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General Tabletop Discussion
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How should the Swordmage be implemented in 1DnD?
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<blockquote data-quote="steeldragons" data-source="post: 9266056" data-attributes="member: 92511"><p>The Swordmage (as working title for the thread) is a class all its own. From Basic's "Elf" class to the massively popular "Fighter/Magic-user" multiclass of 1e, the guy who uses weapons, can wear at least some armors, and casts spells is really all the class is meant to/needs to be.</p><p></p><p>A few individual class features and/or class-specific mechanic to justify the "class of its own" seem a no-brainer. "Use your spell slots to:</p><ul> <li data-xf-list-type="ul">1st level: Spell Strike: automatically imbuing your weapon strikes with spell energy. Default/begin with "force" damage, add/choose different elemental damages as levels increase, damage bonus increases with level or "d6 per slot used." Alternately, instead of "charging up" your weapon, you can use the magic to fire a bolt of <insert energy damage type>up to 50' away (ranged attack)</li> <li data-xf-list-type="ul">3rd level: Spell Shield: a reactive magic mini-"shield" to cancel an attempted attack (buckler style, 1 attack to start, more attacks as you level up or cancel 1 melee attack per round per slot level used (max 3?).</li> <li data-xf-list-type="ul">5th level: Arcane Armor: increase your AC via an innate "Mage Armor" power (increase AC +4 for spell slot # rounds) or manifest a 5' diameter "Shield" to block specific energy or physical attacks. </li> <li data-xf-list-type="ul">7th level: Sorcerer's Step: use a spell slot to "bamf" yourself around a battlefield, 20' and 1 "bamf" per slot level.</li> </ul><p>Subclass variants for psychic powers or nature/druidic magic, instead of arcane spells.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 9266056, member: 92511"] The Swordmage (as working title for the thread) is a class all its own. From Basic's "Elf" class to the massively popular "Fighter/Magic-user" multiclass of 1e, the guy who uses weapons, can wear at least some armors, and casts spells is really all the class is meant to/needs to be. A few individual class features and/or class-specific mechanic to justify the "class of its own" seem a no-brainer. "Use your spell slots to: [LIST] [*]1st level: Spell Strike: automatically imbuing your weapon strikes with spell energy. Default/begin with "force" damage, add/choose different elemental damages as levels increase, damage bonus increases with level or "d6 per slot used." Alternately, instead of "charging up" your weapon, you can use the magic to fire a bolt of <insert energy damage type>up to 50' away (ranged attack) [*]3rd level: Spell Shield: a reactive magic mini-"shield" to cancel an attempted attack (buckler style, 1 attack to start, more attacks as you level up or cancel 1 melee attack per round per slot level used (max 3?). [*]5th level: Arcane Armor: increase your AC via an innate "Mage Armor" power (increase AC +4 for spell slot # rounds) or manifest a 5' diameter "Shield" to block specific energy or physical attacks. [*]7th level: Sorcerer's Step: use a spell slot to "bamf" yourself around a battlefield, 20' and 1 "bamf" per slot level. [/LIST] Subclass variants for psychic powers or nature/druidic magic, instead of arcane spells. [/QUOTE]
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How should the Swordmage be implemented in 1DnD?
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