet Duration: 5 minutes
Components: V, M (a bonded weapon)
Duration: Instantaneous You trace an arcane glyph onto an object cursing it with
vulnerability to the elements. An unwilling creature must
Lashing out with your sword, you warp space, causing your make a Dexterity saving throw to avoid the effect. The object
foe to appear a short distance away and unleash its attack or creature is vulnerable to acid, cold, fire, lightning, and
elsewhere. You teleport the enemy to a place you can see up thunder damage for the duration. In addition, this effect
to 40 feet away that can support it, and then makes its melee makes non-magical objects that would normally not be
attack against a creature of your choice, or the creature’s flammable, such a stone wall, able to be set on fire, makes
attack misses if no targets are in range. non-magical objects normally not conductive to electricity,
such as glass, able to conduct electricity, and has similar
Eldritch Quagmire effects for objects normally resistant to corrosion, erosion,
2nd-level transmutation and sound.
Casting Time:1 bonus action
Range: Self (15-foot radius) Ethereal Mists
Components: V, S, M (a bonded weapon) 4th-level abjuration
Duration: 1 minute Casting Time: 1 bonus action
You stir the ground around you with your blade after speaking Range: Self (5-foot radius)
a word of power, turning the ground beneath your enemies’ Components: V, M (a bonded weapon)
feet into gooey mud, which slows their movement. The Duration: Concentration, up to 1 minute
ground in a 30-foot sphere centered you becomes difficult You raise a magical ward of thick, silver mist that follows
terrain for your enemies for the duration. your movements, obstructing the vision of those outside it but
allowing you and your allies to see clearly from within.
Elemental Aegis Attacks made against you or an ally within a 10-foot sphere
2nd-level abjuration centered on you have disadvantage, and you and your allies
Casting Time: 1 reaction, when you see an ally take acid, have advantage on Dexterity saving throws while you are in
cold, fire, lightning, or thunder damage the mists.
Range: 50 feet
Components: V, S, M (a bonded weapon) Fear no Elements
Duration: 1 round 2nd-level abjuration
You grant your ally a portion of your ward, sheltering them Casting Time: 1 bonus action
against the elements. The ally has resistance to the triggering Range: Self
damage type until the start of their next turn. Components: V, S, M (a bonded weapon)
Duration: Concentration, up to 1 minute

