Swordmage!

AlmirEldignor

Explorer
Figured I might as well post some of the other homebrew stuff I've been using for a while, some people may find it useful:

Note: Some of the features/abilities/wards have been inspired by or directly borrowed from other resources on the internet. If such a resource belongs to you, and you want a reference to that resource added here, please let me know.

Swordmage (Class)
QUICK BUILD
You can make a swordmage quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Strength/Dexterity and Constitution. Second, choose the Soldier background.
Class Features:
Hit Die 1d8
Hit Points at First Level: 8 + con modifier
Hit points at later levels: 1d8 (or 5) + constitution modifier per Swordmage level.

Proficiencies:
Simple Weapons
All One-Handed Swords (See below)
No Armour or Shields

Starting Equipment
A one-handed sword (See list)
(a) an Explorer's Pack or (b) a Scholar's Pack
A dagger and 20 darts.

Save proficiencies: INT and CON

Skill Proficiencies: Choose two from Arcana, History, Investigation, Religion, Athletics, Acrobatics, or Perception.

Spellcasting Ability: Intelligence.

Spellcasting Focus: Your Attuned weapon is a spellcasting Focus for your swordmage spells. You must be using your Attuned weapon as a Focus to cast spells. Your spellcasting Focus replaces all material components except those with a stated gold value that are consumed.


LevelProficiency
Bonus
FeaturesCantrips
Known
Spell Slots
(Advanced
Slots)
Spell Slot
Level
1+2Sword Attunement, Arcane Ward
---
2+2
Spellcasting, Spellbook, Cantrips221st
3+2Swordmage Path, Mindblast231st
4+2Ability Score Increase
232nd
5+3Extra Attack, Path Spell232nd
6+3Augment Ward I243rd
7+3Path Feature243rd
8+3Ability Score Increase, Blademaster
244th
9+4
354th
10+4Arcane Weapon355th
11+4Path Feature355th
12+4Ability Score Increase36 (1)5th
13+536 (1)5th
14+5Augment Ward II, Spell Surge36 (1)5th
15+5Path Feature46 (2)5th
16+5Ability Score Increase46 (2)5th
17+646 (2)5th
18+6Sudden Escape46 (3)5th
19+6Ability Score Increase46 (3)5th
20+6Arcane Fury46 (3)5th
LevelAdvanced Slot Level
126th
147th
168th
189th

Class Features

Sword Attunement
At 1st level, you learn a ritual that creates a magical bond between yourself and one sword. You perform the ritual over the course of 1 hour, which can be done during a short rest. The sword must be within your reach throughout the ritual, at the conclusion of which you touch the sword and Attune it to yourself. You always know the direction your Attuned weapon is in, unless it is on another plane. You can summon the weapon to your hand as a free interaction if it is within 100 feet of you and is on the same plane of existence. You can only Attune one-handed swords that you are proficient with. *A weapon conjured with the Flame Blade spell retains the benefits of being an Attuned weapon)*

Arcane Ward
At 1st level, you gather a thin, invisible veil of arcane power around yourself while in combat. As long as you unarmoured and are using your Attuned weapon, and no other weapons or shields, your base AC equals 10 + your DEX modifier + your INT modifier. When you cast a swordmage spell, you can pull the leftover energy into your ward. Gain 5 Temporary hit points per spell level.

Spellcasting
By 2nd level, you have learned enough about the fine workings of arcane magic to cast spells of your own.
Spellbook
At 2st level, you have a spellbook containing six 1st-level swordmage spells of your choice.
Casting Spells
The Swordmage table shows how many spell slots you have to cast your spells. To cast one of these spells, you must expend one Spell Slot. When you cast a spell you choose the level of the slot you cast it with, up to the maximum level you are capable of casting. For example, if you cast Armour of Agathys as a 7th-level swordmage, you can choose to cast it as a 1st-, 2nd-, or 3rd-level Armour of Agathys. To cast spells of 6th level or higher, you expend an Advanced spell slot. You cannot cast use an Advanced spell slot to cast a spell at a higher level than it normally is. You regain all standard spell slots on a short or long rest, and all Advanced spell slots on a long rest. When you cast an Advanced spell, you cannot cast the same spell again until you finish a long rest, even if you still have Advanced slots.
Preparing Spells
You prepare the list of swordmage spells that are available for you to cast. To do so, choose a number of swordmage spells from your spellbook equal to your Intelligence modifier + your swordmage level (minimum of two spells). The spells must be of a level for which you can use your standard spell slots. For example, if you're a 6th-level swordmage, you have four 3rd-level spell slots. With an Intelligence of 16, your list of prepared spells can include nine spells of 1st 2nd or 3rd level, in any combination, chosen from your spellbook. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of swordmage spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on the list. You do not have to prepare Advanced spells to cast them.
Spellcasting Ability
Intelligence is your spellcasting ability for your swordmage spells, since you learn your spells through dedicated study and memorization. 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 swordmage 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
Ritual Casting
You can cast a swordmage spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You do not have to have the spell prepared.
Learning Spells of 1st through 5th Level
Each time you gain a swordmage level, you can add one swordmage spell of your choice to your spellbook. The spell must be of a level which you have standard spell slots for, as shown on the swordmage table.
Learning Advanced Spells
Starting at 12th level, each time you gain a swordmage level you also pick a spell from the Advanced spell list, in addition to a Standard spell. The spell must be of a level you are capable of using your Advanced slots to cast.

