ChameleonX
Explorer
Here's another homebrew class I created on the Wizards board, and which I am posting here so that it doesn't get deleted. Comments and criticisms are welcome.
[h=3]SwordMage[/h]
[h=4]Hit Points[/h]
Hit Dice: 1d10 per Swordmage level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points per level: 1d10 + Constitution modifier per Swordmage level
[h=4]Proficiencies[/h]Armor: Light Armor
Weapons: All simple and martial weapons.
Tools: None
Saving Throws: Intelligence, Constitution
Skills: Choose two from Acrobatics, Arcana, Athletics, Insight, Nature, Perception, Religion, Stealth, and Survival
Swordmage Table[TABLE="class: grid, width: 500"] [TR] [TD]
[/TD] [TD]
Bound Weapon
At 1st level you learn a ritual that creates a magical bond between yourself and one weapon with which you are proficient. You perform the ritual over the course of 1 hour, which can be during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you may use that weapon as an arcane focus for your spellcasting. In addition, as long as the weapon is within 100ft of you, you can summon it as a bonus action. It appears instantly in your hand.
You can have up to two Bound Weapons at a time, and may summon one or both of them as a single bonus action. If you attempt to forge a bond with a third weapon, you must break your bond with the other one first.
Beginning at 6th level, you may summon your Bound Weapon from anywhere on your current plane of existence, and you may do so using your one free object interaction per turn (instead of as a bonus action). In addition, you cannot be disarmed of your Bound Weapon unless you choose to be.
Swordmage Warding
Beginning at 1st level, you manifest your magical power as a shimmering shield of magical force. To manifest this shield, you must not be wearing heavy armor or a shield.
You gain a +1 bonus to AC, and are immune to the effects of the Magic Missile spell. If you are also wielding your Bound Weapon, the bonus increases to +2.
Blade Channeling
Starting at 2nd level, you may use a bonus action and expend a spell slot to imbue your Bound Weapon with the power of your magic.
For one minute, or until you lose concentration (as if concentrating on a spell), your attacks using your Bound Weapon count as spell attacks instead of weapon attacks. Therefore, you use your spellcasting ability for the attack roll, and do not add any ability modifier to your damage (unless some feature says you can).
In addition, you choose a damage type from among Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder. You must have a spell prepared that does damage of that type. While your weapon is imbued, your attacks with it deal damage of the chosen type instead of its normal damage type.
If you expended a spell slot higher than 1st level, your attacks also deal an additional 1d6 damage for each level above 2nd.
Fighting Style
At 2nd level, you may choose a fighting style from among the Archery, Dueling, Great Weapon, and Two-Weapon styles.
Spellcasting
You augment your martial prowess with spellcasting. See below for the Swordmage Spell List, and see Chapter 10 of the PHB for the general rules of spellcasting.
Preparing and Casting Spells: The Swordmage Table shows how many spells slots you have to cast your Swordmage spells of 1st level or higher. To cast one of these spells you must expend a slot of the spell's level or higher. You regain all expended spell slots after you complete a long rest.
You prepare the list of Swordmage spells that are available for you to cast. To do so, choose a number of spells you know equal to your Intelligence modifier + half your Swordmage level, rounded down (minimum one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells each time you finish a long rest.
Spells Known: At 2nd level, you know two 1st level spells of your choice from the Swordmage spell list. The Spells Known column of the Swordmage table shows when you learn new spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots.
Whenever you gain a level where you could learn new spells, you may also replace a known spell with another spell from the Swordmage spell list. The spell must be of a level for which you have spell slots.
Spellcasting Ability: Intelligence is your spellcasting ability, since you learn your spells through study and memorization. You use your intelligence any time a spell refers to your spellcasting ability. In addition, you use your Intelligence when setting the saving throw DC of a Swordmage spell you cast, or when you make an attack roll with one.
Spell Save DC: 8 + Proficiency bonus + Intelligence modifier
Spell Attack Modifier: Proficiency Bonus + Intelligence modifier
Arcane Aegis
At 3rd level you gain the ability to use a bonus action to open a mystical conduit between yourself and another creature within 10 feet of you.
The conduit remains open for 1 minute, until you open another conduit, or until you or the creature falls unconscious. While the conduit is open, if that creature makes an attack or casts a harmful spell that does not target you while within 60 feet of you, you may expend a Swordmage spell slot to trigger your Aegis as a reaction.
What happens when you trigger your Aegis depends on the particular style of sword magic you were trained in. Each Aegis is a mystical mark which corresponds to one of these styles.
The Aegis of Assault, Aegis of Shielding, and Aegis of Ensnarement are detailed below.
Combat Casting
Starting at 5th level, you can seamlessly combine martial attacks with arcane spells.
Once per turn, when you use the Attack action, you may forgo one of your attacks in order to cast a prepared spell of 1st level or higher that has a casting time of 1 action. If the spell has material components, you must be able to use your bound weapon as an arcane focus to replace those components, or you cannot cast the spell using this feature. If you cast a spell with a range of Self or Touch using this feature, the spell emenates from (or is centered on) your weapon, or one piece of ammunition fired by it (if it is a ranged weapon).
You are not affected by a spell cast through your bound weapon in this way, unless you choose to be. For instance, you could choose to be the target of a Haste spell cast through your bound weapon, but you would not be damaged or knocked prone by a spell such as Earth Tremor cast through your bound weapon. The spell is otherwise cast as normal.
Extra Attack
Starting at 5th level you can attack twice, instead of once, when you use the Attack action on your turn.
Mythal Recovery
Starting at 11th level, the magic suffusing your soul resonates in your blood, allowing you to sacrifice your magical power to restore your vitality.
As a bonus action, you may expend a spell slot and convert its energy into healing. You regain hit points equal to 1d10 + your Intelligence modifier for a 1st level slot, and an additional 1d10 hit points for each slot level above 2nd.
Extended Aegis
When you reach 14th level, your Arcane Aegis can open a mystic conduit to a creature up to 25 feet away.
Gladius Arcanum
At 20th level, your arcane magic is so powerful that when you channel it through your bound weapon, it is able to retain a glimmer of that magic for a short time.
Whenever you imbue your Bound Weapon with magic using Blade Channeling, you may add your Intelligence modifier to the damage roll of your spell attacks with the weapon.
