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<blockquote data-quote="Khaalis" data-source="post: 6419002" data-attributes="member: 2167"><p>Ok, here is my full review based on my experiences writing materials so far and some personal opinion thrown in. I look forward to your thoughts.</p><p></p><p></p><p>1) <strong>Weapon Bond</strong> - I know this is direct from the EK archetype but to customize it slightly for the swordmage, I think I'd add the ability to use the <em>mending</em> cantrip as a Ritual Spell on the weapon. Its a nice magic flavor and power-wise its only a cantrip.</p><p></p><p></p><p>2) <strong>Swordmage Warding</strong> - Handing out AC bonuses is a tough choice in 5E. That said, if you keep this I think I'd make it a flat +2 bonus to AC. </p><p></p><p>However, I think I'd alter this to bring in the concept of the Aegis and wrap these two abilities into one. I would make something like this (see below), to have a more magical feel right from level 1, and to be more customizable for the player. It uses the spirit of 4E with 5E mechanics. I do realize this steals the Lev7 power, but I'll get to that later. Stick with me here. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p><strong>Swordmage Aegis</strong></p><p>Your martial magical techniques taught you a broad range of skills, but all swordmages specialize in one specific technique referred to as an aegis. Choose one of the following benefits.</p><ul> <li data-xf-list-type="ul"> <strong><em>Aegis of Assault.</em></strong> You gain one of the following cantrips as a Known Cantrip and can cast it normally: <em>acid splash, chill touch, fire bolt, poison spray, ray of frost,</em> and <em>shocking grasp</em>. </li> <li data-xf-list-type="ul"> <strong><em>Aegis of Ensnarement.</em></strong> You can cast <em>ensnaring strike</em> on yourself once without expending a spell slot or material components. Once you have used this feature you cannot use it again until you have completed a short or long rest.</li> <li data-xf-list-type="ul"> <strong><em>Aegis of Shielding.</em></strong> You can cast <em>mage armor</em> on yourself at will, without expending a spell slot or material components.</li> </ul><p></p><p></p><p>3) <strong>Fighting Style</strong> - Since this is homebrew material, might I entice you to add one of my homebrew Styles as its rather fitting?</p><p></p><p><strong>PRECISION</strong></p><p>When you are wielding a light or finesse weapon in one hand and no weapon in your off hand, you gain a +2 bonus to attack rolls you make with that weapon.</p><p></p><p></p><p>Also, since you are offering Great Weapon style, this brings me back to Proficiencies. Considering that the original class included "military heavy blades", I would add Greatsword to the weapon proficiency list.</p><p></p><p></p><p>4) <strong>Mythical Recovery</strong> - Hmm. Wow. </p><ul> <li data-xf-list-type="ul"> Fluff - I'd alter the first sentence " magical wards" to "magical energy" or "eldritch focus".</li> <li data-xf-list-type="ul"> Mech - charmed and frightened are ok out the gate as a lot of abilities already exist to give advantage or immunity to these 2. Blinded/Deafened might be uncommon enough to be ok. Now we get into the harder ones. Poisoned actually doesn't offer many forms of protection but they are there in the form of advantage. Paralyzed and Stunned are the two most questionable here due to power level. What we should be aiming for (generally) is Divine health (paladin 3), which is an immunity to a low effect condition (disease). <br /> <br /> Additonaly, you do not define the DC of the INT save required.<br /> * Is it the DC the effect originally had? Is it a flat DC based on your level to give you a 50-55% success rate?<br /> <br /> So, with all that said, this where I would go with this feature:<br /> <br /> <strong>Mythical Recovery</strong><br /> Beging at 3rd level, you can center your eldritch focus within yourself in order to throw off ill effects. You have advantage on saving throws against effects that cause: Charmed, Frightened, and Poisoned. You also gain advantage against effects that cause: blindness and deafness at 10th level, and against effects that cause Paralyzed and Stunned at 17th level.<br /> <br /> <br /> 5) <strong>Swordmage School</strong> - Good. Congrats. I feel you need at least 3 fully developed Subclasses to means the class concept is in fact a stable idea for a Stand Alone Class.<br /> <br /> <br /> 6) <strong>Swordmage Aegis @ 7th Level</strong> - I applaud getting it into the game, but a tad late for how I see the class developing. However, what we CAN do is...