Spellbook
The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.
Copying a Spell into the Book.
When you find a swordmage spell you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it. Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the mage who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. For each level of the spell, the process takes 2 hours and 25gp. The cost represents the materials and fine inks you need to record the spell. Once you have spent this time and money, you can prepare the spell just like your other spells. The time and cost to copy of spell of 6th level or higher is doubled.
Replacing the Book.
You can copy a spell from your own spellbook into another book— for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many swordmages keep backup spellbooks in a safe place.
The Book’s Appearance.
Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.
Multiclassing with Spellbooks
If you have levels in the Wizard class, you can use the same spellbook for both classes. You must prepare a spell as either a wizard spell or a swordmage spell, and if you want to be able to cast it as both you must prepare it once for each class. You cannot prepare wizard spells that are not on the swordmage list, and wizards cannot prepare swordmage spells that are not on the wizard list.

Swordmage Cantrips
At 2nd level, you learn two cantrips from the swordmage spell list. You learn more cantrips at the levels indicated on the Swordmage table.

Swordmage Path
At 3rd level, you choose one of two Paths, either the Bladewarden, or the Runeblade. These choices grant you additional features at 3rd, 7th, 11th, and 15th level.

Maelstrom Blade
Starting at 3rd level, you can expend a standard spell slot and whirl your blade around you as an action, creating a blast of arcane power, dealing damage and disorienting enemies. All enemies within 10 feet of you take 2d6 Force damage, and must make a STR saving throw or be Stunned until the end of your next turn. This damage increases by 2d6 for each spell slot level beyond 1st, to a maximum of 10d6.

Extra Attack
At 5th level you can attack twice instead of once when you take the attack action during your turn.

Augment Ward I
At 6th level choose an Augment for your Arcane Ward from the Tier 1 Augmentations list. When you finish a short or long rest you can pick a new Augmentation from the list of Tier 1 Augmentations to replace the old one.

Blademaster
At 8th level, you have learned to apply your mind to your attacks as well as defending yourself. As long as you are unarmoured and using your Attuned weapon and no other weapon or shield, you add your INT modifier to damage rolls made with the Attuned weapon.

Arcane Weapon
At 10th level, you infuse every attack you make with arcane power. Choose a damage type (Acid, Cold, Fire, Force, Lightning, or Psychic). Attacks made with your Attuned weapon deal and extra 1d8 points of the chosen damage type. You can change the damage type by meditating over your sword for 1 hour. This can be done during a short rest. Your weapon counts as magical for the purpose of defeating damage resistance as long as you retain this benefit. This bonus increases to 2d8 at 14th level, and to 3d8 at 18th level.

Spell Surge
At 14th level, you learn to tap into a deep reserve of magical energy within yourself. You can spend 1 minute in meditation to recover 3 standard spell slots. You can only use this feature once between long rests.

Augment Ward II
At 14th level choose another Augment for your Arcane Ward from the Tier 2 Augmentations lists. When you finish a long rest you can pick a new Augmentation from the list of Tier 2 Augmentations to replace the old one.

Arcane Warrior
At 18th level, when you use your action to cast a spell, you can make a weapon attack against a target within weapon range with your Attuned weapon as a bonus action. Additionally, as long as you are wielding your Attuned weapon, when you cast a spell with a casting time of 1 action or shorter, the casting cannot be interrupted by taking damage.

Arcane Fury
At 20th level you have learned to assault your foes with a blazing storm of blade strikes and teleportations. When you use this ability, you spend your action making a single weapon attack against every creature within 30 feet of you, up to 10. You can teleport to an unoccupied space within 5 feet of the target that you can see before each attack, though you cannot teleport to a space more than 35 feet from where you started. Once you have made all 10 attacks, or run out of targets within 30 feet, you return to your starting space. You can use this ability once per short rest.


[h=2]Swordmage Paths[/h]
RUNEBLADE

Runeblade Spells
At 3rd level you gain the ability to cast the True Strike cantrip. This cantrip has a casting time of 1 Bonus Action. At 5th level you gain the ability to cast the Spiritual Weapon spell, ignoring any material components. This spell is always prepared, and does not consume spell slots when cast. The summoned weapon takes the form of your Attuned weapon. You can cast it once per short rest.

