D&D 5E Should 5e have more classes (Poll and Discussion)?

Should D&D 5e have more classes?


Minigiant

Legend
Supporter
Or you could play a Warlock, Cleric or Sorcerer. Those existed outside of Westeros and could take a ship over. Thoros the Cleric of the Red God did that. These are PCs we're talking about. Being the one of a kind of your class from outside of Westeros would be available to them.

The casters in D&D are a bit too powerful for Westeros and Essos. At least in the postValaryian era. Maybe as multiclass. They barely cracked level 2 spells in power.
 

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Maxperson

Morkus from Orkus
The casters in D&D are a bit too powerful for Westeros and Essos. At least in the postValaryian era. Maybe as multiclass. They barely cracked level 2 spells in power.
Turning someone into a shadow to go kill someone. Raise dead. Blood curses to warp unborn babies. Permanent illusions. Seeing the future. Those are all beyond and in cases well beyond 2nd level. And I'm sure I'm forgetting some.
 

Minigiant

Legend
Supporter
We'll have the Expert class for those soon.
Well it's a sidekick class so we have to see if it at least has decent chops in the exploration pillar or social pillar to be worth playing as a PC in a world where all three pillars are equally important.

Turning someone into a shadow to go kill someone. Raise dead. Blood curses to warp unborn babies. Permanent illusions. Seeing the future. Those are all beyond and in cases well beyond 2nd level. And I'm sure I'm forgetting some.
Yeah but half of those only work on certain subjects for the spell or are magic items/consumables.

The casters generic magic barely top 2nd level. Red priests don't even have fireball and it's a fire cult.
 

Maxperson

Morkus from Orkus
Yeah but half of those only work on certain subjects for the spell or are magic items/consumables.

Material components. :)

The casters generic magic barely top 2nd level. Red priests don't even have fireball and it's a fire cult.
Clerics in D&D typically don't, even fire clerics. Magic isn't as flashy, but it was still pretty powerful. More ritualistic in nature. At least what we saw. We never really see what the sorcerers can do.
 
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Minigiant

Legend
Supporter
Material components. :)

[quotes]The casters generic magic barely top 2nd level. Red priests don't even have fireball and it's a fire cult.
Clerics in D&D typically don't, even fire clerics. Magic isn't as flashy, but it was still pretty powerful. More ritualistic in nature. At least what we saw. We never really see what the sorcerers can do.
[/QUOTE]

Light clerics in 5e get fireball.

A central theme of the postValyrian Westeros and Essos is that magic was waning blocks of men and gold replaced magic and magic creatures. GoT marks the resurgence of magic but GRRM has it still low magic in all 3 scales: power, frequency, and breadth.

You could arguefor Rangers and Paladins as the greenseers/wargs and fire priests are rather martial. But full casters would be noncannon. So you'd only have 5 classes to choose from and need 1-2 more classes to fully display the world.
 

Zardnaar

Legend
Westeros caster would have the Eldritch Knight spell table and some type of miracle ability like clerics that once a month or something they could ritual cast a higher level spell.

Even then those higher level spells would be from a limited list.
 

Essafah

Explorer
Why don't the people who want more classes just buy the Masterclass Codex and leave everyone else alone??

Well, my main group and pretty much every group I play with sticks to official material. Therefore while I am sure the Masterclass Codex has awesome stuff it will not be used by anyone in my group. The current Dungeon Master's would not allow it and to be fair (nothing against the Codex designers) I along with most of the other players prefer it that way as well.
 

Minigiant

Legend
Supporter
With the Psionic talk in Tasha's BOE, I've be reminded of the Playtest Sorcerer.

That would have coolas a new class.

You get willpower that you can spend to use special powers. Then as you spend willpower, you transform and stay that way until you long rest.

SubclassWhen you have willpowerWhen you run out of willpower
Dragon DiscipleHeavy Armor BlasterClawed Tank
Half-VampireShadowcasterHigh Speed Striker
Alchemical HulkRemarkable AthleteHulk Smash
Warden of VinePlant based ControllerI am Groot
Warden of StoneChucker of RocksIt's Clobbering Time
Archon of LightBurst HealerGlowing Lazergun
 

Levistus's_Leviathan

5e Freelancer
Okay, it's been quite a long time since the last post, but I've been meaning to revise my homebrew class for awhile, and was finally able to get around to it. The "gish" has now been renamed to the Arcknight, which is still just a placeholder and will be replaced if I think of a better name.

