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How should the Swordmage be implemented in 1DnD?
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<blockquote data-quote="mellored" data-source="post: 9267485" data-attributes="member: 6801209"><p>Which is not doing sword-magic.</p><p></p><p>It's doing swords, then doing magic.</p><p></p><p>Steel Wind Stike is exactly what I want, and Ensnaring Strike, and Thunderous Smite. Make more spells like that (and not spread out over multiple classes).</p><p></p><p>Have at least 20 of them for the wizard / bard / artificer. Enough to fill your preparation slots.</p><p></p><p>Shadow Repost</p><p>Reaction</p><p>Trigger: you are missed by an attack</p><p>Teleport to a space adjacent to the attacker and make a melee attack against them.</p><p></p><p>Ranger could also use some more.</p><p></p><p>Artificer can mostly grab the wizard ones. But it wouldn't hurt if they had a few of their own.</p><p></p><p>Third Arm</p><p>Bonus Action</p><p>You grow a third metalic arm with a claw on the end. When you cast this spell, or as a bonus action on each turn afterwards, your extra arm can make an Unarmed Strike. You can use your spell casting modifier instead of Strength for the attack roll or save DC.</p><p>The arm can also hold on to stuff including for climb checks. However it does not have enough finesse for anything but rudimentary tasks.</p></blockquote><p></p>
[QUOTE="mellored, post: 9267485, member: 6801209"] Which is not doing sword-magic. It's doing swords, then doing magic. Steel Wind Stike is exactly what I want, and Ensnaring Strike, and Thunderous Smite. Make more spells like that (and not spread out over multiple classes). Have at least 20 of them for the wizard / bard / artificer. Enough to fill your preparation slots. Shadow Repost Reaction Trigger: you are missed by an attack Teleport to a space adjacent to the attacker and make a melee attack against them. Ranger could also use some more. Artificer can mostly grab the wizard ones. But it wouldn't hurt if they had a few of their own. Third Arm Bonus Action You grow a third metalic arm with a claw on the end. When you cast this spell, or as a bonus action on each turn afterwards, your extra arm can make an Unarmed Strike. You can use your spell casting modifier instead of Strength for the attack roll or save DC. The arm can also hold on to stuff including for climb checks. However it does not have enough finesse for anything but rudimentary tasks. [/QUOTE]
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How should the Swordmage be implemented in 1DnD?
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