[h=4]Arcane Aegis Options[/h][sblock="Aegis of Assault"]
The Aegis of Assault is the preferred choice of the Anarchs of Shyr, an ancient school founded by the Genasi centuries ago to combat the Dragons of Abeir. The Anarchs focus on the raw destructive power of the Elements, and channel that magic to lay waste to their enemies.
Student of Sword Magic
At 3rd level, you gain a ritual book and three 1st level Wizard spells of your choice, which must have the ritual tag. These spells count as Swordmage spells for you. You may cast any spell in your ritual book as a ritual, even if it's not prepared.
In addition, you may inscribe additional rituals into your book by spending the necessary time and gold.
Transposing Lunge
When you select this Aegis at 3rd level, you may step through space and time to attack your enemies.
When you trigger your Aegis, you teleport up to 60 feet through your magical conduit and reappear in a space within 5 feet of the enemy. You then make a melee weapon attack against it.
In addition, if you expend a spell slot of 2nd level or higher, your attack deals 2d4 extra damage of a type you choose from the following list; acid, cold, fire, lightning, or thunder. The damage increases by 1d4 for each slot level above 2nd.
Armathor’s Step
At 7th level you learn the Misty Step spell, if you don’t already know it. The spell always counts as prepared and doesn’t count against your limit of prepared spells.
In addition, you may use the spell once without expending a spell slot. You regain the ability to do so when you complete a short or long rest.
Dimensional Dodge
At 10th level, you gain the ability to warp the fabric of space to avoid ranged attacks.
When a creature within 30ft of you makes a ranged attack against you, you may use your reaction to impose disadvantage on that attack, potentially causing it to miss. Whether it hits or misses, you may then teleport to a space within 5 feet of the attacker. Once you use this feature, you cannot do so again until you complete a short or long rest.
Ward Force Assault
At 15th level, you gain the ability to channel your arcane ward into a devastating unarmed strike.
As a bonus action when you hit with a melee weapon attack, you may expend a swordmage spell slot to make an unarmed strike against one creature within 5 feet of you. On a hit, you channel the strength of your ward into the blow. The target takes 2d8 extra force damage, and must make a Strength saving throw or be pushed up to 20 feet and knocked prone.
The attack deals an extra 1d8 damage for each level of the spell slot above 1st level (maximum 6d8).
Whether or not you hit, you lose the benefit of your Swordmage Warding until the start of your next turn.
Swordmage Advance
Starting at 18th level, whenever you cast the Misty Step spell, you may expend a spell slot of 3rd level or higher to cast it. If you do so, you may make a single melee weapon attack as part of the same bonus action you used to cast the spell.
[/sblock]
[sblock="Aegis of Shielding"]
The Aegis of Shielding is a more defensive style perfected by the High Elven Coronal Guard in the city of Myth Drannor. Focusing on warding magic, subtle enchantments, and manipulation of a foe's attention, it relies heavily on mobility (particularly teleportation) and subterfuge.
Bonus Proficiencies
At 3rd level, you gain proficiency in medium and heavy armor.
Channeled Shield
When you select this Aegis at 3rd level, you gain the ability to project defensive magic through your mystic conduit to safeguard your allies.
When you trigger your Aegis, any creature targeted by the triggering attack or spell gains resistance to all damage caused by that attack or spell.
In addition, if you expend a spell slot of 2nd level or higher, your ally gains temporary hit points equal to your spellcasting modifier times the level of the spell slot, after the attack is resolved.
Silversteel Veil
At 7th level you gain the ability to temporarily boost the power of your arcane ward to generate a dome of force around you and your nearby allies.
As a bonus action on your turn, you may expend a spell slot of at least 2nd level in order to transform your arcane ward into a spherical force bubble that extends to a radius of 10 feet, centered on you. Until the end of your next turn, each friendly creature within the sphere shares the benefits of your Swordmage Warding.
War Wizardry
At 10th level, you gain the ability to subtly warp the weave of your magic, providing your allies a measure of protection against your spells.
Creatures friendly to you have advantage on saving throws against spells cast by you. In addition, those creatures take no damage on a successful save, and only half damage if they fail.
Greater Swordmage Warding
At 15th level, your arcane ward’s magic is enhanced to bolster all of your defenses, not just your AC.
You have a +1 bonus to all saving throws while your Swordmage Warding is active. The bonus increases to +2 if you are also wielding your Bound Weapon.
Impenetrable Warding
At 18th level, you gain the ability to use your arcane ward to directly absorb damage.
When you take damage, you may use your reaction to have your ward absorb the damage. If your ward absorbs a total amount of damage equal to your level, it breaks, and you lose the benefit of your Swordmage Warding until you regenerate it.
You may regenerate your arcane ward when you finish a short or long rest, at which point it recovers from all the damage that it has absorbed since the last time you did so.
[/sblock]
[sblock="Aegis of Ensnarement"]
The Aegis of Ensnarement focuses on debilitating a foe and removing their ability to fight, rather than destroying them directly. This is the preferred style of the Shades of Netheril, the Umbiri, and delves heavily into necromancy and shadow magic to seize victory.
Expertise
At 3rd level you may choose two of your Skill or Tool proficiencies. You may double your proficiency bonus for any ability check that uses either of those proficiencies.
Binding Aegis
When you select this Aegis at 3rd level, you gain the ability to draw your foe through your conduit to appear beside you, draining their life force in the process.
When you trigger your Aegis, you may teleport the triggering creature up to 60 feet to a space within 5 feet of you, and its speed is reduced by half until the end of its next turn. If you attempt to teleport the target into a harmful position (such as off a cliff or into lava), it is entitled to a Dexterity saving throw to resist your attempt to teleport it.
In addition, if you expend a spell slot of 2nd level or higher, you also leech energy from the target. It takes 2d4 necrotic damage, and you gain the same number of temporary hit points. The damage (and temporary hit points) increase by 1d4 for each slot level above 2nd.
Eldritch Chains
Starting at 7th level, while an enemy has its speed reduced because of your Aegis, it also grants advantage to you and your allies.
Dimensional Anchor
Starting at 10th level, any time a creature linked to you by your Binding Aegis teleports, turns ethereal, or otherwise attempts to leave its current plane of existence, you may use your reaction to negate that attempt.
The creature must make a Charisma saving throw. If it fails, its movement is cancelled. If the attempt required an action, the action is wasted.