PART 1 | SWORDMAGE SPELLS


11
radiate bright light in a 20-foot radius and dim light for an
You change the nature of your swordmage ward and additional 20 feet. In addition, your melee attacks deal 1d6
incorporate a chosen element into your warding. For the additional fire damage, and you can use your reaction to deal
duration, you have resistance to the damage type of your 2d6 + your Intelligence ability modifier fire damage to any
choice: acid, cold, fire, lightning, or thunder. creature that begins its turn within 5 feet of you.
Forceful Dismissal Grace of Elemental Air
2nd-level evocation 3rd-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: Melee weapon reach Range: Self
Components: V, M (a bonded weapon) Components: V, S, M (a bonded weapon)
Duration: Instantaneous Duration: Concentration, up to 5 minute
As part of the action used to cast this spell, you must make a You channel the power of elemental air into your body,
melee attack with a weapon against one creature within the making you feel swifter and lighter. You gain a fly speed equal
spell’s range, otherwise the spell fails. On a hit, the target to two times your movement for the duration or until you end
suffers the attack’s normal effects, and then a booming the spell as a bonus action. When the spell ends, you fall if
shockwave erupts from your blade, dealing 2d8 thunder you are still aloft, unless you can stop the fall.
damage to the target. The target must succeed on a Strength
saving throw. On a failed save, the target is pushed away in a Hypnotic Swordplay
line a number of feet equal to 5 times your Intelligence 3rd-level enchantment
modifier and lands prone. If the target is pushed into an
object or a creature, both it and the object or creature Casting Time: 1 action
it was pushed into take 1d6 bludgeoning damage for every Range: Melee weapon reach
5 feet it was pushed. On a successful save, it is pushed back 5 Components: V, M (a bonded weapon)
feet. Duration: 1 minute
At Higher Levels. When you cast this spell using a spell As part of the action used to cast this spell, you must make a
slot of 3rd level or higher, the thunder damage increases by melee attack with a weapon against one creature within the
1d8 for each slot level above the 2nd. spell’s range, otherwise the spell fails. On a hit, the target
suffers the attack’s normal effects, and with a mesmerizing
Frostwind Blade twirl of your weapon aided by your magic, you make the
Evocation cantrip target’s mind reel and rob it of its ability to react. The target
Casting Time:1 action must make a Wisdom saving throw. On a failed save, the
Range: 30 feet target takes 2d6 psychic damage and is stunned for the
Components: V, M (a bonded weapon) duration. On a successful save, it takes half as much damage
Duration: Instantaneous and is not stunned. The target can repeat the saving throw at
the end of each of its turns, ending the effect on itself on a
As part of the action used to cast this spell, you must make a success. Undead creatures and creatures immune to being
melee attack with a weapon against one creature within the charmed aren’t affected by this spell.
spell’s range, otherwise the spell fails. On a hit, the target At Higher Levels. When you cast this spell using a spell
suffers the attack’s normal effects, and its speed is reduced by slot of 4th level or higher, the damage increases by 2d6 for
10 until the start of your next turn as a freezing wind howls each slot level above the 4th.
from your blade. The chill bites at another creature within 10
feet of the target. That creature takes cold damage equal to Imbue Element
your Intelligence modifier and its speed is reduced by 10 until 3rd-level transmutation
the start of your next turn.
The spell’s damage increases when you reach higher levels. Casting Time: 1 action
At 5th level, the melee attack deals an extra 1d6 cold damage, Range: Touch
and the cold damage to the second creature increases to 1d4 Components: V, S, M (a bonded weapon)
+ your spellcasting ability modifier. Duration: 1 hour
A non-magical bonded weapon you touch becomes a magic
Fury of Elemental Fire weapon. Choose one of the following damage types: acid,
3rd-level transmutation cold, fire, lightning, or thunder. For the duration, the weapon
Casting Time: 1 action has a +1 bonus to attack rolls and deals an extra 1d6 damage
Range: Self of the chosen type when it hits.
Components: V, S, M (a bonded weapon) At Higher Levels. When you cast this spell using a spell
Duration: Concentration, up to 5 minutes slot of 5th level or higher, the bonus to attack rolls increases
to +2 and the extra damage increases to 2d6. When you use a
You channel the power of elemental fire into your body, spell slot of 7th level or higher, the bonus increases to +3 and
wreathing your self in flames and radiating bright light. For the extra damage increases to 3d6.
the duration, or until you end the spell as a bonus action, you