Arcknight​

The Arcknight​

LevelProficiency BonusFeatures1st2nd3rd4th5th
1st+2Eldritch Ward, Imbued Weapon
2nd+2Fighting Style, Spell Strike2
3rd+2Arcane Study, Magic Sense3
4th+2Ability Score Improvement3
5th+3Extra Attack42
6th+3Arcane Protection42
7th+3Arcane Study feature432
8th+3Ability Score Improvement432
9th+4432
10th+4Magic Resistance432
11th+4Improved Spell Strike, Arcane Study feature4331
12th+4Ability Score Improvement4331
13th+54332
14th+5Spell Siphon4332
15th+5Arcane Study feature4332
16th+5Ability Score Improvement4332
17th+643321
18th+6Battle Caster43321
19th+6Ability Score Improvement43332
20th+6Master of Battle Magic43332

Class Features​

As an arcknight, you gain the following class features.

Hit Points​

Hit Dice: 1d10 per arcknight level
Hit Points at 1st-Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per arcknight level after 1st

Proficiencies​

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throw: Constitution, Intelligence
Skills: Choose two from Acrobatics, Arcana, Athletics, History, Insight, and Nature

Equipment​

You start with the following equipment, in addition to the equipment granted by your background:
  • (a) studded leather armor or (b) scale mail or (c) chainmail
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five spears or (b) any simple melee weapon
  • (a) dungeoneer's pack or (b) explorer's pack
  • an arcane focus of your choice

Eldritch Ward​

At 1st level, your arcane power allows for you to protect you with a magic shield. As an action, you can give yourself or a creature you touch an amount of temporary hit points equal to your Intelligence modifier plus your arcknight level (minimum of one temporary hit point). While a creature has these temporary hit points, they do not make Concentration checks against damage, as long as they still have at least one temporary hit point after all the damage is dealt.
You may use this feature an amount of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Imbued Weapon​

Starting at level 1, your combat magic causes you to have a permanent bond with a melee weapon you hold. When you finish a long rest, you can form an arcane connection with a melee weapon of your choice that you are holding. This bond lasts until you dismiss this effect and imbue another weapon you touch as an action, the weapon is destroyed, or until you finish a long rest.
An imbued weapon cannot leave your hand without you being willing, it counts as a magic weapon for the purposes of ignoring damage resistances and immunities, if it wasn't already, and counts as a spellcasting focus for your arcknight spells. Additionally, if the weapon was a magic weapon that required attunement, you automatically are attuned to it, not counting against the total amount of items you may be attuned to.

Fighting Style​

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose one again.

Arcane Warrior​

You learn two cantrips of your choice from the wizard spell list. They count as arcknight spells for you, and Intelligence is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the wizard spell list.

Blind Fighting​

You gain blindsight out to a range of 10 feet.

Defense​

While you are wearing armor, you gain a +1 bonus to AC.

Dueling​

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting​

When you roll a 1 or 2 on a damage dice for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the dice and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Thrown Weapon Fighting​

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting​

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Spellcasting​

By 2nd level, you have learned how to draw on arcane magic through studying and training in the arcane art, gaining the ability to cast spells. You can channel your spells through magical items, and use your weapons to focus your arcane spells.

Preparing and Casting Spells​

The Arcknight table shows how many spell slots you have to cast your spells. To cast one of your arcknight spells of 1st-level or higher. You regain all spells slots when you finish a long rest.
You prepare the list of arcknight spells that are available for you to cast, choosing from the arcknight spell list. When you do so, choose a number of arcknight spells equal to your Intelligence modifier + half your arcknight level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level arcknight, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell burning hands, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spell.
You can change your list of prepared spell when you finish a long rest. Preparing a new list of arcknight spells requires time spent in study: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability​

Intelligence is your spellcasting ability for your arcknight spells, since their power derives from the devotion to your arcane training. 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 arcknight 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

Arcknight Spell List​

Here's the list of spells you consult when you learn a arcknight spell. The list is organized by spell level, not by character level.
These spells are from the Player's Handbook. If a spell's name is followed by an asterisk, the spell is instead Xanathar's Guide to Everything.