<br /> <br /> <strong>IMPROVED AEGIS</strong><br /> Beginning at 7th level, your chosen aegis improves as follows.<ul> <li data-xf-list-type="ul"> <strong><em>Aegis of Assault.</em></strong> Add this benefit: When you use your action to cast your cantrip, you can make one weapon attack as a bonus action.</li> <li data-xf-list-type="ul"> <strong><em>Aegis of Ensnarement.</em></strong> You can cast <em>ensnaring strike</em> on yourself once without expending a spell slot or material components. Additionally, you can cast it once using a Swordmage spell slot. Once you have used both of the triggers for this feature you cannot use it again until you have completed a short or long rest.</li> <li data-xf-list-type="ul"> <strong><em>Aegis of Shielding.</em></strong> You can cast <em>mage armor</em> on yourself at will, without expending a spell slot or material components. Additionally, you can cast it once on another using a Swordmage spell slot. Once you have used this feature on another you can't use it again until you have completed a short or long rest.</li> </ul><br /> <br /> 7) <strong>Arcane Awareness</strong> - Hmm... At first read over I'm not to comfortable with altering the Surprise round. I think a better, more versatile option might be something like...<br /> <br /> <strong>Arcane Awareness</strong><br /> Starting at 10th level, you can use your action magically increase your perception. When you do so, choose one of the following benefits, which last until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.<ul> <li data-xf-list-type="ul"> <strong><em>Darkvision.</em></strong> You gain darkvision out to a range of 60 feet. If you already have darkvision, your range increases to 120 feet.</li> <li data-xf-list-type="ul"> <strong><em>Eldritch Sight.</em></strong> You can cast <em>detect magic</em> at will, without expending a spell slot.</li> <li data-xf-list-type="ul"> <strong><em>Danger Sense.</em></strong> You gain advantage on initiative rolls.</li> </ul><br /> <br /> 8) <strong>Impenetrable Warding</strong> - If you stayed with your original version...I find this one rather confusing. Why not simply at 14th give them new Save Proficiencies? I'd suggest either...<br /> <br /> <strong>Impenetrable Warding[/p] (v1)<br /> Starting at 14th level, whenever you or a friendly creature within 30 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (minimum bonus +1). You must be conscious to grant this bonus.<br /> <p style="margin-left: 20px"><em>---OR---</em></p> <strong>Impenetrable Warding[/p] (v2)<br /> Starting at 14th level, whenever you or a friendly creature within 30 feet of you must make a saving throw against spells, you gain advantage on that saving throw. You must be conscious to grant this bonus.<br /> <br /> <br /> 9) <strong>Sudden Escape</strong> - Got the concept. One note though is that 5E isnt keen on "multiple uses = STAT mod. per rest". Most abilities of this ilk are 1/encounter. Here is my suggestion for this power....<br /> <br /> <strong>Sudden Escape</strong> <br /> At 18th level, you gain the ability to magically evade attacks by vanishing in a puff of smoke in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet away to an unoccupied space you can see. You remain invisible until the end of your next turn or until you attack or cast a spell. Additionally, you have advantage on the first melee or spell attack you make before becoming visible. Once you use this feature, you can't use it again until you complete a short or long rest.<br /> <br /> <br /> 10) <strong>Maelstrom Blade</strong> - Effectively this is a divine smite. Pretty weak for a capstone. I'd make this more akin to the Paladin level 20 cap.<br /> Either...<br /> <br /> <strong>Eldritch Nimbus</strong><br /> At 20th level, as an action, you can emanate an aura of raw eldritch power. For 1 minute, bright light shines from you in a 30-foot radius, and dim light for another 30 feet beyond that. Whenever an enemy creaturestarts its turn in the bright light, the creature takes 10 damage of a type you pick at activation from: acid, cold, fire, lightning, or thunder. In addition, for the duration, you have advantageon saving throws against spells. Once you use this feature, you can't use it again until you complete a long rest.<br /> <p style="margin-left: 20px"><em>---OR---</em></p> <strong>Swordsage Avatar</strong><br /> At 20th level, you can assume the form of an eldritch avenger. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:<br /> <ul> <li data-xf-list-type="ul"> Ethereal wings sprout from your back, granting you a flying speed of 60 feet.