Benign Transposition
Beginning at 15th level, when an enemy linked to you by your Binding Aegis makes an attack or casts a harmful spell on one of your allies, you may use your reaction to take its place.
You teleport yourself and your ally up to 60ft, exchanging spaces with each other. The enemy’s attack now targets you instead. The ally must be willing to swap places with you, otherwise your attempt to teleport them fails.
Foesnare
Beginning at 18th level, the crushing grip of your Aegis has become almost inescapeable.
any enemy teleported by your Binding Aegis has their speed reduced to 0, and they cannot benefit from bonuses to speed. This effect lasts until the end of its next turn.
[/sblock]
[h=3]Swordmage Spell List[/h]Spells marked with a (*) are new spells, which shall be detailed below. Spells marked with a (+) require the Elemental Evil story origin in AL play.
[sblock="Spell List"]
[h=4]Level 1[/h]
Alarm
Absorb Elements+
Burning Hands
Cham Person
Chromatic Orb
Color Spray
Comprehend Languages
Corrosive Ruin*
Crackling Burst*
Detect Magic
Dimensional Thunder*
Disguise Self
Earth Tremor+
Ensnaring Strike
Expeditious Retreat
False Life
Feather Fall
Ice Knife+
Jump
Longstrider
Mage Armor
Magic Missile
Protection from Evil and Good
Searing Smite
Shadow Snake Lunge*
Shield
Sweeping Frostblade*
Sword of Sigils*
Thunderous Smite
[h=4]Level 2[/h]
Aganazzar's Scorcher+
Arcane Lock
Blur
Branding Smite
Darkness
Darkvision
Deep Freeze*
Detect Thoughts
Electrified Lash*
Enervating Slash*
Flame Blade
Gust of Wind
Hold Person
Invisibility
Levitate
Lingering Lightning*
Magic Weapon
Maximilian’s Earthen Grasp+
Melf’s Acid Arrow
Mirror Image
Misty Step
Phantasmal Force
Pyrotechnics+
Rejuvinating Strike*
See Invisibility
Shatterblade*
Spider Climb
Theft of Alacrity*
[h=4]Level 3[/h]
Acid Burst*
Blink
Counterspell
Dimensional Slash*
Dispel Magic
Erupting Earth+
Flame Arrows+
Fly
Forceful Dismissal*
Gaseous Form
Glyph of Warding
Haste
Hypnotic Pattern
Incendiary Sword*
Lightning Bolt
Magic Circle
Major Image
Nondetection
Protection from Energy
Silverlight Strike*
Sleet Storm
Troll Rampage*
Tidal Wave+
Wall of Water
Wall of Sand+
Water Walk
Wind Wall
[h=4]Level 4[/h]
Banishing Smite
Dimension Door
Death’s Resurgence*
Elemental Bane+
Fire Shield
Greater Invisibility
Hell’s Own Blade*
Ice Storm
Otiluke’s Resilient Sphere
Planar Shock*
Reaper's Challenge*
Spidersilk Slash*
Stoneskin
Swordshock*
Thundering Vortex*
Vitriolic Sphere+
Wall of Fire
[h=4]Level 5[/h]
Acid Fountain*
Blink Assault*
Cone of Cold
Hold Monster
Immolation+
Obliterating Blaze*
Passwall
Quicksilver Blade*
Radiant Shield*
Steel Tempest*
Swift Quiver
Telekinesis
Wall of Force
Wall of Stone
[/sblock]
[h=3]New Spells[/h]
The following spells are new spells found on the Swordmage Spell List. Many of these spells are also added to the spell lists of other classes, as noted below.
[sblock="New Spells"]
Bard
Dimensional Thunder
Enervating Slash
Forceful Dismissal
Shatterblade
Steel Tempest
Theft of Alacrity
Thundering Vortex
Druid
Crackling Burst
Deep Freeze
Lingering Lightning
Thundering Vortex
Paladin
Electrified Lash
Radiant Shield
Reaper's Challenge
Rejuvinating Strike
Silverlight Strike
Sword of Sigils
Ranger
Blink Assault
Electrified Lash
Incendiary Sword
Quicksilver Blade
Shadow Snake Lunge
Silverlight Strike
Troll Rampage
Sorcerer
Acid Burst
Acid Fountain
Corrosive Ruin
Crackling Burst
Deep Freeze
Forceful Dismissal
Lingering Lightning
Thundering Vortex
Warlock
Acid Burst
Acid Fountain
Corrosive Ruin
Death's Resurgence
Enervating Slash
Hell's Own Blade
Reaper's Challenge
Shadow Snake Lunge
Theft of Alacrity
Wizard
Acid Burst
Acid Fountain
Crackling Burst
Death's Resurgence
Deep Freeze
Forceful Dismissal
Lingering Lightning
Thundering Vortex
[sblock="1st Level Spells"]
[h=5]Corrosive Ruin[/h]
1st Level Conjuration
Casting Time: 1 action
Range: Self (15 ft cone)
Components: V, S
Duration: Instantaneous
You extend your hands and conjure a wave of potent acid in a 15ft cone. Each creature in the cone must succeed on a Dexterity saving throw or take 4d4 acid damage and be blinded until the end of your next turn. Creatures that save take half damage and are not blinded.
At Higher Levels: When you cast this spell at a higher level, it deals 2d4 extra acid damage for each level above 1st.
[h=5]Crackling Burst[/h]1st Level Evocation
Casting Time: 1 action
Range: Self (10 foot sphere)
Components: V, S
Duration: Instantaneous
You put your palms together and then draw them apart, forming an orb of electricity between your hands which then violently expands, shocking everyone around you. Each creature in a 10 foot sphere centered on you must must make a Dexterity saving throw. On a failure, the target takes 2d6 lightning damage and cannot take reactions until the end of your next turn. A creature that saves takes only half damage.
At Higher Levels: When you cast this spell at a higher level, it deals 1d6 extra lightning damage for each level above 1st.
[h=5]Dimensional Thunder[/h]1st Level Evocation
Casting Time: 1 action
Range: Self (5 foot sphere)
Components: V, S
Duration: Concentration, up to 1 minute.
You strike a foe, and then vanish into thin air, reappearing with a peal of thunder that continues to ring in your foes ears. You make a melee spell attack with a weapon. On a hit, that attack deals damage as if you had hit with a weapon attack, plus an extra 1d6 thunder damage.