1st Level​

absorb elements*
burning hands
chromatic orb
detect magic
expeditious retreat
feather fall
frost fingers
ice knife*
identity
jim's magic missile
jump
magic missile
shield
thunderwave
witch bolt

2nd Level​

acid arrow
aganazzer's scorcher*
alter self
blur
dragon's breath*
earthbind*
enlarge/reduce
flaming sphere
hold person
levitate
magic weapon
maximilian's earthen grasp*
melf's acid arrow
misty step
phantasmal force
scorching ray
shadow blade*
shatter

3rd Level​

bestow curse
blink
counterspell
dispel magic
erupting earth*
fear
fireball
fly
haste
lightning bolt
melf's minute meteors*
slow
thunder step*
vampiric touch

4th Level​

banishment
blight
dimension door
elemental bane
fire shield
ice storm
intellect fortress
leomund's secret chest
mordenkainen's faithful hound
otiluke's resilient sphere
phantasmal killer
sickening radiance*
vitriolic sphere*
wall of fire
watery sphere*

5th Level​

bigby's hand
cloudkill
cone of cold
dawn*
dominate person
enervation*
far step*
hold monster
immolation*
steel wind strike*
synaptic static*
telekinesis
wall of force
wall of light*

Spell Strike​

At level 2, you can imbue magic weapons you hold with your spells. When you cast a arcknight spell that has a casting time of an action that targets another creature with a harmful effect or creates an area of effect, you can trap it in your weapon instead of instantly releasing it as you normally would. This temporarily delays the spell's effects, trapping them inside one magical melee weapon you are holding. The effects of the spell are unleashed the next time you hit a creature with the weapon. The spell remains inside the weapon for 1 minute, until you lose concentration, or until you hit a creature with this melee weapon, whereupon the spell is released and come it comes into effect. Once you attack with a weapon that has a spell stored in it this way, if the spell has not been released by the end of your next turn, the spell is lost and is wasted. If you store a cantrip in the weapon, if the attack would deal extra damage due to this attack, its damage does not scale when you reach higher levels as it normally would.

If the spell required a saving throw, the creature you hit with this magical melee weapon while the spell is trapped inside automatically fails its saving throw. If the spell required an attack roll, if you hit a creature with the initial attack, you do not have to attack that creature again, and it becomes the target of one of the spell's attacks. If the spell required more than one attack roll, one of these attacks must be targeting the hit creature, and the others come into effect as normal. If the spell creates an area of effect, you can designate your weapon or the hit creature (your choice) as the origin of the area of effect.

If the spell would immediately cause damage when you cast it, this damage is added to the weapon attack's damage. Additionally, if you must use an action or bonus action on further turns to maintain the effects of the spell, you may continue to keep the spell inside your magic weapon, continuing this effect until the duration of the spell ends.

Arcane Study​

When you reach 3rd level, you solidify which archetype of arcane combat you will practice. Up to this point, you have been training, practicing, and preparing for this choice, and now it is cemented as part of you. Now, choose the Eldritch Striker, Arcane Bastion, or Spell Herald. This is your subclass, and grants you certain benefits at 3rd, 7th, 11th, and 15th level.

Magic Sense​

At 3rd level, your arcane power is attuned to detecting the power in others. As an action, choose one creature you can see within 60 feet of you. You learn if they can cast any spells, and if they can, you learn what level spellcaster they are if they have any levels as a spellcaster, and you learn how many spell slots they have left if they have any.
You may use this feature an amount of times equal to your Intelligence modifier (minimum of once), regaining all uses at the end of a long rest.

Arcane Recovery​

At level 3, you have learned to regain some of your magical energy by your blending arcane and martial power. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than one-fourth your arcknight level (rounded up).
For example, if you’re a 7th-level arcknight, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Ability Score Improvement​

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack​

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Magic Guard​

Starting at level 6, when you use your Eldritch Ward feature, you may expend a spell slot of 2nd-level or higher to use the feature, instead of spending one use of the ability,.

Magic Resistance​

At level 10, you have advantage on saving throws against spells and other magical effects.

Improved Spell Strike​

When you reach 11th level, when you cast a spell into your weapon that has a casting time of an action, you can instead cast it as a bonus action. Additionally, you no longer have to maintain concentration on your Spell Strike feature due to a spell being stored inside of your Imbued Weapon.

Arcane Fighting Style​

At level 12, you are able to perfectly blend your arcane magic with your mastery over martial fighting to enhance your chosen style even more. You gain an additional benefit dependent on the Fighting Style you gained from this class.

Arcane Warrior​

When you take the Attack action, you may forgo one of the attacks to cast a cantrip you know.

Blind Fighting​

You gain truesight out to a range of 10 feet.