</li> <li data-xf-list-type="ul">You gain eldritch avatar protections. At the time you transform, choose either Magical Defense or Physical Defense.<br /> <strong><em>Magical Defense.</em></strong> You have advantage on saving throws from spells as well as resistance to damage from spells.<br /> <strong><em>Physical Defense.</em></strong> You have resistance against bludgeoning, piercing and slashing damage from nonmagical weapons.</li> <li data-xf-list-type="ul"> Whenever you cast a Swordmage spell that has a casting time of 1 action, you can cast it using a bonus action instead.</li> </ul><br /> <br /> Onto Schools....<br /> <br /> BLADESINGER<br /> <br /> 11) <strong>Sheltering Ward</strong> - Wording is a bit clumsy. Its also not that great a bower spending you Action to grant a +1 AC for 1 round. Might I suggest something a tad more magical?<br /> <br /> <strong>Sheltering Ward</strong><br /> Beginning at 7th level, you can channel eldritch magic into a physical aura of shielding force that grants you and nearby allies a boost to defense. You and friendly creatures within 10 feet of you gain a +2 bonus to AC. The aura remains in effect until you use a bonus action to dismiss it or you activate another aura in its place, until you become unconscious or until someone exits the aura's area of effect. Note that while this aura cannot be disrupted like a spell, you cannot hold the focus necessary to maintain a concentration spell while you have this warding aura active.<br /> <br /> <br /> 12) <strong>Bladesong</strong> - This penalizes anyone who takes a Fighting Style other than Duelist. I also think the yet another compounding AC bonus is too much. I would reword this slightly to this. It binds the power to the weapon bond and links to fighting style, which reinforces cohesion of abilities.<br /> <br /> <strong>Bladesong</strong><br /> Starting at 6th level, when you are wielding a bonded melee weapon (or weapons) that match your chosen Fighting Style, you can add your Intelligence modifier Minimum bonus +1) to any melee attacks you make.<br /> <br /> <br /> 13) <strong>Song of Celerity</strong> - I just struggled with this concept myself. I think I have a cleaner way of stating it.<br /> <br /> <strong>Song of Celerity</strong><br /> Starting at 11th level, you are able to cast magic at a speedier rate than other swordmages. When you use your action to cast a spell, you can cast a cantrip or make a melee attack as a bonus action.<br /> <br /> <br /> 14) <strong>Ward of Force Assault</strong> - If you've kept the ward and not made it part of Aegis... I would reword this to: <br /> <br /> <strong>Ward of Force Assault</strong><br /> Beginning at 15th level, you can deactivate your ward and cause it to explodes. As an action, you dispel your swordmage ward, causing all enemy creatures within 10 feet of you to make a Constitution saving throw. A failed save results in 4d10 force damage and the creature is pushed back 10 feet and knocked prone. On a sucessful save, the creature takes only half damage and is only pushed back 5 feet. Once you use this feature, you must finish a short or long rest before using it again. Additionally, you cannot reactivate your Swordmage Ward again until the start of your next turn, as a bonus action.<br /> <br /> <br /> DUSKBLADE<br /> <br /> 15) <strong>Bonus Proficiencies</strong> - Editing catch... "become Arcane Hunter" needs to change to "become Duskblade".<br /> <br /> <br /> 16) <strong>Knowing Strike</strong> - This one feels a little weak to me. What resistances are you able to overcome, all? This seems like a corner case for the one time you say run into something with resistance to slashing vs your swords. I might just simply make this Improved Critical?<br /> <br /> <br /> 17) <strong>Combat Casting</strong> - I might boost this slightly more by additionally adding you INT modifier as a bonus to such CON saves (as well as the advantage).<br /> <br /> <br /> 18) <strong>Elemental Stance</strong> - Other than maybe changing the name to Inflict Eldritch Vulnerability or something. I think this ones ok.<br /> <br /> <br /> <br /> SHADOW STEEL<br /> <br /> 19) <strong>Shadow Mage</strong> - Resistance to Necrotic is good. The Crit aspect is a bit weak. Instead I'd go with...<br /> <br /> <strong>Shadow Mage</strong><br /> Beginning at 6th level the power of the Shadowfell begins to infuse your body, enhancing both your defenses and attacks. You gain resistance to necrotic damage. Additionally, once on each of your turns when you hit a creature with a weapon attack from a bonded weapon, you can cause the attack to deal an extra 1d8 necrotic damage. When you reach 14th level, the extra damage increases to 2d8.