Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Swordmage class
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Khaalis" data-source="post: 6419462" data-attributes="member: 2167"><p>Honestly I don't think it breaks anything. Its a minor use cantrip that can in certain cases make the PC feel more "magical". However, if you are really worried about making it slightly different than the EK, you could tone down the summoning range from anywhere on the same plane to something like 100 miles a level. Its incredibly minute difference in reality, but it "technically" is less powerful for balancing adding the cantrip. Personally I really wouldn't bother. If I ever had someone say well the Swordmage gets this and the Ek doesn't, I'd just give it to the EK too. It really is very minor mechanically (unless you are in a highly gritty game where the Dm constantly makes people buy new weapons and makes it hard to do so by making money scarce), but makes up for it in the flavor of the ability.</p><p></p><p></p><p>I can understand this. I did write a light fighter class that explored that. However, I personally like the idea of being able to choose the focus of the class - (in 4E terms) Striker (Assault), Controller (Ensnarement), Defender (Shielding). I think its perfectly fair for there to be all different types of swordmages with some less concerned about defense and being more "roguish" in their fighting style all the way up to full defenders. Also, keep in mind Swordmages were not intended to have ACs equaling a Heavy Armor defender.</p><p></p><p>However, I did just notice something. Aegis of Shielding would have to change as I just reread <em>mage armor</em>. <em>Shield of Faith</em> is the spell I was thinking of, but it would be a new custom spell (Shielding Armor?) blending it and <em>mage armor</em> - effectively a self only, 8 hour spell that grants +2 AC.</p><p></p><p>For instance lets compare.</p><ul> <li data-xf-list-type="ul"> Very Light Defense AC = Light Armor (12+Dex) </li> <li data-xf-list-type="ul"> Light Defense AC = Light Armor + Defense Fighting Style (13+Dex)</li> <li data-xf-list-type="ul"> Light Moderate Defense AC = Light Armor + Shielding Armor (14+Dex)</li> <li data-xf-list-type="ul"> Moderate Defense AC = Light Armor + Defense Fighting Style + Shielding Armor (15+Dex)</li> <li data-xf-list-type="ul"> Heavy Defense AC = Light Armor + Defense Fighting Style + Shielding Armor + Shield (15+Dex; 20+Dex for 1 round)</li> </ul><p></p><p>JMHO though. I prefer the complexity and diversity of the choice. Especially since you've already baked in even more "Defense" into specific subclasses like the Duskblade.</p><p></p><p></p><p></p><p>See the list above on ACs. I wouldn't drop Defense. I'd leave it as an option for that player that really wants to milk a swordmage into more of a tank. As for the fighting style, I posted it in my Light Fighter class. I also make the assumption that I'm not publishing this material so once its released into the "wild" I have no more control over it. However, it is nice to be asked/credited for it, so sure, go ahead and use it. I'm just glad when people like something I've tossed out there. <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></p><p>Again, glad you like it. I think its a lot more streamlined and embraces the 5E Advantage mechanic. As for the Mythal, thats just my bad reading. once you look at something it sometimes just sinks in wrong and for some reason I just kept seeing Mythical. Sorry.</p><p></p><p></p><p>As it stands, if you want to stick to this idea of the original 4E source... then perhaps this?</p><p></p><p><strong>Arcane Awareness</strong></p><p>At 10th level, you're talent with divination alters your perceptions. You gain advantage on all Wisdom (Perception) checks to determine surprise. Additionally, when surprised, you can take a reaction at any time during the turn (not just the end of the turn). </p><p> </p><p></p><p>I think this is more streamlined and more level appropriate middle ground? </p><p>Its not an immunity to surprise but again showcases the 5E Advantage mechanic and gives a slight edge even if surprised (such as being able to pop off <em>shield</em>).</p><p></p><p></p><p></p><p>Yeah, again my bad. Trying to pump out too much response in short order and checking myself since the inspiration source was CHA and I forgot Swordmage was INT. So it would be...</p><p></p><p><strong>Impenetrable Warding</strong> (v1)</p><p>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 Intelligence modifier (minimum bonus +1). You must be conscious to grant this bonus.</p><p></p><p></p><p></p><p>Yeah, the power increase from the source 6th level ability is really actually small... instead of the original where Invisibility ends at the beginning of your next turn, this ends at the END of your next turn. That actually gives you a full turn of invisibility to set up a devastating attack with Advantage, even if you wouldn't normally get it.