Defense​

You may don any armor as an action by touching it, as long as you are not wearing armor already.

Dueling​

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to attack rolls with that weapon.

Great Weapon Fighting​

When you roll a 1 or 2 on a damage dice for a spell that was unleashed through your Spell Strike through a melee weapon that you are wielding with two hands, you can reroll the dice and must use the new roll. The weapon that caused the spell to be unleashed must have the two-handed or versatile property for you to gain this benefit.

Thrown Weapon Fighting​

While you are not wielding your Imbued Weapon, you may use your reaction to summon it back to your hand.

Two-Weapon Fighting​

When you engage in two-weapon fighting, the same bonus action you use to attack may also be used to cast a spell into your weapon using the Spell Strike feature.

Unarmed Fighting​

Your unarmed strikes automatically deal force damage.

Spell Siphon​

Starting at level 14, when you hit a spellcaster with a magical attack from a melee weapon, you can steal and absorb some of their magical power. As a reaction, if the hit creature is a spellcaster that has spell slots, you can force them to expend a spell slot of a level that you can cast, and regain a spell slot of the expended level or lower.
You may use this feature an amount of times equal to your Intelligence modifier (minimum of once), and regain all uses after a long rest.

Battle Caster​

When you gain this feature at 18th level, your concentration cannot be broken unless you become unconscious.

Master of Battle Magic​

At level 20, you have mastered the art of combat magic, empowering you further. You gain the following benefits:
  • All weapons you are wielding automatically gain the benefit of being your Imbued Weapon, no longer requiring a long rest in order to bestow the benefit upon them.
  • When you roll a 20 for an attack roll you make with a magic melee weapon against a creature, you regain a spell slot of your lowest expended level.
  • You automatically take no damage from spells that you cast that create an area of effect.
Okay, the major changes are to Imbued Weapon, Fighting Styles, Spell Casting/Spell List, Spell Recall --> Arcane Recovery, Battle Caster, and some other more minor tweaks and changes.

Sorry that it has taken so long, but I would love feedback and thoughts here, as well as this survey.

Subclasses​

Study of the Element Herald​

Elemental Heralds harness their practiced arcane power to blend their weapon attacks with powerful elemental energy. Unlike most other elemental practitioners, these Arcknights are not bound to any specific element, easily accessing all elemental damages at any given moment.

Study Spells​

3rd-level Study of the Element Herald feature

Study of the Element Herald Spells​

Primordial Striker​

3rd-level Study of the Element Herald feature

When you cast a spell that deals acid, cold, fire, lighting, or thunder damage, with the spellcasting focus being your Infused Weapon, you may change the damage type it deals to any other damage type from that same list.

Empowered Elements​

7th-level Study of the Element Herald feature

Once a turn, when you cast an Arcknight spell that deals acid, cold, fire, lightning, or thunder damage, you may deal an extra 1d8 damage of that type.

Element Scholar​

13th-level Study of the Element Herald feature

When you see a creature cast a spell of a level that you can cast that deals acid, cold, fire, lightning, or thunder damage, you may use a reaction to instantly prepare/know the spell, not counting against the maximum amount of spells you can prepare or know. You may know an amount of spells this way equal to your Intelligence modifier (minimum of one spell). If you already know the maximum amount of spells you can know from this feature, you can choose one spell you know this way to forget, replacing it with the spell that triggered this reaction.

You know spells granted by this feature until you choose to forget it at the end of a long rest.

Elementalist​

19th-level Study of the Element Herald feature

You gain the following benefits:

  • You gain resistance to acid, cold, fire, lightning, and thunder damage.
  • Once a turn, when you deal acid, cold, damage, fire, lightning, or thunder damage, you may reroll an amount of damage dice of that damage type equal to your Intelligence modifier (minimum of once dice). You must use the new roll.

Battlemage​

A Battlemage is an Arcknight who focuses on blending the powers of wizardry with martial combat, granting them unique powers and abilities that set them apart from all other casters. They strive to be paragons of arcane casting, nearly rivaling the eldritch power and versatility of wizards.

Study Spells​

3rd-level Study of the Battlemage feature

You gain study spells at the Arcknight levels listed. When you take a long rest, you may replace any of the spells granted by this feature with any wizard spell of the same level as the spell you replace.