<br /> <br /> <br /> 20) <strong>Shadow Shroud</strong> -Editing note "low-light" should be "dim light".<br /> <br /> <br /> 21) <strong>Assassin Shadow</strong> - Since this is based off of Invoke Duplicity which is a level 2 feature, you might want to make this akin to Improved Duplicity (basically instead of 1 copy, you make 4). Makes it more level appropriate.<br /> <br /> <br /> Don't have the time to go over the new spells right now, but I hope I've given you something to chew on. Let me know your thoughts.<br /> <br /> <br /> <strong>PS</strong> - If you use any of my suggestions, any chance of a Co-By Line? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><br /> Oh, I' also be willing to offer to reformat these like the classes I have on the download if you'd like and make the final into a pdf.</strong></strong></li> </ul></blockquote><p></p>
[QUOTE="Khaalis, post: 6419002, member: 2167"] Ok, here is my full review based on my experiences writing materials so far and some personal opinion thrown in. I look forward to your thoughts. 1) [b]Weapon Bond[/b] - I know this is direct from the EK archetype but to customize it slightly for the swordmage, I think I'd add the ability to use the [i]mending[/i] cantrip as a Ritual Spell on the weapon. Its a nice magic flavor and power-wise its only a cantrip. 2) [b]Swordmage Warding[/b] - Handing out AC bonuses is a tough choice in 5E. That said, if you keep this I think I'd make it a flat +2 bonus to AC. However, I think I'd alter this to bring in the concept of the Aegis and wrap these two abilities into one. I would make something like this (see below), to have a more magical feel right from level 1, and to be more customizable for the player. It uses the spirit of 4E with 5E mechanics. I do realize this steals the Lev7 power, but I'll get to that later. Stick with me here. :) [b]Swordmage Aegis[/b] Your martial magical techniques taught you a broad range of skills, but all swordmages specialize in one specific technique referred to as an aegis. Choose one of the following benefits. [list][*] [b][i]Aegis of Assault.[/i][/b] You gain one of the following cantrips as a Known Cantrip and can cast it normally: [i]acid splash, chill touch, fire bolt, poison spray, ray of frost,[/i] and [i]shocking grasp[/i]. [*] [b][i]Aegis of Ensnarement.[/i][/b] You can cast [i]ensnaring strike[/i] on yourself once without expending a spell slot or material components. Once you have used this feature you cannot use it again until you have completed a short or long rest. [*] [b][i]Aegis of Shielding.[/i][/b] You can cast [i]mage armor[/i] on yourself at will, without expending a spell slot or material components.[/list] 3) [b]Fighting Style[/b] - Since this is homebrew material, might I entice you to add one of my homebrew Styles as its rather fitting? [b]PRECISION[/b] When you are wielding a light or finesse weapon in one hand and no weapon in your off hand, you gain a +2 bonus to attack rolls you make with that weapon. Also, since you are offering Great Weapon style, this brings me back to Proficiencies. Considering that the original class included "military heavy blades", I would add Greatsword to the weapon proficiency list. 4) [b]Mythical Recovery[/b] - Hmm. Wow. [list][*] Fluff - I'd alter the first sentence " magical wards" to "magical energy" or "eldritch focus". [*] Mech - charmed and frightened are ok out the gate as a lot of abilities already exist to give advantage or immunity to these 2. Blinded/Deafened might be uncommon enough to be ok. Now we get into the harder ones. Poisoned actually doesn't offer many forms of protection but they are there in the form of advantage. Paralyzed and Stunned are the two most questionable here due to power level. What we should be aiming for (generally) is Divine health (paladin 3), which is an immunity to a low effect condition (disease). Additonaly, you do not define the DC of the INT save required. * Is it the DC the effect originally had? Is it a flat DC based on your level to give you a 50-55% success rate? So, with all that said, this where I would go with this feature: [b]Mythical Recovery[/b] Beging at 3rd level, you can center your eldritch focus within yourself in order to throw off ill effects. You have advantage on saving throws against effects that cause: Charmed, Frightened, and Poisoned. You also gain advantage against effects that cause: blindness and deafness at 10th level, and against effects that cause Paralyzed and Stunned at 17th level. 