Runemark
At 7th level, when you hit an opponent with a weapon attack made with your Attuned weapon, you can mark them with an arcane sigil. When you attack a Runemarked target, your weapon's crit range is expanded by 1. You can only runemark one target at a time. The rune fades away after 1 week, or when the target dies.

Blasting Rune
At 11th level, when you hit a Runemarked target, it gains a charge, up to 5. You can detonate the sigil on a Runemarked target as a bonus action, dealing 2d8 Points of Psychic damage per charge. The target is no longer marked by the sigil, and cannot be marked by one again for 1 hour. The target has disadvantage on checks made to maintain concentration in response to this damage.

Revealing Rune
At 15th level, you always know where your Runemarked target is, even if they are invisible, as long as they are within 50 feet of you. When you attack your Runemarked target, you do so with advantage, and Runemarked targets have disadvantage on saving throws against your spells.

SPELLWARDEN

Spellwarden Spells
At 3rd level you gain the ability to cast the Resistance cantrip. This cantrip has a casting time of 1 Bonus Action. At 5th level you gain the ability to cast the Warding Bond spell, ignoring any material components. This spell is always prepared, and does not consume spell slots when cast. You can cast it once per short rest.

Sheltering Ward
At 7th level, you can use a bonus action to extend your Ward to all allies within 5 feet of you. They gain the benefits of any Ward Augmentations, and they add your INT modifier to their saving throws against spells. The effect lasts until the start of your next turn, and you can use this ability three times between short rests.

Arcane Osmosis
At 11th level, you are able to absorb to the arcane energy of spells cast against you. When you succeed on a saving throw against magic, roll a d20. On a roll of 1 or 20, gain a number of spell slots equal to the level of the spell cast against you divided by three (Round down, minimum one). You cannot have more spell slots than your maximum.

Untouchable
At 15th level, as an action you conjure a shield of spinning swords that forms a 10-foot radius wall centered on you. Attackers outside the circle have disadvantage when attacking a target inside it, and allies inside the circle have advantage on saving throws against spells cast outside the circle. Hostile creatures passing through the wall take 4d6 Psychic damage on a failed CON save, or half as much on a successful one. The shield does not move with you after you create it, and lasts for 30 seconds. You can use this ability twice between short rests.


Spell List (Spells marked with an asterisk are Ritual spells)
Some of these spells are homebrewed, and may be found here.

Standard Spells (1st-5th Level)

Cantrips
Create Bonfire
Control Flames
Eldritch Blast
Friends
Frostbite
Fire Bolt
Gust
Light
Lightning Lash
Mage Hand
Mending
Message
Mold Earth
Prestidigitation
Read Magic
Shape Water
Shocking Grasp
Stonefist
1st-Level
Absorb Elements
Alarm*
Armaments of the Forest
Armour of Agathys
Catapult
Charm Person
Chameleon
Chromatic Orb
Colour Spray
Command
Compelled Duel
Comprehend Languages*
Detect Magic*
Disguise Self
Earth Tremor
Feather Fall
Fog Cloud
Grease
Hex
Hush
Ice Knife
Identify*
Illusory Script*
Jump
Longstrider
Ray of Sickness
Scare
Shield
Silent Image
Sleep
Tasha's Hideous Laughter
Unseen Servant*
Witch Bolt
2nd-Level
Alter Self
Arcane Lock
Aura of Deflection
Blindness/Deafness
Blur
Calm Emotions
Chill Metal
Cloud of Daggers
Continual Flame
Crown of Madness
Darkness
Darkvision
Detect Thoughts
Dust Devil
Earthbind
Enhance Ability
Enlarge/Reduce
Entangling Force
Enthrall
Flame Blade
Gentle Repose
Gust of Wind
Heat Metal
Hold Person
Icy Rays
Invisibility
Knock
Locate Object
Magic Mouth*
Magic Weapon
Maximillian's Earthen Grasp
Mirror Image
Misty Step
Nystul's Magic Aura
Pass without Trace
Phantasmal Force
Pyrotechnics
Ray of Enfeeblement
Repel
Scorching Ray
See Invisibility
Skywrite
Snilloc's Snowball Storm
Spider Climb
Suggestion
Warding Wind
Web
3rd-Level
Aura of Repulsion
Bestow Curse
Blink
Chill Strike
Clairvoyance
Conjure Barrage
Counterspell
Daylight
Dispel Magic
Erupting Earth
Elemental Weapon
Fear
Feign Death*
Fly
Gaseous Form
Glyph of Warding
Haste
Hypnotic Pattern
Magic Circle
Major Image
Melf's Minute Meteors
Nondetection
Phantom Steed*
Protection from Energy
Remove Curse
Sending
Sleet Storm
Slow
Stinking Cloud
Tidal Wave
Tongues
Wall of Sand
Wall of Water
Water Breathing*
Water Walk*
Wind Wall
4th-Level
Arcane Eye
Banishment
Compulsion
Confusion
Control Water
Dimension Door
Dominate Beast
Elemental Bane
Enervation
Fabricate
Fire Shield
Freedom of Movement
Greater Invisibility
Hallucinatory Terrain
Locate Creature
Otiluke's Resilient Sphere
Phantasmal Killer
Polymorph
Shout
Stone Shape
Stoneskin
Wall of Fire
Watery Sphere
5-th Level
Animate Objects
Avenging Weapon
Awaken
Bigby's Hand
Contact Other Plane*
Control Winds
Conjure Volley
Contagion
Creation
Dominate Person
Dream
Geas
Hold Monster
Immolation
Legend Lore
Maelstrom
Mislead
Modify Memory
Passwall
Rary's Telepathic Bond*
Scrying
Seeming
Shadow Evocation
Telekinesis
Teleportation Circle
Wall of Force
Wall of Stone