PART 1 | SWORDMAGE SPELLS


12
As part of the action used to cast this spell, your body
Lightning Crash becomes like a bolt of lightning, and you teleport up to 20
1st-level evocation feet, and then must make a melee attack with a weapon
Casting Time: 1 action against one creature within the spell’s range, otherwise the
Range: Melee weapon reach spell fails. On a hit, the target suffers the attack’s normal
Components: V, M (a bonded weapon) effects, and takes 3d8 lightning damage, and you can teleport
Duration: Instantaneous up to 15 feet and make a melee attack against a creature you
have not targeted yet. On a hit, the target suffers the attack’s
As part of the action used to cast this spell, you must make a normal effects, and takes 2d8 lightning damage, and you can
melee attack with a weapon against one creature within the teleport up to 10 feet, make a melee attack against another
spell’s range, otherwise the spell fails. On a hit, the target creature you have not targeted yet. On a hit, the target suffers
suffers the attack’s normal effects, and your blade crackles the attack’s normal effects, and takes 1d8 lightning damage.
with electricity , dealing 1d8 lightning damage to the target, At Higher Levels. When you cast this spell using a spell
and a sizzling bolt of lightning leaps from your foe to a slot of 5th level or higher, the damage for each attack
different creature of your choice that you can see within 25 increases by 1d8.
feet of it, dealing 1d8 lightning damage to the second
creature. Mirrorblade Army
At Higher Levels. When you cast this spell using a spell 5th level Conjuration
slot of 2nd level or higher, the spell’s damage increases by
1d8, and the lightning damage to the second creature Range: 50 feet
increases by 1d8 for each slot level above the 1st. Casting Time: 1 bonus action
Components: V, S
Duration: 1 minute
Lightning Dash
5th level Evocation You conjure a number of mirror images of yourself equal to
Casting Time: 1 action your Constitution modifier (minimum 1) within the spells
Range: 100 feet range. Each mirror image occupies 1 square. Enemies
Components: V, S cannot move through an image's space, but allies can. Your
Duration: Instant mirror images can make opprotunity attacks as normal.
At the beginning or end of your turn you can switch places
You become a living bolt of lightning, streaking to a target with one of the mirror images. A mirror image can be
creature within range. As part of the action used to cast this targeted by attacks and has the same defenses, resistances,
spell, you must make a melee attack with a weapon against and immunities as you. A mirror image has 1 hit point, and a
one creature within the spell’s range, Before the attack, you missed attack never damages it. A mirror image reduced to 0
become a living bolt of lightning, streaking to a target hit points is destroyed.
creature within the spells range. On a hit, the target suffers
the attack's normal effects and takes 10d10 lightning Mythal Recovery
damage. After you complete the attack you may return to the 1st-level evocation
space you occupied when casting the spell.
Casting Time: 1 bonus action
Range: Self
Lightning Shield Components: M (a bonded weapon)
4th-level evocation
Duration: Instantaneous
Casting Time: 1 action
Range: Self You focus your warding inward to bolster yourself against
Components: V, S, M (a small bit of marble) what ails you. You end either one disease or one condition
Duration: 10 minutes afflicting you. The condition can be blinded, deafened,
paralyzed, or poisoned. You can cast this spell while
Crackling electrical sparks wreathes your body for the incapacitated as an action rather than a bonus action.
duration, shedding bright light in a 10-foot radius and dim
light for an additional 10 feet. You can end the spell early by Rune-Marked Blade
using an action to dismiss it. The sparks provide you with a 1st-level evocation
warm shield or a chill shield, as you choose. The chill shield
grants you resistance to lightning damage, and the warm Casting Time: 1 action
shield grants you resistance to acid damage. In addition, Range: Melee weapon reach
whenever a creature within 5 feet of you hits you with a Components: V, M (a bonded weapon)
melee attack, the shield erupts with electricity. The attacker Duration: Instantaneous
takes 2d8 acid damage from a warm shield, or 2d8 lightning As part of the action used to cast this spell, you must make a
damage from a cold shield. melee attack with a weapon against one creature within the
spell’s range, otherwise the spell fails. On a hit, the target
Lightning Strider suffers the attack’s normal effects, and arcane runes appear
3rd-level conjuration on your blade, pulsing red, dealing 1d8 force damage and
Casting Time: 1 action applying your aegis’s rune-mark to the target for 1 minute, or
Range: Melee weapon reach until you fall unconscious.
Components: V, M (a bonded weapon)
Duration: Instantaneous
PART 1 | SWORDMAGE SPELLS
13
your target and redirects it into your ward. If the target is