Whether or not you hit, you may then teleport up to 60 feet to an unoccupied space that you can see. Each creature within 5 feet of the space you appear in must make a Constitution saving throw
On a failure, the target takes 1d6 thunder damage at the start of each of its turns, and is deafened until the spell ends. At the end of each of its turns, it can make another Constitution save to end the effect early.
At Higher Levels: When you cast this spell using a higher level spell slot, the initial attack deals 1d6 extra thunder damage for each slot level above 1st.
[h=5]Shadow Snake Lunge[/h]Level 1 Necromancy
Casting Time: 1 action
Range: Touch
Components: V, S, M (a viper’s fang)
Duration: Instantaneous
Your bound weapon is tainted black with venom that wracks you enemy with pain if it moves. You make a melee spell attack with a weapon. On a hit, you deal damage as if you had hit with a weapon attack, plus 1d12 extra poison damage.
In addition, the target’s body is infiltrated by spectral serpents that coil and writhe just below their skin. If the target willingly moves on its next turn, the shadow serpents within them snap and bite, dealing 2d12 poison damage to the target.
At Higher Levels: When you cast this spell at a higher level, the initial damage increases by 1d12 for each level above 1st.
[h=5]Sweeping Frostblade[/h]1st Level Conjuration
Casting Time: 1 action
Range: Self (5 foot sphere)
Components: V, S
Duration: Concentration, up to 1 minute
You twirl your weapon in the air, drawing glowing blue runes with its blade. Then you deliver a powerful spinning slash, making a melee spell attack with a weapon against each creature within 5 feet of you. On a hit, a creature takes damage as if you had hit with a weapon attack, plus 1d8 extra cold damage.
In addition, the target must make a Constitution saving throw. On a failure, a creature is restrained in layers of ice until the spell ends. A creature may repeat the save at the end of each of its turns, and the effect ends for that creature on a success.
At Higher Levels: When you cast this spell at a higher level, it deals 1d8 extra cold damage for each level above 1st.
[h=5]Sword of Sigils[/h]Level 2 Abjuration
Casting Time: 1 action
Range: Self (5 foot sphere)
Components: V, S
Duration: Concentration (up to 1 minute)
You chant a protective incantation and make a melee spell attack with your bound weapon against each enemy within 5 feet of you, inscribing magical runes of warding upon their flesh with the magic of your strike.
On a hit, you deal damage as if you had hit with a weapon attack, plus an extra 1d10 force damage. In addition, the target must make a Wisdom save. On a failed save, your magic compels the target to attack you; it has disadvantage on any attack that doesn’t include you as a target, and it takes 1d10 force damage each time it makes such an attack. Each time it takes this damage it can repeat the save, and the effect ends on that creature if it succeeds.
[/sblock]
[sblock="2nd Level Spells"]
[h=5]Deep Freeze[/h]2nd Level Evocation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a clear glass bead)
Duration: Concentration, up to 1 minute
You touch a creature and project a numbing cold into its bones. The creature must make a Constitution saving throw or take 3d6 cold damage (half on a successful save).
In addition, a creature that fails the save radiates an aura of chilling frost in a 5 foot sphere. Any creature other than you that enters the sphere for the first time on a turn or starts its turn there takes 1d6 cold damage.
At Higher Levels: When you cast this spell at a higher level, it deals 1d6 extra cold damage for each level above 1st.
[h=5]Electrified Lash[/h]2nd Level Evocation
Casting Time: 1 action
Range: Self (5 foot sphere)
Components: V, S
Duration: Instantaneous
You charge your weapon with arcane lightning and cleave through your foes. Make a melee spell attack with a weapon against each creature within 5 feet of you. On a hit, the target takes damage as if hit by a weapon attack, plus 1d6 extra lightning damage.
At Higher Levels: When you cast this spell at a higher level, it deals 1d6 extra lightning damage for each level above 1st.
[h=5]Enervating Slash[/h]2nd Level Necromancy
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch of bone meal)
Duration: Concentration (up to 1 minute)
You inflict a powerful curse upon your foe, leeching its strength if it fails to obey your mark. You make a melee spell attack with a weapon against a creature you can see. On a hit, you deal damage as if you had hit with a weapon attack, plus an extra 2d6 necrotic damage.
In addition, the target must make a Constitution saving throw. A creature that fails its save deals half damage with weapon attacks that target your allies until the spell ends. The target may repeat its save at the end of each of its turns to end the effect on itself early.
This spell has no effect on undead or constructs.
[h=5]Lingering Lightning[/h]2nd Level Evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit of fur, a piece of amber, glass, or crystal, and a silver pin)
Duration: Concentration (up to 1 minute)
You create three orbs of lightning and launch them at up to three creatures in range. Each creature struck by an orb must make a Dexterity save, and takes 1d8 lightning damage for each save it fails.
In addition, a creature that fails the save is surrounded by a lingering electrical surge. At the start of each of its turns, the target takes 1d8 lightning damage. It may make a Constitution save at the end of each of its turns to end the effect on itself.
[h=5]Rejuvinating Strike[/h]
2nd Level Conjuration
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute.
You touch a nonmagical weapon and imbue it with restorative magic. The next time you hit with a weapon attack using the imbued weapon while the spell lasts, you regain hit points equal to 2d8 + your spellcasting ability modifier.
At Higher Levels: When you cast this spell at a higher level, you regain 1d8 extra hit points for each level above 2nd.
[h=5]Shatterblade[/h]Level 2 Transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You chant a quick incantation, and make a melee spell attack against one creature within range. On a hit, you deal damage as if you had hit with a weapon attack.
In addition, the weapon shatters into hundreds or even thousands of tiny blades that swirl around the target like a whirlwind. Each creature other than you that is within 5 feet of the target must make a Dexterity saving throw. On a failed save, the creature takes 3d8 force damage.
At Higher Levels: When cast using a higher level spell slot, the damage increases by 1d8 for each level above 2nd.
[h=5]Theft of Alacrity[/h]2nd Level Necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit of spider web and a cat's claw).
Duration: Instantaneous
A colorless ray of energy flares from your fingertips and lances toward one creature within range. The target must make a Constitution saving throw. On a failure, the creature takes 3d8 psychic damage. its speed is reduced to 0, and it cannot benefit from any bonuses to speed. In addition, you may use the Dash action as a bonus action until the spell ends. The target may repeat the save at the end of each of its turns to end the effect early.