5) [b]Swordmage School[/b] - Good. Congrats. I feel you need at least 3 fully developed Subclasses to means the class concept is in fact a stable idea for a Stand Alone Class. 6) [b]Swordmage Aegis @ 7th Level[/b] - I applaud getting it into the game, but a tad late for how I see the class developing. However, what we CAN do is... [b]IMPROVED AEGIS[/b] Beginning at 7th level, your chosen aegis improves as follows. [list][*] [b][i]Aegis of Assault.[/i][/b] Add this benefit: When you use your action to cast your cantrip, you can make one weapon attack as a bonus action. [*] [b][i]Aegis of Ensnarement.[/i][/b] You can cast [i]ensnaring strike[/i] on yourself once without expending a spell slot or material components. Additionally, you can cast it once using a Swordmage spell slot. Once you have used both of the triggers for this feature you cannot use it again until you have completed a short or long rest. [*] [b][i]Aegis of Shielding.[/i][/b] You can cast [i]mage armor[/i] on yourself at will, without expending a spell slot or material components. Additionally, you can cast it once on another using a Swordmage spell slot. Once you have used this feature on another you can't use it again until you have completed a short or long rest.[/list] 7) [b]Arcane Awareness[/b] - Hmm... At first read over I'm not to comfortable with altering the Surprise round. I think a better, more versatile option might be something like... [b]Arcane Awareness[/b] Starting at 10th level, you can use your action magically increase your perception. When you do so, choose one of the following benefits, which last until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest. [list][*] [b][i]Darkvision.[/i][/b] You gain darkvision out to a range of 60 feet. If you already have darkvision, your range increases to 120 feet. [*] [b][i]Eldritch Sight.[/i][/b] You can cast [i]detect magic[/i] at will, without expending a spell slot. [*] [b][i]Danger Sense.[/i][/b] You gain advantage on initiative rolls.[/list] 8) [b]Impenetrable Warding[/b] - If you stayed with your original version...I find this one rather confusing. Why not simply at 14th give them new Save Proficiencies? I'd suggest either... [b]Impenetrable Warding[/p] (v1) Starting at 14th level, whenever you or a friendly creature within 30 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (minimum bonus +1). You must be conscious to grant this bonus. [indent][i]---OR---[/i][/indent] [b]Impenetrable Warding[/p] (v2) Starting at 14th level, whenever you or a friendly creature within 30 feet of you must make a saving throw against spells, you gain advantage on that saving throw. You must be conscious to grant this bonus. 9) [b]Sudden Escape[/b] - Got the concept. One note though is that 5E isnt keen on "multiple uses = STAT mod. per rest". Most abilities of this ilk are 1/encounter. Here is my suggestion for this power.... [b]Sudden Escape[/b] At 18th level, you gain the ability to magically evade attacks by vanishing in a puff of smoke in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet away to an unoccupied space you can see. You remain invisible until the end of your next turn or until you attack or cast a spell. Additionally, you have advantage on the first melee or spell attack you make before becoming visible. Once you use this feature, you can't use it again until you complete a short or long rest. 10) [b]Maelstrom Blade[/b] - Effectively this is a divine smite. Pretty weak for a capstone. I'd make this more akin to the Paladin level 20 cap. Either... [b]Eldritch Nimbus[/b] At 20th level, as an action, you can emanate an aura of raw eldritch power. For 1 minute, bright light shines from you in a 30-foot radius, and dim light for another 30 feet beyond that. Whenever an enemy creaturestarts its turn in the bright light, the creature takes 10 damage of a type you pick at activation from: acid, cold, fire, lightning, or thunder. In addition, for the duration, you have advantageon saving throws against spells. Once you use this feature, you can't use it again until you complete a long rest. [indent][i]---OR---[/i][/indent] [b]Swordsage Avatar[/b] At 20th level, you can assume the form of an eldritch avenger. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits: [list][*] Ethereal wings sprout from your back, granting you a flying speed of 60 feet. [*]You gain eldritch avatar protections. At the time you transform, choose either Magical Defense or Physical Defense. [b][i]Magical Defense.[/i][/b] You have advantage on saving throws from spells as well as resistance to damage from spells. [b][i]Physical Defense.