D&D (2024) How should the Swordmage be implemented in 1DnD?

It is hard to see what is missing between Bladesinger, Eldritch Knight, Paladin, Ranger and a bunch of Cleric, Artificer, Bard and Warlock subclasses that fill the magic swordsman role.

That said, I think the best option is to use Tasha's Ranger class as a chassis and develop a subclass around swordmage, with its own subclass spells and a proficiency in Arcana. I think that would give you everything you need. Tasha's options allow the Ranger be divorced from the "nature warrior" theme pretty effectively.

Another option would be an Artificer subclass
 

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5e dropped the Martial Power a long time ago.
Maybe in the sense of a "magical" power source.

The designers mentioned by name the "power sources" including Psionic, Primal, Arcane, Divine, "and others".

Presumably, the "nonmagical" power source by whatever name is also a power source.
 


It is hard to see what is missing between Bladesinger, Eldritch Knight, Paladin, Ranger and a bunch of Cleric, Artificer, Bard and Warlock subclasses that fill the magic swordsman role.
Those classes can cast OR attack. There is not many ways that actually combine sword and magic.

I.e. Teleport 2 times and attack 3 people.

Also, ways to "taunt" an enemy into attacking you instead of an ally. Armorer artificer is kind of the only one.
 


I liked lots of individual aspects of 4e, but the 'everything is spellcasting powers' part is one of the things I disliked the most.
I would have liked 4e if it had kept what worked for 3.0/3.5 and fixed what didn't. Instead it demolished the entire building and built something that didn't quite feel like D&D to me. As a result, my interest shifted to Pathfinder 1st edition. It's been almost 3 years since I shifted back to D&D. Now I enjoy 5e and Level Up. ;)
 

Swordmage
HD:
d8 +Con mod
SAVES: Int & Dex
Profs:
Armor: Light to start.
Weapons: Any Simple, Martial weapons with the finesse, light, or versatile descriptors.
Skills: Choose 2 from Acrobatics, Arcana, Athletics, History, Insight, Intimidation, Investigation, Perception.

1 lvl: Spell Sword: You infuse your melee attacks with magical energy. +d6 force damage. +1 d6 every four levels (4th, 8th, 12th, 16th, 20th). This "chariging up" lasts for 1 minute. You can use this feature 1 + Int mod times before requiring a short rest. Attacks count as magical for resistances and immunities to mundane attack.
Arcane Magic:
Cantrips: Begin with 3 known cantrips. Cast at will. Choose a new cantrip you have mastered or swap out an old one, every two levels (3rd, 5th, etc...). Your spell casting ability is Intelligence.
Prepared Spells: Begin with 3 1st level spells in a spellbook. You may choose 1 new spell, of a spell level you can cast, at each level after first. You can prepare one 1st level spell at first level. Beginning at second level, you may cast two 1st level spells before requiring a long rest. From second level on, you gain spell slots as the Spell Progression of the Sorcerer.
2 lvl: Fighting Style: Choose one of the following styles: Archery, Defense, Dueling, Two-weapon Fighting.
Occult Order: Features at 2nd, 4th, 10th, 14th. You may choose one of the following Swrdmage archetypes: Arcane Archer (features built around ranged weaopn use, beginning with using the Spell Sword feature with ranged attacks), Elemental Blade (features are built around a single cardinal element and damage type), Sylvan Knight (gain access to Druidic spells and magic powers), Traditionalist (choose and follow/gain features of a Wizard Arcane Tradition)
3 lvl: Action Surge: You can cast a cantrip as a bonus action on your turn.
Arcane Magic: Access to 2nd level spells. Choose two new spells of a level you can cast.
4 lvl: Spell Shield: You ward yourself in battle. When fighting with a free hand, you can use a bit of arcane energy to generate a small buckler-sized "Shield". You "block/deflect" a single attack against you that would have hit you. Ignore the attack. You use this feature 1 + Int mod times before requiring a long rest.
ASI, Occult Order feature, Spell Sword (2d6, 2 + Int mod/ short rest)
5 lvl: Arcane Magic: Access to 3rd level spells. Choose two new spells of a level you can cast.
Extra Attack
6 lvl: Martial Prowess:
You are now proficient with Medium armors.
Arcane Recovery
7 lvl: Arcane Magic:
Access to 4th level spells. Choose two new spells of a level you can cast.
8 lvl: ASI, Spell Sword (3d6, 3 + Int mod/ short rest)
9 lvl: Arcane Magic: Access to 5th level spells. Choose two new spells of a level you can cast. Your spell level advancement ends with 5th level spells, but you continue to gain spell slots as shown on the Sorcerer spell progression chart: 4/3/3/3/1 at 9th lvl; 4/3/3/3/2 at 10th-17th lvls; 4/3/3/3/3 at 18th-20th lvls.
10 lvl: Retributive Strike: as a reaction you can cast a cantrip or first level spell you have prepared or make a melle attack with a weapon you have in hand when you are struck by an attack.
Occult Order feature
11 lvl:
Spell Burner: You can now use your spell slots to fuel either your Spell Sword and Spell Shield features beyond your usual allowance.
12 lvl: ASI, Spell Sword (4d6, 4 + Int mod/ short rest)
13 lvl:
14 lvl: Occult Order feature
15 lvl: Spell Strider:
You use a spell slot to teleport yourself somewhere you can see up to 20' per slot level.
16 lvl: ASI, Spell Sword (5d6, 5 + Int mod/ short rest)
17 lvl:
18 lvl: Spell Mastery
19 lvl: ASI
20 lvl: Mystic Blade
(includes Spell Sword at will)
 