[/sblock]
[sblock="3rd Level Spells"]
[h=5]Acid Burst[/h]3rd Level Conjuration
Casting Time: 1 action
Range: Self (15 ft cube)
Components: V, S
Duration: Concentration, up to 1 minute
You raise your hand and a wave of acid springs into being, splashing over each creature in a 15 foot cube originating from you.
Each of those creature must succeed on a Dexterity saving throw or take 8d4 acid damage and another 2d4 acid damage at the end of its next turn. A creature that succeeds takes only half the initial damage, and no damage on its next turn.
At Higher Levels: When you cast this spell at a higher level, the initial adamage increases by 2d4 for each level above 3rd.
[h=5]Dimensional Slash[/h]3rd Level Conjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Make a melee spell attack with a weapon. On a hit, the target takes damage as if hit by a weapon attack, plus 2d8 force damage. In addition, you teleport yourself and the target up to 30 feet to spaces which must be within 5 feet of each other.
At Higher Levels: When you cast this spell at a higher level, the force damage increases by 1d8 for each level above 3rd.
[h=5]Forceful Dismissal[/h]Level 3 Abjuration
Casting Time: 1 action
Range: Self (15 foot cone)
Components: V, S
Duration: Instantaneous
You extend your hand and shout a word of rebuke, generating a concussive wave that throws your enemy back with the force of a charging Minotaur.
Each creature in the cone must succeed on a Strength saving throw or be hurled up to 25 feet and land prone. Each creature also takes 6d8 force damage, or half as much on a successful save.
At Higher Levels: When cast using a higher level spell slot, the damage increases by 1d8 for each level above 3rd.
[h=5]Incendiary Sword[/h]
3rd Level Transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a melee weapon)
Duration: Instantaneous
You hurl the material component, which transmutes into a bolt of flame and streaks toward a point you can see within range. On impact, it erupts into a 40ft radius sphere, and each creature in the sphere must make a Dexterity saving throw or take 6d6 fire damage (save for half).
In addition, the first time a creature that fails this save makes an attack that doesn't target you, it takes an additional 2d6 fire damage. After the initial attack, the weapon reforms in your hand.
At Higher Levels: When you cast this spell at a higher level, the initial attack deals 1d6 extra fire damage for each level above 3rd.
[h=5]Silverlight Strike[/h]3rd Level Enchantment
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You touch a nonmagical weapon and imbue it with the moon's deceptive radiance.
The next time you hit with a weapon attack while the spell lasts, the attack deals 2d6 extra radiant damage and your target must make a Wisdom saving throw. If it fails, it treats all creatures friendly to you as invisible until the end of your next turn.
At Higher Levels: When you cast this spell at a higher level, it deals 1d6 extra radiant damage for each level above 3rd.
[h=5]Troll Rampage[/h]3rd Level Transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute.
You infuse your flesh with magic as you strike, taking on the regenerative abilities of a troll. Make a melee spell attack with a weapon. On a hit, the target takes damage as if hit by a weapon attack, plus 2d6 extra damage.
Whether you hit or miss, you regain hit points equal to your spellcasting ability modifier at the start of each of your turns while the spell lasts. This regeneration is suppressed for 1 round when you take acid or fire damage, or if you begin your turn at 0 hit points.
At Higher Levels: When you cast this spell at a higher level, the extra damage increases by 1d6 for each level above 3rd. In addition, the number of hit points you recover on each of your turns increases by 5 for each level above 3rd.
[/sblock]
[sblock="4th Level Spells"]
[h=5]Death’s Resurgence[/h]Level 4 Necromancy
Casting Time: 1 reaction; which you take when you would drop to 0 hit points.
Range: Self (10 foot sphere)
Components: V, S, M (three raven feathers, powdered ruby, and a coil of silver thread)
Duration: Instantaneous
Your necromantic power explodes around you as a storm of purple fire and black lightning. Each creature within 10 feet of you must make a Constitution saving throw or take 8d6 necrotic damage, or half as much damage on a successful save.
If any creature is dropped to 0 hit points by this damage, you regain hit points equal to your Intelligence modifier + your level. You regain hit points only once, even if you slay multiple creatures with this spell.
At Higher Levels: When you cast this spell using a higher level spell slot, its damage increases by 1d6 for each level above 4th.
[h=5]Hell’s Own Blade[/h]Level 4 Evocation
Casting Time: 1 action
Range: 50 feet
Components: V, S, M (a melee weapon)
Duration: Instantaneous
You hurl your weapon, charged with magical flames, at one creature within range. Make a ranged spell attack with your weapon against the target; on a hit, it takes damage as if struck by your weapon, and the weapon imbeds itself in the target’s flesh. Moments later, the weapon explodes in a 10 foot sphere of flame centered on the target.
Each creature in the area must make a Dexterity saving throw or take 8d6 fire damage, or half as much damage on a successful save. The blast also ignites flammable objects that are not being worn or carried.
At Higher Levels: When cast using a higher level spell slot, the damage increases by 1d6 for each level above 4th.
[h=5]Planar Shock[/h]4th level Conjuration
Casting Time: 1 Action
Range Self (10 foot sphere)
Components: V, S, M (a thin sheet of translucent fabric)
Duration: Instantaneous
You drive your weapon into the ground and rip open a tear in the fabric of space and time, briefly snapping your enemies through a myriad of parallel dimensions in a fraction of a second. The cognitive dissonance of trying to process all these conflicting realities causes damage to mortal minds.
Each creature within 10 feet of you must make an Intelligence saving throw. On a failure, the target takes 5d8 psychic damage and is stunned until the end of your next turn. This spell has no effect on creatures with an intelligence score of 4 or lower.
[h=5]Reaper's Challenge[/h]4th Level Necromancy
Casting Time: 1 reaction; which you take when a creature attacks or casts a harmful spell against an ally within range.
Range: 60 feet
Components:S
Duration: Concentration, up to 1 minute
The attacking creature must make a Wisdom saving throw. On a failure, it takes 5d6 necrotic damage and deals half damage with all attacks and spells until this spell ends.
The target may repeat the save at the end of each of its turns to end the effect early. On a success, the target takes only half damage.
At Higher Levels: When you cast this spell at a higher level, it deals 1d6 extra necrotic damage for each level above 4th.
