D&D 5E Swordmage! (+thread)

My 4e swordmage had 3 atwills that allowed rock paper scissoring the 3 defenses and also do force or lightning or fire damage even if nothing big was going on. 2 out of the three were multi-enemy effective. But I had to treat as though I had 2 secondary attributes.
 

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The UA Stone sorceror might be a good place to start. - Non-armour based defence, lots of Smite spells etc.

This class sounds like a half-caster, or perhaps use the 4 elements Monk spell system. Comparing with a Kensei monk for balance and mechanics would probably work.
- Deciding on resource model is probably the first decision that you should make.
Half-caster using spell slots like Paladin or BS Artificer? Monk/Warlock/BM Fighter analog with short-rest refresh? Mostly at-will abilities?

Is this a class that calls fire into their blade and then fights with martial skill? Or someone who doesn't fight that well, but every so often can blast a lightning bolt out of their sword or smash the earth to knock people over with the shockwave?

Extra Attack - bear in mind that you can either have an extra attack at 5th level, or have an ability that boosts your attacks kick in at that level and have Extra Attack at perhaps 11th. Stealing the Eldritch Knight''s ability to combine attack with cantrip could work.

Spellbook might work with the base class, but I think that Ritual casting would fit the Scholar subclass rather than the base class.

Access to Mage armour, Absorb Elements, and Shield spell?
Or maybe a "defensive smite"-like ability where you can burn spell slots to power a parry that reduces damage like the battlemaster maneuver. D10+Int for a 1st level slot and increases by d10 for each slot higher than 1st?
 

Hmm, interesting...I have 2 classes I use in my game the fill the "warrior-mage" niche (Mage Hand Press' Warmage and Sterling Vermin's Magus). But I can certainly some room for something that leverages Attack action buffs and attack substitutions to do something different.

I'd also say that at least for homebrew, arcane half-casters are pretty played out. Everyone makes one because it's an obvious gap in the class field. But I could see room for something really different, like...a martial full caster. Something like:

Full caster progression. Int-based casting. Spells known as sorcerer. Spell list is an extremely limited set of novel weapon-based spells, and spells from other lists with personal offensive buffs and defensive capabilities.

Class features to convert spell slots into personal offense, but not as direct as a paladin smite. Maybe something like elemental weapon, that gives 1d6 per spell level damage on the next attack for Int rounds (once per turn).

A large focus on once per round or turn damage bonuses, so Extra Attack and bonus action attacks aren't as necessary. For power budget, I'd leave Extra Attack out of the base class and put it into a warrior subclass.

Bake the UA class variant for Sorcerers (swap out one spell known during a long rest) as a baseline.

Scholarly subclass with ritual caster, and the ability to learn a few spells from other spell lists like bard.

It's tough to make this class not an obviously Dex/Int class without a feature being directly based on Strength. Maybe making AC directly a function of Int (so Dex isn't doing as much work)?

Edit: Hmm, if you want to make Strength more inviting, maybe make their AC 13+Int, but it doesn't stack with a shield, and they have a bonus action ability to give a defensive bonus?
 
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I dont know for you, but I think I'd go wild and make it magical without spell slots nor cantrips.
Much like the the Arcane Archer and the Battlemaster if its maneuver were magical.

  • Arcane Ward: Add Int to AC while in Light or no armor, no shield. Can use reaction to reduce an attack within 30 (increases at 18) by 1d10+Int. Archetypes add extra effect.
  • Fighting style at 2, Arcane maneuver on short rest, 4 uses (elemental damage + effect), scale at 11 and 17). Use Int for attack roll and damage roll.
  • Attack are magical at 3rd. Archetypes at 3rd.
  • Extra attack at 5
  • Distant Strike at 10 can teleport between strikes, if attack 2 different creatures, can make a 3rd attack against another one.
 

I find the Horizon Walker Ranger subclass has a lot of the mechanics I would want to see in a Sword Mage. While it's boring design it may be useful to start there and make modification for flavor.
 

Archetypes:

Runed Aegis:
Enemies take same damage as the reduced damage from ward.
When take the dodge action, all misses against you deal 1dX damage and push 15 ft.
Can create a 10 ft anti-magic ward around you as an a when you dodge as an Action.