Arcknight LevelSpells
3rdfind familiar, shield
4thmagic weapon, misty step
7thmagic circle, sending
9thbanishment, dimension door
12thbigby's hand, teleporation circle
14tharcane gate, disintegrate
17thprismatic spray, teleport

Spellcasting​

When you reach 3rd level, you have studied long and hard to become more practiced with spellcasting than other arcknights. This allows you to be more adept with spellcasting, increasing your power over arcane spells.

Cantrips​

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level. These count as arcknight spells for you.

Spell Slots​

The Battlemage Spellcasting table shows how many spell slots you have to cast your arcknight spells of 1st level and higher. This table replaces the typical amount of spell slots you would have, as shown on the Arcknight Class table. As normal, you regain all expended spell slots when you finish a long rest.

Battlemage Spellcasting​

LevelCantrips Known1st2nd3rd4th5th6th7th
3rd23
4th242
5th242
6th243
7th2432
8th2432
9th24331
10th34331
11th34332
12th343321
13th343331
14th3433321
15th3433321
16th3433321
17th34333311
18th34333311
19th34333321
20th34333321

Battlecaster​

3rd-level Study of the Battlemage feature

Due to your prowess with arcane power, you gain the following benefits:

  • You may attune to magic items that require attunement by a wizard.
  • When you regain spell slots on a short rest due to your Arcane Recovery feature, you may regain spell slots equal to half your arcknight level (rounded up).
  • You can cast an arcknight spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Arcane Smite​

7th-level Study of the Battlemage feature

Once per turn when you hit a creature with your Infused Weapon, you can expend a spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot. Additionally, if the target is a creature that is Huge or smaller, they become restrained until the end of your next turn.

Eldritch Mage​

13th-level Study of the Battlemage feature

When you prepare a spell, it can be from the arcknight or wizard spell list, and counts as an arcknight spell for you. You may not replace a spell granted by your Study Spell feature this way.

Battlemage​

19th-level Study of the Battlemage feature

You gain the following benefits:

  • Choose one first level spell from the wizard spell list that you have prepared. For you, it is always prepared and doesn't count against the amount of spells you can have prepared. You may cast this spell at its lowest level without expending a spell slot. If you want to cast the spell at a higher level, you must expend a spell slot as normal.
  • As an action, you may regain one expended spell slot of 3rd-level or lower.

Study of the Duskblade​

The majority of Arcknights are members of the Study of the Duskblade, as it is the least specialized of the Arcane Studies, focusing more on using bladed weapons and striking than other esoteric arts. This is due to the fact that this study was the first developed by the original Arcknights, and is easier to master than other Arcane Studies. Duskblades focus on battlefield control and weakening enemies, as well as pure, obliterating power.

Study Spells​

3rd-level Study of the Duskblade feature

Study of the Duskblade Spells​

Swift Infuser​

3rd-level Study of the Duskblade feature

You are a master of imbuing spells into your Infused Weapon. When you hit a creature with an attack roll with your Infused Weapon that has your Spell Strike feature applied to the attack, if you are still holding your Infused Weapon, you may immediately use your reaction to cast a spell that has a casting time of one action, imbuing it into your Infused Weapon with your Spell Strike feature. The spell may not be released until your next turn.

Powerful Strikes​

7th-level Study of the Duskblade feature

Once a turn, when you hit a creature with an attack that releases a spell from your Spell Strike feature, the attack deals an extra 1d8 damage of the weapon's or spell's type (your choice).

Unsettling Blade​

13th-level Study of the Duskblade feature

When you hit a creature with an attack that releases a spell from your Spell Strike feature, you do not provoke opportunity attacks until the end of your turn.

Striker​

19th-level Study of the Duskblade feature

You gain the following benefits:

  • You are immune to damage dealt by spells released through the Spell Strike feature.
  • When you deal damage with a spell with your Spell Strike feature, you may cause the spell's damage dealt to the creature hit with this attack to deal the most damage possible, instead of rolling.

Study of the Eldritch Nullifier​

The study of the Eldritch Nullifier is practiced by the Arcknights who choose to use their arcane power to prevent others from casting spells. Typically bounty hunters and zealots who specialize in tracking down and slaying mages or bodyguards and mercenaries that focus on protecting their clientele from magic users, Eldritch Nullifiers are usually rare, but are highly valued for their powerful capabilities at mage-slaying.

Study Spells​

3rd-level Study of the Eldritch Nullifier feature

You gain the following prepared spells, which become arcknight spells for you and do not count against the amount of spells you can prepare.