[/i][/b] You have resistance against bludgeoning, piercing and slashing damage from nonmagical weapons. [*] Whenever you cast a Swordmage spell that has a casting time of 1 action, you can cast it using a bonus action instead.[/list] Onto Schools.... BLADESINGER 11) [b]Sheltering Ward[/b] - Wording is a bit clumsy. Its also not that great a bower spending you Action to grant a +1 AC for 1 round. Might I suggest something a tad more magical? [b]Sheltering Ward[/b] Beginning at 7th level, you can channel eldritch magic into a physical aura of shielding force that grants you and nearby allies a boost to defense. You and friendly creatures within 10 feet of you gain a +2 bonus to AC. The aura remains in effect until you use a bonus action to dismiss it or you activate another aura in its place, until you become unconscious or until someone exits the aura's area of effect. Note that while this aura cannot be disrupted like a spell, you cannot hold the focus necessary to maintain a concentration spell while you have this warding aura active. 12) [b]Bladesong[/b] - This penalizes anyone who takes a Fighting Style other than Duelist. I also think the yet another compounding AC bonus is too much. I would reword this slightly to this. It binds the power to the weapon bond and links to fighting style, which reinforces cohesion of abilities. [b]Bladesong[/b] Starting at 6th level, when you are wielding a bonded melee weapon (or weapons) that match your chosen Fighting Style, you can add your Intelligence modifier Minimum bonus +1) to any melee attacks you make. 13) [b]Song of Celerity[/b] - I just struggled with this concept myself. I think I have a cleaner way of stating it. [b]Song of Celerity[/b] Starting at 11th level, you are able to cast magic at a speedier rate than other swordmages. When you use your action to cast a spell, you can cast a cantrip or make a melee attack as a bonus action. 14) [b]Ward of Force Assault[/b] - If you've kept the ward and not made it part of Aegis... I would reword this to: [b]Ward of Force Assault[/b] Beginning at 15th level, you can deactivate your ward and cause it to explodes. As an action, you dispel your swordmage ward, causing all enemy creatures within 10 feet of you to make a Constitution saving throw. A failed save results in 4d10 force damage and the creature is pushed back 10 feet and knocked prone. On a sucessful save, the creature takes only half damage and is only pushed back 5 feet. Once you use this feature, you must finish a short or long rest before using it again. Additionally, you cannot reactivate your Swordmage Ward again until the start of your next turn, as a bonus action. DUSKBLADE 15) [b]Bonus Proficiencies[/b] - Editing catch... "become Arcane Hunter" needs to change to "become Duskblade". 16) [b]Knowing Strike[/b] - This one feels a little weak to me. What resistances are you able to overcome, all? This seems like a corner case for the one time you say run into something with resistance to slashing vs your swords. I might just simply make this Improved Critical? 17) [b]Combat Casting[/b] - I might boost this slightly more by additionally adding you INT modifier as a bonus to such CON saves (as well as the advantage). 18) [b]Elemental Stance[/b] - Other than maybe changing the name to Inflict Eldritch Vulnerability or something. I think this ones ok. SHADOW STEEL 19) [b]Shadow Mage[/b] - Resistance to Necrotic is good. The Crit aspect is a bit weak. Instead I'd go with... [b]Shadow Mage[/b] Beginning at 6th level the power of the Shadowfell begins to infuse your body, enhancing both your defenses and attacks. You gain resistance to necrotic damage. Additionally, once on each of your turns when you hit a creature with a weapon attack from a bonded weapon, you can cause the attack to deal an extra 1d8 necrotic damage. When you reach 14th level, the extra damage increases to 2d8. 20) [b]Shadow Shroud[/b] -Editing note "low-light" should be "dim light". 21) [b]Assassin Shadow[/b] - Since this is based off of Invoke Duplicity which is a level 2 feature, you might want to make this akin to Improved Duplicity (basically instead of 1 copy, you make 4). Makes it more level appropriate. Don't have the time to go over the new spells right now, but I hope I've given you something to chew on. Let me know your thoughts. [b]PS[/b] - If you use any of my suggestions, any chance of a Co-By Line? :) Oh, I' also be willing to offer to reformat these like the classes I have on the download if you'd like and make the final into a pdf.[/b][/b][/list] [/QUOTE]
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