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<blockquote data-quote="Nivenus" data-source="post: 6423768" data-attributes="member: 71756"><p>Alright, <a href="https://docs.google.com/document/d/15xwbswJywkK0x08UciROI8ka-nmh7a-OAXyNGByrHAM/edit?usp=sharing" target="_blank">version 1.1 is up now</a>. The changes are noted below:</p><p></p><ul> <li data-xf-list-type="ul">I gave Khaalis a credit at the document's start, as thanks for the changes suggested.</li> <li data-xf-list-type="ul">I added greatswords to the available weapon proficiencies, in order to better support the Great Weapon Fighting Style. I removed scimitars to keep the number of weapons consistent, but am willing to add them back in if people greatly desire it.</li> <li data-xf-list-type="ul">Similarly, I changed the scimitar given as an option in starting equipment to a longsword</li> <li data-xf-list-type="ul">I altered the Weapon Bond feature to include Khaalis' suggested use of the <em>mending</em> spell as a ritual. As a counterweight to this (and in order to not make it too much more attractive than waiting two levels for a similar feature as a Fighter) I reduced the range of recall to 100 miles. As a side note, the original version of the feature in 4e was limited to 50 feet, but that seems incredibly paltry compared to the EK's version.</li> <li data-xf-list-type="ul">I changed Swordmage Warding to provide only a +1 AC bonus while fighting with a bonded weapon and +2 with one hand free.</li> <li data-xf-list-type="ul">I added Khaalis' Precision Fighting Style to the list of Styles available to Swordmages. I thought above swapping out one of the other Fighting Styles to keep the number available constant, but since it's a homebrew style I left the others in if people would rather just use vanilla features.</li> <li data-xf-list-type="ul">I changed Mythal Recovery to Khaalis' suggested style, granting advantage against effects the cause charm, frightened, or poisoned states at 3rd level, followed by blindness and deafness at 10th, followed by paralyzed and stunned at 17th.</li> <li data-xf-list-type="ul">I changed Arcane Awareness as Khaalis suggested, granting advantage on Wisdom (Perception) checks against surprise and allowing surprised swordmages to take their reaction at any point during a surprise round, rather than at the end.</li> <li data-xf-list-type="ul">I changed Impenetrable Warding as Khaalis suggested, so that any creature within 30 feet of a swordmage gains advantage on saving throws, with an additional bonus to their roll equal to the swordmage's Intelligence bonus (with a minimum of one).</li> <li data-xf-list-type="ul">I changed Sudden Escape as Khaalis suggested, so that you can only use it once before a short or long rest and so that you can move up to 60 feet instead of 10 feet and also gain invisibility until the end of your next turn. I retained the earlier restriction, however, that you must choose to use Sudden Escape before you know whether or not the enemy attack hit (modeled after Bardic Inspiration).</li> <li data-xf-list-type="ul">I changed Maelstrom Blade to something somewhat similar to Khaalis' suggested Eldritch Nimbus' feature, with some alterations to bring it closer to my original concept. The swordmage becomes an elemental champion and takes on an appearance resembling one or more elements. They gain immunity to cold and fire and resistance to thunder and lightning and can deal extra 2d6 damage to every attack they make from either acid, cold, fire, lightning, or thunder damage types. These effects last for 1 minute.</li> <li data-xf-list-type="ul">I altered Sheltering Ward as Khaalis suggested, changing it so it grants a +2 bonus within 10 feet rather than a +1 bonus within 25 feet as well as requiring you to maintain concentration on the effect.</li> <li data-xf-list-type="ul">As Khaalis suggested, Bladesong has been altered to discriminate against none of the available Fighting Styles.</li> <li data-xf-list-type="ul">I altered Ward of Force as suggested, dealing 4d10 damage within 10 feet and pushing the affected creatures 10 feet (as well as knocking them prone), with a saving throw that reduces both effects by half.</li> <li data-xf-list-type="ul">Knowing Strike has been altered to fit with Khaalis' suggestion, wherein you can use a spell slot to cut through a creature's resistances. The number of resistances you dispel is equal to the level of slot you expend and the effect lasts for 1 minute with concentration.</li> <li data-xf-list-type="ul">Combat Casting was altered so that you not only have advantage on concentration saving throws but also are able to add your Intelligence modifier (with a minimum of one) to the result.</li> <li data-xf-list-type="ul">As suggested Shadow Mage now deals 1d10 extra necrotic damage once per turn, rather than necrotic damage on a critical hti.</li> <li data-xf-list-type="ul">Assassin Shadow now allows you to project the shadow (with concentration) for up to 1 hour.</li> </ul><p></p><p>There were a few things I thought about implementing but ultimately chose not to. I rather like the Swordmage Warding feature, which feels sort of essential to the class so I decided to keep it and there didn't seem to be any reasonable way to depower the Swordmage Aegis variants enough to bring them to 1st level without significantly altering its flavor and nature, so I left them in place at 7th level. It's important to recall that the primary purpose of the Swordmage Aegis (as implied by its name, "aegis") is to defend other characters and so it doesn't really make sense as just another means of casting spells—it has to have a distinctly defensive flavor to it.</p><p></p><p>For similar reasons, I didn't change Song of Celerity: since swordmages don't have cantrips there's no point to giving them a feature that utilizes them. There may still be an issue of balance as it is similar to a much later feature, Improved War Magic, for Eldritch Knights, but there is a slight difference in how they're implement. Firstly, Improved War Magic lets you use an action to cast a spell, followed by a bonus action for an attack. Song of Celerity (which is modeled here after the 3e version of the feature), instead lets you use a spell with a casting time of 1 action or less as a bonus action. This is arguably superior, but it does come with a caveat: you can only use this feature a number of times equal to your Intelligence modifier (with a minimum of one) before you finish a long rest, whereas Improved War Magic has unlimited uses.</p></blockquote><p></p>