[h=5]Spidersilk Slash[/h]4th Level Conjuration
Casting Time: 1 action
Range: Self (10 foot sphere)
Components: V, S, M (a bit of spider web).
Duration: Concentration, up to 1 minute
You make a melee spell attack with a weapon against each creature within 10 feet of you. On a hit, the target takes damage as if hit by a weapon attack, plus an additional 4d12 poison damage.
In addition, the target must succeed on a Strength saving throw or be restrained by spectral spider webs until the spell ends. As an action, a restrained creature can attempt a Strength check against your Spell Save DC to break free.
At Higher Levels: When you cast this spell at a higher level, it deals 1d12 extra poison damage for each level above 4th.
[h=5]Swordshock[/h]4th Level Evocation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a bag of iron filings).
Duration: Instantaneous
You make a melee spell attack with a weapon. On a hit, the target takes damage as if hit by a weapon attack, plus an additional 4d8 lightning damage and 4d8 thunder damage. On a miss, the target takes only the thunder damage.
At Higher Levels: When you cast this spell at a higher level, it deals 1d8 extra thunder damage for each level above 4th.
[h=5]Thundering Vortex[/h]4th Level Evocation
Casting Time: 1 action
Range: Self (20 foot sphere)
Components: V, S
Duration: Instantaneous
You geneate a maelstrom of whirling air and thunderous noise around you, drawing all nearby creatures in like a whirlwind.
Each creature within a 20 foot sphere centered on you must make a Strength saving throw or be pulled up to 15 feet toward you. The creature also takes 8d8 thunder damage. Creatures that save take only half damage and are not pulled.
At Higher Levels: When you cast this spell at a higher level, it deals 1d8 extra thunder damage for each level above 4th.
[/sblock]
[sblock="5th Level Spells"]
[h=5]Acid Fountain[/h]5th Level Conjuration
Casting Time: 1 action
Range: Self (60 ft cone)
Components: V, S
Duration: Instantaneous
You thrust forward your hand and a powerful jet of acid surges forward in a 60 ft cone originating from you. Each creature in the cone must make a Dexterity saving throw or take 10d4 acid damage, and an additional 4d4 acid damage at the end of each of its turns until the spell ends.
Each time it takes this damage, the target may make a Constitution saving throw. On a success, the spell ends for that creature.
At Higher Levels: When you cast this spell at a higher level, it deals 2d4 extra acid damage for each level above 5th.
[h=5]Blink Assault[/h]5th Level Conjuration
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You charge yourself with arcane energy, which accelerates your movement to such a degree that you appear to be in multiple places at once.
You may make up to five melee spell attacks with a weapon, and may teleport up to 30 feet before each attack. On a hit, each attack deals damage as if you had hit with a weapon attack.
In addition, whether you hit or miss, you may use a bonus action to teleport up to 10 feet on each of your turns until the spell ends.
[h=5]Obliterating Blaze[/h]5th Level Evocation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a bit of gunpowder).
Duration: 1 hour
You make a melee spell attack with a weapon. On a hit, the target takes damage as if hit by a weapon attack, plus an additional 8d8 fire damage.
In addition, whether you hit or miss, the target is implanted with volatile flame magic that smolders within it. If the target is reduced to 0 hit points while the spell lasts, its death triggers a titanic explosion filling a 40 foot sphere centered on the target.
Each creature in this sphere must make a Dexterity saving throw or take 8d8 fire damage (save for half).
[h=5]Quicksilver Blade[/h]5th Level Transmutation
Casting Time: 1 bonus action
Range: touch
Components: V, S, M (a drop of mercury)
Duration: Concentration, up to 1 minute
You empower your weapon with supernatural speed. Until the spell ends, you may make two melee attacks with a weapon as a bonus action on each of your turns.
[h=5]Radiant Shield[/h]5th Level Abjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You create a nimbus of shining light within a 20 foot sphere centered on a point you choose within range. Each creature within that sphere that is hostile to you must make a Wisdom saving throw.
On a failure, it takes 8d8 radiant damage and has disadvantage on any attack roll that doesn't target you until the spell lasts. A creature that succeeds takes only half damage, and doesn't suffer disadvantage.
In addition, each creature in the sphere that is friendly to you gains resistance to all damage until the end of your next turn.
At Higher Levels: When you cast this spell at a higher level, it deals 1d8 extra radiant damage for each level above 5th.
[h=5]Steel Tempest[/h]5th Level Transmutation
Casting Time: 1 action
Range: Self (30 foot sphere)
Components: V, S, M (a handful of rose thorns).
Duration: Concentration, up to 1 minute.
You make a melee spell attack with a weapon. On a hit, the target takes damage as if hit by a weapon attack, plus an extra 4d10 slashing damage as your weapon explodes into thousands of tiny shards which swirl around you in a lethal cloud.
Until the spell ends, you are surrounded by a cloud of blade shards in a 30 foot sphere centered on you, which moves with you when you move. Each creature that enters the cloud for the first time on a turn or starts its turn in the cloud takes 2d10 slashing damage. The area of the cloud is also lightly obscured for creatures other than you.
At Higher Levels: When you cast this spell at a higher level, the initial attack deals 1d10 extra slashing damage for each level above 5th.
[/sblock]
[/sblock]
[h=3]SwordMage[/h]
[h=4]Hit Points[/h]
Hit Dice: 1d10 per Swordmage level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points per level: 1d10 + Constitution modifier per Swordmage level
[h=4]Proficiencies[/h]Armor: Light Armor
Weapons: All simple and martial weapons.
Tools: None
Saving Throws: Intelligence, Constitution
Skills: Choose two from Acrobatics, Arcana, Athletics, Insight, Nature, Perception, Religion, Stealth, and Survival
Swordmage Table[TABLE="class: grid, width: 500"] [TR] [TD]
Level
[/TD] [TD]
Prof.