</p><p></p><p></p><p></p><p>Cool. I'll be looking forward to seeing what you finally settle on. </p><p></p><p>On a side note if you really like the Eldritch Nimbus you could alter it thusly to make it closer to the original concept.</p><p></p><p><strong>Eldritch Nimbus</strong></p><p>At 20th level, as an action, you can emanate an aura of raw eldritch power. For 1 minute, bright <strong><em>scintillating</em></strong> light shines from you in a 30-foot radius, and dim light for another 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 damage <strong><em>comprised of fire, lightning, and thunder damage types.</em></strong> In addition, for the duration, you have advantage on saving throws against spells. Once you use this feature, you can't use it again until you complete a long rest.</p><p></p><p>This still only does 10 damage a round but a creature would have to have resistance to all 3 energy types to not take full damage.</p><p></p><p></p><p></p><p>Damnit! Simply a mistake on my part. I think I was getting tired. /sigh</p><p>I took this from something else I had written and completely forgot to edit it. It SHOULD read...</p><p></p><p><strong>Sheltering Ward</strong></p><p>Beginning at 3rd 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, 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.</p><p></p><p></p><p></p><p>Well you know my attitude on Aegis. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p>With that said, even cutting cantrips and only allowling a melee attack, it might even be too much at 11th level considering its what an EK gets at 18th. However, with that said, for this specific class I can see it being doled out earlier than a EK, as a swormages focus is more on magic than martial pursuits while the EK is reversed.</p><p></p><p></p><p></p><p>Awesome. Glad you like it. I feel like I've actually been of decent help in this process. Makes my day. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p></p><p>Hmm... if you want it to be tied to criticals, I think I'd just go with Improved Critical. If you want it to be more about Resistances. perhaps something like...</p><p></p><p><strong>Knowing Strike</strong></p><p>Beginning at 6th level, your arcane knowledge allows you to pinpoint and neutralize a creature's natural resistances. When you hit a creature that has Damage Resistances with a melee weapon attack, you can expend one swordmage spell slot to negate one of the creature's resistances per spell level of slot expended for a duration of concentration up to 1 minute.</p><p></p><p></p><p><em>{Example: Lets say you are fighting a gargoyle and the party is having a hard time dealing damage due to its resistance to bludgeoning, piercing and slashing. At 6th level you could expend a 2nd-level spell slot to negate 2 of those resistances for up to 1 minute (similar to bestowing a curse).}</em></p><p></p><p></p><p></p><p>Cool. Glad to help. I obviously enjoy this sort of thing and I think collaboration tends to bring out more ideas. I really look forward to what you dish out as the v2. Always here if you want to toss around more thoughts.</p></blockquote><p></p>
[QUOTE="Khaalis, post: 6419462, member: 2167"] Honestly I don't think it breaks anything. Its a minor use cantrip that can in certain cases make the PC feel more "magical". However, if you are really worried about making it slightly different than the EK, you could tone down the summoning range from anywhere on the same plane to something like 100 miles a level. Its incredibly minute difference in reality, but it "technically" is less powerful for balancing adding the cantrip. Personally I really wouldn't bother. If I ever had someone say well the Swordmage gets this and the Ek doesn't, I'd just give it to the EK too. It really is very minor mechanically (unless you are in a highly gritty game where the Dm constantly makes people buy new weapons and makes it hard to do so by making money scarce), but makes up for it in the flavor of the ability. I can understand this. I did write a light fighter class that explored that. However, I personally like the idea of being able to choose the focus of the class - (in 4E terms) Striker (Assault), Controller (Ensnarement), Defender (Shielding). I think its perfectly fair for there to be all different types of swordmages with some less concerned about defense and being more "roguish" in their fighting style all the way up to full defenders. Also, keep in mind Swordmages were not intended to have ACs equaling a Heavy Armor defender. However, I did just notice something. Aegis of Shielding would have to change as I just reread [i]mage armor[/i]. [i]Shield of Faith[/i] is the spell I was thinking of, but it would be a new custom spell (Shielding Armor?) blending it and [i]mage armor[/i] - effectively a self only, 8 hour spell that grants +2 AC. For instance lets compare. [list][*] Very Light Defense AC = Light Armor (12+Dex) [*] Light Defense AC = Light Armor + Defense Fighting Style (13+Dex) [*] Light Moderate Defense AC = Light Armor + Shielding Armor (14+Dex) [*] Moderate Defense AC = Light Armor + Defense Fighting Style + Shielding Armor (15+Dex) [*] Heavy Defense AC = Light Armor + Defense