Base Class: Fighter
Combining sword and spell into one art, swordmages wield arcane energy to strike down their foes and defend their allies. They train both their body and intellect for years until their blades are an extension of themselves. Originally starting as an elvish art, for generations, the way of swordmages was a close-kept secret known only to the most loyal defenders of the crown, but as war spread through those ancient kingdoms, so too did the hidden art of their arcane warriors. Other mages and fighters added their own techniques to the style, expanding the magical repertoire of the tradition into the hybrid theory that is widely used today.
Whether you are a practitioner of the art from a conservative elvish sect, a daring human gaining knowledge and wealth from long-lost scrolls, or something else entirely, as a swordmage you will be weaving more subtle enchantments with breathtaking displays of elemental power to accomplish feats no others can.
Spellcasting
When you reach 3rd level, you have learned enough of the basics of magic to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Wizardspell list.
Cantrips
You learn three cantrips of your choice from the Wizard spell list.
Spell Slots
The Swordmage Spellcasting table shows how many spell slots you have to cast your WIzard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Magic Missile and have a 1st-level and a 2nd-level spell slot available, you can cast Magic Missile using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level Wizard spells of your choice.
The Spells Known column of the Swordmage Spellcasting table shows when you learn more Swordmage spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Spellcasting Ability
Intelligence is your spellcasting ability for your Swordmage spells, since you learn your spells with study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Swordmage Spellcasting
|
Rogue Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
3 |
3 |
2 |
— |
— |
— |
|
4th |
3 |
4 |
3 |
— |
— |
— |
|
5th |
3 |
4 |
3 |
— |
— |
— |
|
6th |
3 |
4 |
3 |
— |
— |
— |
|
7th |
3 |
5 |
4 |
2 |
— |
— |
|
8th |
3 |
6 |
4 |
2 |
— |
— |
|
9th |
3 |
6 |
4 |
2 |
— |
— |
|
10th |
4 |
7 |
4 |
3 |
— |
— |
|
11th |
4 |
8 |
4 |
3 |
— |
— |
|
12th |
4 |
8 |
4 |
3 |
— |
— |
|
13th |
4 |
9 |
4 |
3 |
2 |
— |
|
14th |
4 |
10 |
4 |
3 |
2 |
— |
|
15th |
4 |
10 |
4 |
3 |
2 |
— |
|
16th |
4 |
11 |
4 |
3 |
3 |
— |
|
17th |
4 |
11 |
4 |
3 |
3 |
— |
|
18th |
4 |
11 |
4 |
3 |
3 |
— |
|
19th |
4 |
12 |
4 |
3 |
3 |
1 |
|
20th |
4 |
13 |
4 |
3 |
3 |
1 |
Swordbond
Often naming their blades, swordmages forge deep bonds with their weapons, enabling them to focus their magic through them and have them ready at a moment's notice.
You can spend a short rest with a weapon to bond to it. You can use a bonded weapon as a spellcasting focus for your swordmage spells, are aware of the general direction and approximate distance of it while less than a mile from it, and can spend an action to call it back to your hand if it is less than 60 feet away. If a bonded sword is lost or destroyed, you can replace that bonded weapon with a new one, bonding in the same manner.
Elemental Enchantment
Beginning when you choose this archetype at 3rd level, you can use the most basic of enchantments without any conscious thought, and even amplify them without any major expenditure of your magic. You can apply extra damage of a chosen element to your melee weapon attacks with a bonded weapon. The bonus damage increases as you level up.
Fire
Your melee weapon attacks can deal extra Fire damage.
Ice
Your melee weapon attacks can deal extra Cold damage.
Lightning
Your melee weapon attacks can deal extra Lightning damage.
Swordmage Aegis
Starting at 7th level, you have mastered defensive enchantments, and have put up permanent wards about yourself that make it difficult to attack you directly at close range. You can also harness the magic of these wards for a variety of purposes.
You gain an aura and a reaction spell that allows you to protect, snare, or attack. Enemies within ten(30 at level 18) feet of you have disadvantage on attack rolls against you. If enemies in the aura make an attack that doesn't include you as a target, you can use a reaction to activate your Aegis.
Aegis of Assault
You can teleport up to ten(30 at level 18) feet from the triggering enemy and make a melee weapon attack against them.
Aegis of Ensarement
You can pull the triggering enemy up to ten(30 at level 18) feet, causing them to grant advantage to the next melee weapon attack you or an ally makes against them for one round.
Aegis of Shielding
You can use a reaction to decrease damage dealt by the triggering attack by INT mod.+proficiency.
Additional Enchantments
At 10th level, you have deepened your arcane study and artistry, and can choose additional enhancements for your sword or warding.
Aether Assault
After using your Aegis of Assault, you have a +1 bonus to melee weapon attack and damage rolls for one round.
Binding Snare
The target of Aegis of Ensnarement cannot take reactions until the start of its next turn.
Cold Ward
You have resistance to Cold damage.
Elemental Surge
Your Elemental Enchantment damage is now affected by critical hits, and you can critically strike on a roll of 19-20.
Empathic Ward
When you use Aegis of Shielding, you take one half of any damage that would still be dealt to the target, and the target takes the other half. If the damage would be reduced to one before splitting, then you take that point of damage. Damage you take from this feature cannot be reduced or transferred in any way.
Fire Ward
You gain a resistance to Fire damage.
Lightning Ward
You have resistance to Lightning damage.
Swordmage Armor
You take 3 less damage from all sources.
Arcane Might
Starting at 15th level, the fundamental application of fire, ice and lightning that you learned has been brought to the highest level, and is capable of breaking through the toughest defenses. Your Elemental Enchantment ignores resistance to its damage type, and on a critical hit it deals an extra die of damage.
Regenerative Warding
At 18th level, you attain the pinnacle of resilience in battle, your arcane wards sustaining you and imparting incredible vigor. At the start of each of your turns, you regain hit points equal to 5 + your Intelligence modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points. The range of your Swordmage Aegis aura is increased to 30 feet.
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