[/TD] [TD]Features
[/TD] [TD]Spells Known
[/TD] [TD]Spell Slots
[/TD] [/TR] [TR] [TD]1
[/TD] [TD]
+2
[/TD] [TD]Bound Weapon, Swordmage Warding
[/TD] [TD]
[/TD] [TD]
0/0/0/0/0
[/TD] [/TR] [TR] [TD]2
[/TD] [TD]
+2
[/TD] [TD]Blade Channeling, Fighting Style, Spellcasting
[/TD] [TD]
2
[/TD] [TD]2/0/0/0/0
[/TD] [/TR] [TR] [TD]3
[/TD] [TD]
+2
[/TD] [TD]Arcane Aegis
[/TD] [TD]
3
[/TD] [TD]2/0/0/0/0
[/TD] [/TR] [TR] [TD]4
[/TD] [TD]
+2
[/TD] [TD]Ability Score Improvement
[/TD] [TD]
4
[/TD] [TD]3/0/0/0/0
[/TD] [/TR] [TR] [TD]5
[/TD] [TD]
+3
[/TD] [TD]Combat Casting, Extra Attack
[/TD] [TD]
5
[/TD] [TD]3/2/0/0/0
[/TD] [/TR] [TR] [TD]6
[/TD] [TD]
+3
[/TD] [TD]Bound Weapon Improvement
[/TD] [TD]
6
[/TD] [TD]4/2/0/0/0
[/TD] [/TR] [TR] [TD]7
[/TD] [TD]
+3
[/TD] [TD]Aegis Feature
[/TD] [TD]
7
[/TD] [TD]4/3/0/0/0
[/TD] [/TR] [TR] [TD]8
[/TD] [TD]
+3
[/TD] [TD]Ability Score Improvement
[/TD] [TD]
8
[/TD] [TD]4/3/0/0/0
[/TD] [/TR] [TR] [TD]9
[/TD] [TD]
+4
[/TD] [TD]--
[/TD] [TD]
9
[/TD] [TD]4/3/2/0/0
[/TD] [/TR] [TR] [TD]10
[/TD] [TD]+4
[/TD] [TD]Aegis Feature
[/TD] [TD]
10
[/TD] [TD]4/3/2/0/0
[/TD] [/TR] [TR] [TD]11
[/TD] [TD]
+4
[/TD] [TD]Mythal Recovery
[/TD] [TD]
10
[/TD] [TD]4/3/3/0/0
[/TD] [/TR] [TR] [TD]12
[/TD] [TD]+4
[/TD] [TD]Ability Score Improvement
[/TD] [TD]
11
[/TD] [TD]4/3/3/0/0
[/TD] [/TR] [TR] [TD]13
[/TD] [TD]
+5
[/TD] [TD]--
[/TD] [TD]
11
[/TD] [TD]4/3/3/1/0
[/TD] [/TR] [TR] [TD]14
[/TD] [TD]
+5
[/TD] [TD]Extended Aegis
[/TD] [TD]12
[/TD] [TD]4/3/3/1/0
[/TD] [/TR] [TR] [TD]15
[/TD] [TD]+5
[/TD] [TD]Aegis Feature
[/TD] [TD]
12
[/TD] [TD]4/3/3/2/0
[/TD] [/TR] [TR] [TD]16
[/TD] [TD]
+5
[/TD] [TD]Ability Score Improvement
[/TD] [TD]13
[/TD] [TD]4/3/3/2/0
[/TD] [/TR] [TR] [TD]17
[/TD] [TD]
+6
[/TD] [TD]---
[/TD] [TD]
13
[/TD] [TD]4/3/3/3/1
[/TD] [/TR] [TR] [TD]18
[/TD] [TD]
+6
[/TD] [TD]Aegis Feature
[/TD] [TD]14
[/TD] [TD]4/3/3/3/1
[/TD] [/TR] [TR] [TD]19
[/TD] [TD]
+6
[/TD] [TD]Ability Score Improvement
[/TD] [TD]
14
[/TD] [TD]4/3/3/3/2
[/TD] [/TR] [TR] [TD]20
[/TD] [TD]+6
[/TD] [TD]Gladius Arcanum
[/TD] [TD]
15
[/TD] [TD]4/3/3/3/2
[/TD] [/TR] [/TABLE] Bound Weapon
At 1st level you learn a ritual that creates a magical bond between yourself and one weapon with which you are proficient. You perform the ritual over the course of 1 hour, which can be during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you may use that weapon as an arcane focus for your spellcasting. In addition, as long as the weapon is within 100ft of you, you can summon it as a bonus action. It appears instantly in your hand.
You can have up to two Bound Weapons at a time, and may summon one or both of them as a single bonus action. If you attempt to forge a bond with a third weapon, you must break your bond with the other one first.
Beginning at 6th level, you may summon your Bound Weapon from anywhere on your current plane of existence, and you may do so using your one free object interaction per turn (instead of as a bonus action). In addition, you cannot be disarmed of your Bound Weapon unless you choose to be.
Swordmage Warding
Beginning at 1st level, you manifest your magical power as a shimmering shield of magical force. To manifest this shield, you must not be wearing heavy armor or a shield.
You gain a +1 bonus to AC, and are immune to the effects of the Magic Missile spell. If you are also wielding your Bound Weapon, the bonus increases to +2.
Blade Channeling
Starting at 2nd level, you may use a bonus action and expend a spell slot to imbue your Bound Weapon with the power of your magic.
For one minute, or until you lose concentration (as if concentrating on a spell), your attacks using your Bound Weapon count as spell attacks instead of weapon attacks. Therefore, you use your spellcasting ability for the attack roll, and do not add any ability modifier to your damage (unless some feature says you can).
In addition, you choose a damage type from among Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder. You must have a spell prepared that does damage of that type. While your weapon is imbued, your attacks with it deal damage of the chosen type instead of its normal damage type.
If you expended a spell slot higher than 1st level, your attacks also deal an additional 1d6 damage for each level above 2nd.
Fighting Style
At 2nd level, you may choose a fighting style from among the Archery, Dueling, Great Weapon, and Two-Weapon styles.
Spellcasting
You augment your martial prowess with spellcasting. See below for the Swordmage Spell List, and see Chapter 10 of the PHB for the general rules of spellcasting.
Preparing and Casting Spells: The Swordmage Table shows how many spells slots you have to cast your Swordmage spells of 1st level or higher. To cast one of these spells you must expend a slot of the spell's level or higher. You regain all expended spell slots after you complete a long rest.
You prepare the list of Swordmage spells that are available for you to cast. To do so, choose a number of spells you know equal to your Intelligence modifier + half your Swordmage level, rounded down (minimum one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells each time you finish a long rest.
Spells Known: At 2nd level, you know two 1st level spells of your choice from the Swordmage spell list. The Spells Known column of the Swordmage table shows when you learn new spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots.