Advanced Spells (6th-9th Level)

6th-level
Arcane Gate
Antimagic Burst
Blade Barrier
Circle of Death
Contingency
Disintegrate
Drawmji's Instant Summons*
Eyebite
Flesh to Stone
Globe of Invulnerability
Guards and Ward
Investiture of Flame
Investiture of Ice
Investiture of Stone
Investiture of Wind
Mass Suggestion
Move Earth
Otto's Irresistible Dance
Primordial Ward
Programmed Illusion
True Seeing
Veil
Wall of Ice
Wall of Thorns
7th-level
Adamantine Body
Etherealness
Finger of Death
Forcecage
Mirage Arcane
Mordenkainen's Sword
Oppressive Force
Plane Shift
Project Image
Sequester
Teleport
8th-level
Antimagic Field
Antipathy/Sympathy
Demiplane
Dominate Monster
Feeblemind
Glibness
Mind Blank
Polar Ray
Power Word Stun
Telepathy
9th-level
Astral Projection
Foresight
Greater Enervation
Prismatic Wall
Time Stop
Wierd

Ward Augments
All ward augments only apply while you retain the benefit of your ward (Only using your Attuned weapon, and no armour)

Tier 1 Augmentations

Caustic Shielding:
You gain resistance to Acid damage. When an enemy hits you with an attack while your ward is around you, they take 5 Points of Acid damage

Mindward:
You gain resistance to Psychic damage. You have advantage on INT, WIS, and CHA saves against magic.

Shining Ward:
You gain resistance to Necrotic damage. When an enemy hits you with an attack while your ward is around you, they take 5 points of Radiant damage.

Deathward:
You gain resistance to Radiant damage, and you have advantage on Death saving throws if you retained the benefit of your ward when you were reduced to 0 hit points.

Toxic Veil:
You gain resistance to Poison damage, and you have advantage on saving throws against poison and disease.

Forcefield:
You gain resistance to Force damage. You cannot be stunned or knocked prone.

Dragonflame Mantle:
You gain resistance to Cold damage. When an enemy hits you with an attack while your ward is around you, they take 5 Points of Fire damage.

Blackfrost Aegis:
You gain resistance to Fire damage. When an enemy hits you with an attack while your ward is around you, they take 5 points of Cold damage.

Tempest Ward:
You gain resistance to Electric damage. When an enemy hits you with an attack while your ward is around you, they take 5 points of Electric damage.

Masking Veil:
You can cast disguise self at will, without expending a spell slot.

Courageous Ward:
You are immune to being frightened.

Tier 2 Augmentations

Hardened Ward:
All incoming slashing, bludgeoning, and piercing damage is reduced by 5 + your intelligence modifier.

Quicksilver Shielding:
Your Speed is increased by 10, and you add your INT modifier to Initiative rolls.

Spellshield Ward:
When you make a saving throw against magic to take half damage and succeed, you instead take no damage, and only half on a failed save.

Antigravity Ward:
You can cast levitate on yourself at will, and you have resistance to falling damage.

Shadowveil Ward:
You can become invisible as a bonus action while in darkness. This effect lasts until you make an attack, cast a spell, or take damage. Effect also ends after 60 total seconds of exposure to bright light.


[FONT=Helvetica Neue, Helvetica, Arial, sans-serif]Swordmage Swords (Including some Homebrew weapons. This class can function with basically any one-handed "sword" though.):[/FONT]

Longsword
Rapier
Scimitar
Shortsword
Katana
Cutlass
Broadsword
Ninjato
Elven Lightblade
Elven Thinblade
Falchion
Saber
Sidesword
 

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