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The True Swordmage
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<blockquote data-quote="doctorbadwolf" data-source="post: 7986602" data-attributes="member: 6704184"><p>So, what makes a Swordmage?</p><p></p><p>Ignoring the fact that classes don’t need to do all the same things between editions, let’s look at what a close conversion would need.</p><p></p><p>Aegis: magical protection that also has active abilities, usually but not always reactive.</p><p></p><p>Attacks with weapons that are spells. Smite/ensaring strike style spells work, but more complexity and variety is warranted. “Throw your weapon and make a Melee weapon attack against all creature within 10ft of your target, and then all creatures within that space have to save vs spell-level-appropriate lightning damage. Any creature hit by your weapon attack has disadvantage on the save.”</p><p></p><p>Tactical teleportation. New spells or a class feature can handle this fine.</p><p></p><p>A Spellbook? Or was that an optional thing with a feat? Either way, it would help set them apart from other gishes.</p><p></p><p>The ability to attack with Int, and have good defenses without armor. Easy enough in 5e.</p><p></p><p>I really don’t see the difficulty. Give it the same flavor as in 4e, but split some stuff off into the defender/tank focused subclass, and then lean in other directions for other subclasses.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7986602, member: 6704184"] So, what makes a Swordmage? Ignoring the fact that classes don’t need to do all the same things between editions, let’s look at what a close conversion would need. Aegis: magical protection that also has active abilities, usually but not always reactive. Attacks with weapons that are spells. Smite/ensaring strike style spells work, but more complexity and variety is warranted. “Throw your weapon and make a Melee weapon attack against all creature within 10ft of your target, and then all creatures within that space have to save vs spell-level-appropriate lightning damage. Any creature hit by your weapon attack has disadvantage on the save.” Tactical teleportation. New spells or a class feature can handle this fine. A Spellbook? Or was that an optional thing with a feat? Either way, it would help set them apart from other gishes. The ability to attack with Int, and have good defenses without armor. Easy enough in 5e. I really don’t see the difficulty. Give it the same flavor as in 4e, but split some stuff off into the defender/tank focused subclass, and then lean in other directions for other subclasses. [/QUOTE]
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