[QUOTE="Nivenus, post: 6423768, member: 71756"] Alright, [URL="https://docs.google.com/document/d/15xwbswJywkK0x08UciROI8ka-nmh7a-OAXyNGByrHAM/edit?usp=sharing"]version 1.1 is up now[/URL]. The changes are noted below: [LIST] [*]I gave Khaalis a credit at the document's start, as thanks for the changes suggested. [*]I added greatswords to the available weapon proficiencies, in order to better support the Great Weapon Fighting Style. I removed scimitars to keep the number of weapons consistent, but am willing to add them back in if people greatly desire it. [*]Similarly, I changed the scimitar given as an option in starting equipment to a longsword [*]I altered the Weapon Bond feature to include Khaalis' suggested use of the [I]mending[/I] spell as a ritual. As a counterweight to this (and in order to not make it too much more attractive than waiting two levels for a similar feature as a Fighter) I reduced the range of recall to 100 miles. As a side note, the original version of the feature in 4e was limited to 50 feet, but that seems incredibly paltry compared to the EK's version. [*]I changed Swordmage Warding to provide only a +1 AC bonus while fighting with a bonded weapon and +2 with one hand free. [*]I added Khaalis' Precision Fighting Style to the list of Styles available to Swordmages. I thought above swapping out one of the other Fighting Styles to keep the number available constant, but since it's a homebrew style I left the others in if people would rather just use vanilla features. [*]I changed Mythal Recovery to Khaalis' suggested style, granting advantage against effects the cause charm, frightened, or poisoned states at 3rd level, followed by blindness and deafness at 10th, followed by paralyzed and stunned at 17th. [*]I changed Arcane Awareness as Khaalis suggested, granting advantage on Wisdom (Perception) checks against surprise and allowing surprised swordmages to take their reaction at any point during a surprise round, rather than at the end. [*]I changed Impenetrable Warding as Khaalis suggested, so that any creature within 30 feet of a swordmage gains advantage on saving throws, with an additional bonus to their roll equal to the swordmage's Intelligence bonus (with a minimum of one). [*]I changed Sudden Escape as Khaalis suggested, so that you can only use it once before a short or long rest and so that you can move up to 60 feet instead of 10 feet and also gain invisibility until the end of your next turn. I retained the earlier restriction, however, that you must choose to use Sudden Escape before you know whether or not the enemy attack hit (modeled after Bardic Inspiration). [*]I changed Maelstrom Blade to something somewhat similar to Khaalis' suggested Eldritch Nimbus' feature, with some alterations to bring it closer to my original concept. The swordmage becomes an elemental champion and takes on an appearance resembling one or more elements. They gain immunity to cold and fire and resistance to thunder and lightning and can deal extra 2d6 damage to every attack they make from either acid, cold, fire, lightning, or thunder damage types. These effects last for 1 minute. [*]I altered Sheltering Ward as Khaalis suggested, changing it so it grants a +2 bonus within 10 feet rather than a +1 bonus within 25 feet as well as requiring you to maintain concentration on the effect. [*]As Khaalis suggested, Bladesong has been altered to discriminate against none of the available Fighting Styles. [*]I altered Ward of Force as suggested, dealing 4d10 damage within 10 feet and pushing the affected creatures 10 feet (as well as knocking them prone), with a saving throw that reduces both effects by half. [*]Knowing Strike has been altered to fit with Khaalis' suggestion, wherein you can use a spell slot to cut through a creature's resistances. The number of resistances you dispel is equal to the level of slot you expend and the effect lasts for 1 minute with concentration. [*]Combat Casting was altered so that you not only have advantage on concentration saving throws but also are able to add your Intelligence modifier (with a minimum of one) to the result. [*]As suggested Shadow Mage now deals 1d10 extra necrotic damage once per turn, rather than necrotic damage on a critical hti. [*]Assassin Shadow now allows you to project the shadow (with concentration) for up to 1 hour. [/LIST] There were a few things I thought about implementing but ultimately chose not to. I rather like the Swordmage Warding feature, which feels sort of essential to the class so I decided to keep it and there didn't seem to be any reasonable way to depower the Swordmage Aegis variants enough to bring them to 1st level without significantly altering its flavor and nature, so I left them in place at 7th level. It's important to recall that the primary purpose of the Swordmage Aegis (as implied by its name, "aegis") is to defend other characters and so it doesn't really make sense as just another means of casting spells—it has to have a distinctly defensive flavor to it. For similar reasons, I didn't change Song of Celerity: since swordmages don't have cantrips there's no point to giving them a feature that utilizes them. There may still be an issue of balance as it is similar to a much later feature, Improved War Magic, for Eldritch Knights, but there is a slight difference in how they're implement. Firstly, Improved War Magic lets you use an action to cast a spell, followed by a bonus action for an attack. Song of Celerity (which is modeled here after the 3e version of the feature), instead lets you use a spell with a casting time of 1 action or less as a bonus action. This is arguably superior, but it does come with a caveat: you can only use this feature a number of times equal to your Intelligence modifier (with a minimum of one) before you finish a long rest, whereas Improved War Magic has unlimited uses. [/QUOTE]
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