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Swordmage
HD:
d8 +Con mod
SAVES: Int & Dex
Profs:
Armor: Light to start.
Weapons: Any Simple, Martial weapons with the finesse, light, or versatile descriptors.
Skills: Choose 2 from Acrobatics, Arcana, Athletics, History, Insight, Intimidation, Investigation, Perception.

1 lvl: Spell Sword: You infuse your melee attacks with magical energy. +d6 force damage. +1 d6 every four levels (4th, 8th, 12th, 16th, 20th). This "chariging up" lasts for 1 minute. You can use this feature 1 + Int mod times before requiring a short rest. Attacks count as magical for resistances and immunities to mundane attack.
Arcane Magic:
Cantrips: Begin with 3 known cantrips. Cast at will. Choose a new cantrip you have mastered or swap out an old one, every two levels (3rd, 5th, etc...). Your spell casting ability is Intelligence.
Prepared Spells: Begin with 3 1st level spells in a spellbook. You may choose 1 new spell, of a spell level you can cast, at each level after first. You can prepare one 1st level spell at first level. Beginning at second level, you may cast two 1st level spells before requiring a long rest. From second level on, you gain spell slots as the Spell Progression of the Ranger.
2 lvl: Fighting Style: Choose one of the following styles: Archery, Defense, Dueling, Two-weapon Fighting.
Occult Order: Features at 2nd, 4th, 10th, 14th. You may choose one of the following Swrdmage archetypes: Arcane Archer (features built around ranged weaopn use, beginning with using the Spell Sword feature with ranged attacks), Elemental Blade (features are built around a single cardinal element and damage type), Sylvan Knight (gain access to Druidic spells and magic powers), Traditionalist (choose and follow/gain features of a Wizard Arcane Tradition)
3 lvl: Action Surge: You can cast a cantrip as a bonus action on your turn.
Arcane Magic: Access to 2nd level spells. Choose two new spells of a level you can cast.
4 lvl: Spell Shield: You ward yourself in battle. When fighting with a free hand, you can use a bit of arcane energy to generate a small buckler-sized "Shield". You "block/deflect" a single attack against you that would have hit you. Ignore the attack. You use this feature 1 + Int mod times before requiring a long rest.
ASI, Occult Order feature, Spell Sword (2d6, 2 + Int mod/ short rest)
5 lvl: Arcane Magic: Access to 3rd level spells. Choose two new spells of a level you can cast.
Extra Attack
6 lvl: Martial Prowess:
You are now proficient with Medium armors.
Arcane Recovery
7 lvl: Arcane Magic:
Access to 4th level spells. Choose two new spells of a level you can cast.
8 lvl: ASI, Spell Sword (3d6, 3 + Int mod/ short rest)
9 lvl: Arcane Magic: Access to 5th level spells. Choose two new spells of a level you can cast. Your spell level advancement ends with 5th level spells, but you continue to gain spell slots as shown on the Ranger spell progression chart.
10 lvl: Retributive Strike: as a reaction you can cast a cantrip or first level spell you have prepared or make a melle attack with a weapon you have in hand when you are struck by an attack.
Occult Order feature
11 lvl:
Spell Burner: You can now use your spell slots to fuel either your Spell Sword and Spell Shield features beyond your usual allowance.
12 lvl: ASI, Spell Sword (4d6, 4 + Int mod/ short rest)
13 lvl:
14 lvl: Occult Order feature
15 lvl: Spell Strider:
You use a spell slot to teleport yourself somewhere you can see up to 20' per slot level.
16 lvl: ASI, Spell Sword (5d6, 5 + Int mod/ short rest)
17 lvl:
18 lvl: Spell Mastery
19 lvl: ASI
20 lvl: Mystic Blade
(includes Spell Sword at will)
Not bad. ;)
 

Swordmage
HD:
d8 +Con mod
SAVES: Int & Dex
Profs:
Armor: Light to start.
Weapons: Any Simple, Martial weapons with the finesse, light, or versatile descriptors.
Skills: Choose 2 from Acrobatics, Arcana, Athletics, History, Insight, Intimidation, Investigation, Perception.