Study of the Eldritch Nullifier Spells​

Spell Stopper​

3rd-level Study of the Eldritch Nullifier feature

When a creature makes a Constitution saving throw for concentration that you forced them to make, they have disadvantage on the saving throw.

Annuling Strikes​

9th-level Study of the Eldritch Nullifier feature

When you hit a creature that willingly has a spell cast on them with an attack using your Spell Strikes, as long as they weren't concentrating on the spell, you may force the creature to make a Constitution saving throw for concentration against your spell save DC, ending the spell's effects on them on a failed save.

Block Magic​

13th-level Study of the Eldritch Nullifier feature

Once a turn, when you hit a creature with a weapon attack using your Infused Weapon, you may mark them with a Nullifier's Brand. This brand lasts until the start of your next turn or until it is removed by a remove curse or greater restoration spell. While this brand lasts, they are incapable of casting any spells and any spell cast on them has no effect until the brand ends.

You may use this an amount of times equal to your Intelligence modifier (minimum of once), regaining all expended uses at the end of a long rest.

Antimage​

19th-level Study of the Eldritch Nullifier

You gain the following benefits:

  • When you use Spell Siphon, the level of spell slot you steal can be of any level, and you gain a spell slot of the level you choose to steal or lower until you finish a long rest.
  • Once a turn, when you hit a creature with an attack that has the ability to cast a spell, you deal extra damage equal to your Intelligence modifier (minimum of one extra damage).
  • As a reaction, when a creature within reach of a magical melee weapon you're holding casts an offensive spell, you may make an attack with that weapon against them. If you hit, their spell does not come into effect and is wasted, and you imbue that spell into your weapon as with your Spell Strike ability.

Study of the Swordmage​

Commonly practiced among elves, githyanki, dragonborn, genasi, and hobgoblins, the traditional martial study of the Swordmage is an ancient art, tracing its origins back to the ancient empires of mages that used to dominate the worlds (such as the Netheril or Aeor). These mages taught their servants to blend their steel swords and swift spells into a single, fluid motion, seamlessly merging magic and martial might.

Swordmage Styles:

SWORDMAGE STYLES
From the founding of the art of the Swordmage, this way of fighting has been irrevocably connected to swords and other bladed weapons, such as knives and daggers. Specifically, its practitioners most often use Longswords, Katanas, Scimitars, and Sabers, typically with one hand, using the other hand to grapple enemies or hold magic wands. The majority of Swordmages practice a distinct style from the ones listed below, but many blend different styles to create a unique way of fighting. All of these traditional styles have been around since the conception of the Swordmage, tracing their roots back to the first of the members of this art.
Assault Swordmages. Assault swordmages hold the philosophy that the best defense was a strong offense and protected their friends and allies through aggressive and flashy attacks. In the Forgotten Realms, this style originated on the world of Abeir, being brought to the world of Toril during the Spellplague, whose users channel energy from the Elemental Chaos to power their attacks with heavy weapons. While they placed an extremely high value on intelligence, assault swordmages considered physical strength of utmost importance, using their strength of body and mind as one to enhance the potency of their attack spells. Typically, assault swordmages preferred the use of heavy blades such as greatswords or greataxes, or occasionally double-bladed scimitars, though as a consequence they tended to put a smaller emphasis on their own defense. Goliath and Orc swordmages often choose this style.
This often lead to them taking the Great Weapon Fighting or Arcane Warrior fighting style, concentrating on making the most out of their assaulting attacks instead of protecting themselves or others. They also frequently would focus on evocation magic, merging powerful elemental spells, such as fireball or thunderwave, into their already powerful attacks. Recommended feats for characters that practice this style are Fighting Initiate, Great Weapon Master, Martial Adept, Savage Attacker, and War Caster.
Shielding Swordmages. Where assault swordmages preferred brute force, shielding swordmages preferred the use of magic as a shield against harm. Like all swordmages, shielding swordmages were often extremely cunning foes, but they were are quite often immensely durable, a quality they use to enhance some of their spells while also allowing them to take blows that their allies would otherwise suffer. However, shielding swordmages did not solely rely on their constitution to preserve them and in all things they preferred a strong defense. As a result, shielding swordmages generally preferred one-handed blades such as longswords and battleaxes, allowing them to parry their foes more easily than a larger weapon would easily allow, also allowing them to use a shield. Elven, Dwarven, Goblin, and Githyanki Swordmages typically use this style of fighting.
Due to their preference of using a sword and shield, Shielding Swordmage characters should use the Dueling or Protection Fighting Styles. They also focus on abjuration and protection magic, such as the shield, blade ward, protection from energy, and wall of force spells. Recommended feats for swordmage characters of this style are Defensive Duelist, Dual Wielder, Sentinel, Shield Master, and Tough.
Wandering Swordmages. It is rumored that this style is among the first practiced by the Swordmages. Wandering swordmages possess a vast knowledge of a variety of subjects that spanned the various realms of the multiverse. They created their own style of fighting of based on insights they gleaned from these diverse cultures and learned spells that may not normally be uncovered by other swordmages. They were quick learners, wise enough to learn lessons from the histories of others and apply the knowledge to their own skill as combatants. Wandering swordmages saw events and conflicts from multiple points of view and gained perspective from every local fable, academic lesson, philosophical perspective or bit of lore they picked up in their travels. This causes them to often use thrown weapons or unarmed strikes, such as daggers, spears, tridents, and handaxes. Wood Elf, Triton, Shifter, Lizardfolk, Firbolg, Bugbear, and Satyr Swordmages typically are members of this style.
Swordmages of this style typically take the Thrown Weapon Fighting or Unarmed Fighting Fighting Styles, as they typically use thrown or natural weapons. They don't focus on any specific school of magic, but often use the expeditious retreat, misty step, and fly spells, focusing on mobility so that they can get into range for their attacks. Recommended feats are Athlete, Charger, and Mobile.
Primordial Paths:

PRIMORDIAL PATHS
Distinct from Swordmage Styles, which any Swordmage can take independent of their world, not every setting that has Swordmages has Primordial Paths. A Primordial Path is typically specific to worlds closely linked to elemental powers, such as Abeir, Athas, and the Elemental Planes. Any style of Swordmage may pick any Primordial Path in this world, but it is more common for Assault Swordmages to choose a Primordial Path than the other styles.
Astropomancy. Astropomancy is the path that focuses on blending the magic of the storm with their weapon attacks. These Swordmages typically use shatter, thunderwave, witch bolt, lightning bolt, thunder step, and other similar spells.
Nephomancy. The Swordmages of the primordial path of nephomancy focus on blending pure cold with their powerful strikes, slaying their enemies with freezing strikes. Spells typically used by Swordmages of this path are frost fingers, cone of cold, and other cold-damaging spells.
Pyromancy. Fire is the preferred element of pyromancing Bladesingers, merging their attacks with burning fire, incinerating their enemies into oblivion. Spells favored by these Swordmages are fireball, burning hands, immolation, scorching ray, and other flaming spells.
Vitriomancy. Blending acid and attacks together, practitioners of this style melt their enemies with powerful acidic might. Due to this, they typically use dissolving spells, such as acid arrow, vitriolic sphere, and other acidic spells.

Study Spells​

3rd-level Study of the Swordmage feature

Study of the Swordmage Spells​

Transient Steps​

3rd-level Study of the Swordmage feature

Your ability to blend your martial ability with your arcane magic allows you to become magically mobile. Immediately after you cast a spell or release it through your Spell Strike feature, immediately after you cast it, you may teleport an amount of feet equal to 1 + the spell's level, the total amount multiplied by 10. You may do so only once a turn.

Sword of Phasing​

7th-level Study of the Swordmage feature

Once a turn, when you hit a creature with a weapon attack on the same turn that you have teleported to a space within 10 feet of this target, the attack deals an extra amount of force damage equal to your Intelligence modifier (minimum of one damage).

Teleporting Expert​

13th-level Study of the Swordmage feature

When you cast a spell that allows you to teleport that required you to expend a spell slot of 2nd-level or higher, as long as the spell does not deal damage, you may regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast.

Additionally, immediately after you cast a teleportation spell, your Armor Class increases by your Intelligence modifier until the start of your next turn.

Swordblade Master​

19th-level Study of the Swordmage feature

Your ability to merge magic, movement, and martial power increases, granting you the following benefits:

  • Immediately after a creature you hit with an opportunity attack stops moving, you may teleport to an unoccupied space of your choice within 10 feet of them.
  • As part of the action used to cast a teleportation spell, immediately before or after the spells effects are released, you may make one weapon attack with your Infused Weapon.
 
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DnD Warlord

Adventurer
I would love a bunch of new classes.
A half warlock caster and a warlord are my Two biggest wants but a divine powered skill monkey is close up there
 

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