Seal Bonder:
As a reaction, enemies attacking an ally are teleported next to you and restrained. You then teleport 15 ft.
Terrain within 10 of you is difficult terrain
Enemies within 30 of you cant teleport.

Arcane Ravager
Teleport next to the creature triggering Ward and make an attack.
Arcane Charge: Teleport 20 feet then move, return to starting as BA. X/SR
Kinetic Charge: When moving X feet as a straight line, push enemy same distance on a failed str save. X/SR
 
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I did something like this a while back using Paladin as a base class just changing smite from radiant damage to elemental, revamping the spell list, and swapping out abilities like Lay on Hands that don't fit. The paladin smite plus the various "smite" spells sounds exactly like what you are looking for in terms of magic that adds to melee attacks instead of replacing them. It is already a fighter-ish half caster, so just add unarmored defense (maybe swap it for Lay on Hands) and it is pretty close to what you are describing.

I'd also say without heavy armor there is no reason to use a Str build instead of a Dex one.
 

I did something like this a while back using Paladin as a base class just changing smite from radiant damage to elemental, revamping the spell list, and swapping out abilities like Lay on Hands that don't fit. The paladin smite plus the various "smite" spells sounds exactly like what you are looking for in terms of magic that adds to melee attacks instead of replacing them. It is already a fighter-ish half caster, so just add unarmored defense (maybe swap it for Lay on Hands) and it is pretty close to what you are describing.

I'd also say without heavy armor there is no reason to use a Str build instead of a Dex one.

Paladins are already perhaps the strongest and most versatile front line fighter type - especially so without feats. I'm not sure we want a new paladin strong class introduced?

I agree that heavy armor or perhaps medium is really what opens up a strength build option. Without at least medium or a substitute that's not reliant on dex then strength is the inferior build every time.
 

The UA Stone sorceror might be a good place to start. - Non-armour based defence, lots of Smite spells etc.

This class sounds like a half-caster, or perhaps use the 4 elements Monk spell system. Comparing with a Kensei monk for balance and mechanics would probably work.
- Deciding on resource model is probably the first decision that you should make.
Half-caster using spell slots like Paladin or BS Artificer? Monk/Warlock/BM Fighter analog with short-rest refresh? Mostly at-will abilities?

Is this a class that calls fire into their blade and then fights with martial skill? Or someone who doesn't fight that well, but every so often can blast a lightning bolt out of their sword or smash the earth to knock people over with the shockwave?

Extra Attack - bear in mind that you can either have an extra attack at 5th level, or have an ability that boosts your attacks kick in at that level and have Extra Attack at perhaps 11th. Stealing the Eldritch Knight''s ability to combine attack with cantrip could work.

Spellbook might work with the base class, but I think that Ritual casting would fit the Scholar subclass rather than the base class.

Access to Mage armour, Absorb Elements, and Shield spell?
Or maybe a "defensive smite"-like ability where you can burn spell slots to power a parry that reduces damage like the battlemaster maneuver. D10+Int for a 1st level slot and increases by d10 for each slot higher than 1st?
I think I’m not gonna bend on ritual casting. Might give them wizard ritual casting via their spellbook, but a normal spell list/prepared spells system.

The thing is, the class has to have some lore elements that set it apart from other gishes. My idea is that they are warriors who use ritual magic to enhance their magical and martial abilities.
I’d probably call the archetypes either Aegis of XYZ or The XYZ Circle, and lean into the idea of the hermetic/esoteric medieval sword masters.

Monk and Paladin are the comparison models, so I could go either way on points vs spell slots. Points allow more granularity and inclusion of new abilities that don’t have to be a whole spell, and don’t need to be balanced around other classes potentially gaining access. And either points I’d feel less wierd letting the class do wild stuff like, say, gaining full caster ritual casting, but only getting up to 5th level normal spells.
 

Paladins are already perhaps the strongest and most versatile front line fighter type - especially so without feats. I'm not sure we want a new paladin strong class introduced?

I agree that heavy armor or perhaps medium is really what opens up a strength build option. Without at least medium or a substitute that's not reliant on dex then strength is the inferior build every time.
That’s why I proposed an option that makes your AC 10+int+proficiency. It’d start at about 16, and cap out at 21. If that’s too good, for some reason, we can drop it down to 8+, which goes from about 13 to 19, and would want for a second feature or a shield to have good AC at low to mid levels.
 

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