This spell does not remove any rune-marks you have already casting a spell of 3rd level or lower, the spell fails and has no
placed on other creatures. While the target is marked, if it effect, and you deal force damage to the target equal to the
makes an attack that does not include you as a target, it takes spell’s level. If the target is casting a spell of 4th level or
force damage equal to your spellcasting ability modifier after higher, make an ability check using your spellcasting ability.
the attack is resolved. The DC equals 15 + the spell’s level. On a success, the target’s
At Higher Levels. When you cast this spell using a spell spell fails and has no effect, and you deal force damage to the
slot of 2nd level or higher, the spell’s force damage increases target equal to the spell’s level.
by 1d8 and the force damage for not targeting you with the At Higher Levels. When you cast this spell using a spell
attack increases by 1d6 for each slot level above the 1st. slot of 4th level or higher, the interrupted spell has no effect if
its level is less than or equal to the level of the spell slot you
Shadow Snake Strike used.
2nd-level illusion
Casting Time: 1 action Straddle The Eather
Range: Melee weapon reach 4th-level transmutation
Components: V, M (a bonded weapon) Casting Time: 1 action
Duration: 1 minute Range: Self (5-foot radius)
As part of the action used to cast this spell, you must make a Components: V, M (a bonded weapon)
melee attack with a weapon against one creature within the Duration: Concentration, up to 1 minute
spell’s range, otherwise the spell fails. On a hit, the target With a thought you stride through the Ethereal,You are able to
suffers the attack’s normal effects, and your blade becomes a pass through walls, wagons, creatures, and other solid
shadow snake, fangs dripping with deadly venom as it sinks objects as though they were not there, but you are unable to
them deep into your target’s flesh. The target takes 1d8 see through them or know what is on the other side of them
poison damage, and must make a Wisdom saving throw. On a without passing through the object. Your vision is distorted,
failed save the target become poisoned for the duration. as though looking through frosted glass, and you can’t see
At the end of each of the target’s turns before the spell anything on the plane you left that is more than 30 feet away
ends, the target must make a Wisdom saving throw or take from you.
2d6 poison damage. On a successful save, the spell ends. You are unable to attack, speak to, or otherwise interact
At Higher Levels. When you cast this spell using a spell with any creatures or objects on the plane you left. You can’t
slot of 3rd level or higher, the spell’s damage increases by 1d8 end your movement inside of another creature. If you end
and the failed save’s poison damage increases by 1d6 for each your movement inside of a solid object, you take 1d10 force
slot level above the 2nd. damage. If the spell ends while you are inside of a solid
object, you take 10d10 force damage and are ejected from the
Spectral Gauntlet object in the nearest unoccupied space in a line from where
1st-level conjuration you were when the spell ended. This effect lasts for the
Casting Time: 1 action duration, or until you end this spell as an action.
Range: 25 feet
Components: V, M (a bonded weapon) Thorn shield
Duration: Concentration, up to 1 minute Conjuration cantrip
Your words of magic create a gauntlet clad hand that wraps Casting Time: 1 action
around your foe’s face, sealing its mouth and making it Range: Self
difficult to see. The target makes a Dexterity saving throw. On Components: V, S
a failed save, the target cannot cast spells that require verbal Duration: 1 minute
components and is blinded for the duration. The target can You conjure a wooden shield covered in thorns in one of your
use its action to make an Intelligence check against your spell hands. You are considered proficient in wielding this shield,
save DC. On a success, the hand is dismissed and the spell which provides the same bonuses as a normal shield.
ends. Whenever you successfully shove a creature with your thorn
shield, that creature takes 1d8 piercing damage. If you let go
Spellbreaker of the shield, it wilts away.
3rd-level abjuration
Casting Time: 1 reaction, when you see a creature within 5 Thundering rebuke
feet of you casting a spell 2nd-level evocation
Range: Melee weapon reach Casting Time: 1 reaction, when you see a creature hit an ally
Components: S, M (a bonded weapon) with a melee attack
Duration: Instantaneous Range: 25 feet
As part of the action used to cast this spell, you must make a Components: V, M (a bonded weapon)
melee attack with a weapon against the triggering creature Duration: Instantaneous
within the spell’s range, otherwise the spell fails. On a hit, the You create a shockwave, pushing back the target before they
target suffers the attack’s normal effects, and your blade can land their attack. Make a ranged spell attack against the
absorbs the gathering magical energies around target. On a hit, the target takes 4d6 + your Intelligence