1 lvl: Spell Sword: You infuse your melee attacks with magical energy. +d6 force damage. +1 d6 every four levels (4th, 8th, 12th, 16th, 20th). This "chariging up" lasts for 1 minute. You can use this feature 1 + Int mod times before requiring a short rest. Attacks count as magical for resistances and immunities to mundane attack.
Arcane Magic:
Cantrips: Begin with 3 known cantrips. Cast at will. Choose a new cantrip you have mastered or swap out an old one, every two levels (3rd, 5th, etc...). Your spell casting ability is Intelligence.
Prepared Spells: Begin with 3 1st level spells in a spellbook. You may choose 1 new spell, of a spell level you can cast, at each level after first. You can prepare one 1st level spell at first level. Beginning at second level, you may cast two 1st level spells before requiring a long rest. From second level on, you gain spell slots as the Spell Progression of the Ranger.
2 lvl: Fighting Style: Choose one of the following styles: Archery, Defense, Dueling, Two-weapon Fighting.
Occult Order: Features at 2nd, 4th, 10th, 14th. You may choose one of the following Swrdmage archetypes: Arcane Archer (features built around ranged weaopn use, beginning with using the Spell Sword feature with ranged attacks), Elemental Blade (features are built around a single cardinal element and damage type), Sylvan Knight (gain access to Druidic spells and magic powers), Traditionalist (choose and follow/gain features of a Wizard Arcane Tradition)
3 lvl: Action Surge: You can cast a cantrip as a bonus action on your turn.
Arcane Magic: Access to 2nd level spells. Choose two new spells of a level you can cast.
4 lvl: Spell Shield: You ward yourself in battle. When fighting with a free hand, you can use a bit of arcane energy to generate a small buckler-sized "Shield". You "block/deflect" a single attack against you that would have hit you. Ignore the attack. You use this feature 1 + Int mod times before requiring a long rest.
ASI, Occult Order feature, Spell Sword (2d6, 2 + Int mod/ short rest)
5 lvl: Arcane Magic:
Access to 3rd level spells. Choose two new spells of a level you can cast.
Extra Attack
6 lvl: Martial Prowess:
You are now proficient with Medium armors.
Arcane Recovery
7 lvl: Arcane Magic:
Access to 4th level spells. Choose two new spells of a level you can cast.
8 lvl: ASI, Spell Sword (3d6, 3 + Int mod/ short rest)
9 lvl:
Arcane Magic: Access to 5th level spells. Choose two new spells of a level you can cast. Your spell level advancement ends with 5th level spells, but you continue to gain spell slots as shown on the Ranger spell progression chart.
10 lvl: Retributive Strike: as a reaction you can cast a cantrip or first level spell you have prepared or make a melle attack with a weapon you have in hand when you are struck by an attack.
Occult Order feature
11 lvl:
Spell Burner: You can now use your spell slots to fuel either your Spell Sword and Spell Shield features beyond your usual allowance.
12 lvl: ASI, Spell Sword (4d6, 4 + Int mod/ short rest)
13 lvl:
14 lvl: Occult Order feature
15 lvl: Spell Strider:
You use a spell slot to teleport yourself somewhere you can see up to 20' per slot level.
16 lvl: ASI, Spell Sword
(5d6, 5 + Int mod/ short rest)
17 lvl:
18 lvl: Spell Mastery
19 lvl: ASI
20 lvl: Mystic Blade
(includes Spell Sword at will)
So, that Arcane Magic feature, how is that working exactly? It seems like they're getting a spell progression of some kind in addition to gaining slots as a half-caster?
 

So, that Arcane Magic feature, how is that working exactly? It seems like they're getting a spell progression of some kind in addition to gaining slots as a half-caster?
Oh BLEK! I totally messed that up. Rangers and Paladins gaining slots/levels of spells significantly slower than Wizards. That should basically be they gain slots as Sorcerers, but only to spell level 5. So, 5th level spells at 9th. Then they are stuck at 4/3/3/3/2 from 10th to 18th level, then 4/3/3/3/3 18th, 19th, and 20th.

[EDIT] And they are are gaining cantrips faster than most casters (3 at 1st, +1 every odd level), but slower than Sorcerers. [/edit]
 

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