Fighting Style + Shielding Armor + Shield (15+Dex; 20+Dex for 1 round)[/list] JMHO though. I prefer the complexity and diversity of the choice. Especially since you've already baked in even more "Defense" into specific subclasses like the Duskblade. See the list above on ACs. I wouldn't drop Defense. I'd leave it as an option for that player that really wants to milk a swordmage into more of a tank. As for the fighting style, I posted it in my Light Fighter class. I also make the assumption that I'm not publishing this material so once its released into the "wild" I have no more control over it. However, it is nice to be asked/credited for it, so sure, go ahead and use it. I'm just glad when people like something I've tossed out there. :) Again, glad you like it. I think its a lot more streamlined and embraces the 5E Advantage mechanic. As for the Mythal, thats just my bad reading. once you look at something it sometimes just sinks in wrong and for some reason I just kept seeing Mythical. Sorry. As it stands, if you want to stick to this idea of the original 4E source... then perhaps this? [b]Arcane Awareness[/b] At 10th level, you're talent with divination alters your perceptions. You gain advantage on all Wisdom (Perception) checks to determine surprise. Additionally, when surprised, you can take a reaction at any time during the turn (not just the end of the turn). I think this is more streamlined and more level appropriate middle ground? Its not an immunity to surprise but again showcases the 5E Advantage mechanic and gives a slight edge even if surprised (such as being able to pop off [i]shield[/i]). Yeah, again my bad. Trying to pump out too much response in short order and checking myself since the inspiration source was CHA and I forgot Swordmage was INT. So it would be... [b]Impenetrable Warding[/b] (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 Intelligence modifier (minimum bonus +1). You must be conscious to grant this bonus. Yeah, the power increase from the source 6th level ability is really actually small... instead of the original where Invisibility ends at the beginning of your next turn, this ends at the END of your next turn. That actually gives you a full turn of invisibility to set up a devastating attack with Advantage, even if you wouldn't normally get it. Cool. I'll be looking forward to seeing what you finally settle on. On a side note if you really like the Eldritch Nimbus you could alter it thusly to make it closer to the original concept. [b]Eldritch Nimbus[/b] At 20th level, as an action, you can emanate an aura of raw eldritch power. For 1 minute, bright [b][i]scintillating[/i][/b] light shines from you in a 30-foot radius, and dim light for another 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 damage [b][i]comprised of fire, lightning, and thunder damage types.[/i][/b] In addition, for the duration, you have advantage on saving throws against spells. Once you use this feature, you can't use it again until you complete a long rest. This still only does 10 damage a round but a creature would have to have resistance to all 3 energy types to not take full damage. Damnit! Simply a mistake on my part. I think I was getting tired. /sigh I took this from something else I had written and completely forgot to edit it. It SHOULD read... [b]Sheltering Ward[/b] Beginning at 3rd 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, 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. Well you know my attitude on Aegis. ;) With that said, even cutting cantrips and only allowling a melee attack, it might even be too much at 11th level considering its what an EK gets at 18th. However, with that said, for this specific class I can see it being doled out earlier than a EK, as a swormages focus is more on magic than martial pursuits while the EK is reversed. Awesome. Glad you like it. I feel like I've actually been of decent help in this process. Makes my day. ;) Hmm... if you want it to be tied to criticals, I think I'd just go with Improved Critical. If you want it to be more about Resistances. perhaps something like... [b]Knowing Strike[/b] Beginning at 6th level, your arcane knowledge allows you to pinpoint and neutralize a creature's natural resistances. When you hit a creature that has Damage Resistances with a melee weapon attack, you can expend one swordmage spell slot to negate one of the creature's resistances per spell level of slot expended for a duration of concentration up to 1 minute. [i]{Example: Lets say you are fighting a gargoyle and the party is having a hard time dealing damage due to its resistance to bludgeoning, piercing and slashing. At 6th level you could expend a 2nd-level spell slot to negate 2 of those resistances for up to 1 minute (similar to bestowing a curse).}[/i] Cool. Glad to help. I obviously enjoy this sort of thing and I think collaboration tends to bring out more ideas. I really look forward to what you dish out as the v2. Always here if you want to toss around more thoughts. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Swordmage class
Top