PART 1 | SWORDMAGE SPELLS


14
modifier thunder damage and is pushed back 10 feet. On a Whims of Elemental Water
failed save the target takes half damage is pushed back 5 feet. 3rd-level transmutation
If the target can no longer reach your ally with its melee
attack, it misses. Casting Time: 1 action
At Higher Levels. When you cast this spell using a spell Range: Self
slot of 3rd level or higher, the thunder damage (both initial Components: V, S, M (a bonded weapon)
and later) increases by 1d6 for each slot level above the 2nd. Duration: Concentration, up to 5 minute
Channeling the power of elemental water into your body, it
Transposing Lunge becomes more liquid than solid. For the duration, or until you
2nd-level conjuration end the spell as a bonus action, you are able to squeeze at
normal speed, and are able to pass through openings as
Casting Time: 1 action narrow as one inch wide that you could normally reach while
Range: Melee weapon reach walking by making a successful DC 15 Arcana (Intelligence)
Components: V, M (a bonded weapon) check, and your movement does not provoke opportunity
Duration: Instantaneous attacks.
As part of the action used to cast this spell, you must make a
melee attack with a weapon against one creature within the Word of Aegis binding
spell’s range, otherwise the spell fails. On a hit, the target 2nd-level enchantment
suffers the attack’s normal effects and takes 1d8 force Casting Time: 1 bonus action
damage. Additionally the target disappears in flash, Range: Self (15-foot radius)
reappearing in a different spot adjacent to you. Components: S, M (a bonded weapon)
At Higher Levels. When you cast this spell using a spell Duration: 1 minute
slot of 3rd level or higher, the force damage increases by 1d8
for each slot level above the 2nd. You speak words that empower your aegis, branding all foes
near you with your rune-mark. You apply your runemark
feature to all enemies in a 30-foot sphere. This spell does not
Vanishing Blade remove any rune-marks you have already placed on other
5th-level conjuration
creatures. The rune-mark lasts for the duration or until you
Casting Time: 1 action fall unconscious.
Range: Self
Components: V, M (a bonded weapon)
Duration: 10 minutes
Multiclassing Prerequisites
As part of the action used to cast this spell, you must make a
Class Ability Score Minimum
melee attack with a weapon against one creature within the
spell’s range, otherwise the spell fails. On a hit, the target Swprdmage Intelligence 13
suffers the attack’s normal effects, and you imbue your blade
with the essence of the Ethereal Plane. The target takes 4d8
force damage and you teleport to a space that you can see up
to 25 feet away and become invisible until the end of your
next turn. For the duration, when you damage an enemy with
a bonded weapon, you can teleport to a space that you can Art Credits
see up to 15 feet away. Swords by Bladeworks
Ruins by Unkown
Venomous Blade Coastal Cave by Unknown
2nd-level transmutation Library by Unknown
Swordmage by Unknown
Casting Time: 1 action Battle Mage by Unknown
Range: Touch Magic Tomb by Merlin
Components: V, S, M (a drop of poison) Arcane Circle by Unknown
Duration: Special
You magically cover one bladed weapon or three projectile or
thrown weapons with a deadly contact poison. This poison
remains effective for three successful strikes on a blade, or
for one use each on a missile. Each blow inflicts an additional
2d6 poison damage, and the target must make a Constitution
saving throw or be poisoned for 1 minute.
At Higher Levels. When you cast this spell with a 3rd-level
or higher spell slot, you may use the blade for one additional
strike, or poison one additional missile, for each slot level
above 2nd.

PART 1 | SWORDMAGE SPELLS


15

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