Whenever you gain a level where you could learn new spells, you may also replace a known spell with another spell from the Swordmage spell list. The spell must be of a level for which you have spell slots.
Spellcasting Ability: Intelligence is your spellcasting ability, since you learn your spells through study and memorization. You use your intelligence any time a spell refers to your spellcasting ability. In addition, you use your Intelligence when setting the saving throw DC of a Swordmage spell you cast, or when you make an attack roll with one.
Spell Save DC: 8 + Proficiency bonus + Intelligence modifier
Spell Attack Modifier: Proficiency Bonus + Intelligence modifier
Arcane Aegis
At 3rd level you gain the ability to use a bonus action to open a mystical conduit between yourself and another creature within 10 feet of you.
The conduit remains open for 1 minute, until you open another conduit, or until you or the creature falls unconscious. While the conduit is open, if that creature makes an attack or casts a harmful spell that does not target you while within 60 feet of you, you may expend a Swordmage spell slot to trigger your Aegis as a reaction.
What happens when you trigger your Aegis depends on the particular style of sword magic you were trained in. Each Aegis is a mystical mark which corresponds to one of these styles.
The Aegis of Assault, Aegis of Shielding, and Aegis of Ensnarement are detailed below.
Combat Casting
Starting at 5th level, you can seamlessly combine martial attacks with arcane spells.
Once per turn, when you use the Attack action, you may forgo one of your attacks in order to cast a prepared spell of 1st level or higher that has a casting time of 1 action. If the spell has material components, you must be able to use your bound weapon as an arcane focus to replace those components, or you cannot cast the spell using this feature. If you cast a spell with a range of Self or Touch using this feature, the spell emenates from (or is centered on) your weapon, or one piece of ammunition fired by it (if it is a ranged weapon).
You are not affected by a spell cast through your bound weapon in this way, unless you choose to be. For instance, you could choose to be the target of a Haste spell cast through your bound weapon, but you would not be damaged or knocked prone by a spell such as Earth Tremor cast through your bound weapon. The spell is otherwise cast as normal.
Extra Attack
Starting at 5th level you can attack twice, instead of once, when you use the Attack action on your turn.
Mythal Recovery
Starting at 11th level, the magic suffusing your soul resonates in your blood, allowing you to sacrifice your magical power to restore your vitality.
As a bonus action, you may expend a spell slot and convert its energy into healing. You regain hit points equal to 1d10 + your Intelligence modifier for a 1st level slot, and an additional 1d10 hit points for each slot level above 2nd.
Extended Aegis
When you reach 14th level, your Arcane Aegis can open a mystic conduit to a creature up to 25 feet away.
Gladius Arcanum
At 20th level, your arcane magic is so powerful that when you channel it through your bound weapon, it is able to retain a glimmer of that magic for a short time.
Whenever you imbue your Bound Weapon with magic using Blade Channeling, you may add your Intelligence modifier to the damage roll of your spell attacks with the weapon.
[h=4]Arcane Aegis Options[/h][sblock="Aegis of Assault"]
The Aegis of Assault is the preferred choice of the Anarchs of Shyr, an ancient school founded by the Genasi centuries ago to combat the Dragons of Abeir. The Anarchs focus on the raw destructive power of the Elements, and channel that magic to lay waste to their enemies.
Student of Sword Magic
At 3rd level, you gain a ritual book and three 1st level Wizard spells of your choice, which must have the ritual tag. These spells count as Swordmage spells for you. You may cast any spell in your ritual book as a ritual, even if it's not prepared.
In addition, you may inscribe additional rituals into your book by spending the necessary time and gold.
Transposing Lunge
When you select this Aegis at 3rd level, you may step through space and time to attack your enemies.
When you trigger your Aegis, you teleport up to 60 feet through your magical conduit and reappear in a space within 5 feet of the enemy. You then make a melee weapon attack against it.
In addition, if you expend a spell slot of 2nd level or higher, your attack deals 2d4 extra damage of a type you choose from the following list; acid, cold, fire, lightning, or thunder. The damage increases by 1d4 for each slot level above 2nd.
Armathor’s Step
At 7th level you learn the Misty Step spell, if you don’t already know it. The spell always counts as prepared and doesn’t count against your limit of prepared spells.
In addition, you may use the spell once without expending a spell slot. You regain the ability to do so when you complete a short or long rest.
Dimensional Dodge
At 10th level, you gain the ability to warp the fabric of space to avoid ranged attacks.
When a creature within 30ft of you makes a ranged attack against you, you may use your reaction to impose disadvantage on that attack, potentially causing it to miss. Whether it hits or misses, you may then teleport to a space within 5 feet of the attacker. Once you use this feature, you cannot do so again until you complete a short or long rest.
Ward Force Assault
At 15th level, you gain the ability to channel your arcane ward into a devastating unarmed strike.
As a bonus action when you hit with a melee weapon attack, you may expend a swordmage spell slot to make an unarmed strike against one creature within 5 feet of you. On a hit, you channel the strength of your ward into the blow. The target takes 2d8 extra force damage, and must make a Strength saving throw or be pushed up to 20 feet and knocked prone.
The attack deals an extra 1d8 damage for each level of the spell slot above 1st level (maximum 6d8).
Whether or not you hit, you lose the benefit of your Swordmage Warding until the start of your next turn.
Swordmage Advance
Starting at 18th level, whenever you cast the Misty Step spell, you may expend a spell slot of 3rd level or higher to cast it. If you do so, you may make a single melee weapon attack as part of the same bonus action you used to cast the spell.
[/sblock]
[sblock="Aegis of Shielding"]
The Aegis of Shielding is a more defensive style perfected by the High Elven Coronal Guard in the city of Myth Drannor. Focusing on warding magic, subtle enchantments, and manipulation of a foe's attention, it relies heavily on mobility (particularly teleportation) and subterfuge.
Bonus Proficiencies
At 3rd level, you gain proficiency in medium and heavy armor.
Channeled Shield
When you select this Aegis at 3rd level, you gain the ability to project defensive magic through your mystic conduit to safeguard your allies.
When you trigger your Aegis, any creature targeted by the triggering attack or spell gains resistance to all damage caused by that attack or spell.
In addition, if you expend a spell slot of 2nd level or higher, your ally gains temporary hit points equal to your spellcasting modifier times the level of the spell slot, after the attack is resolved.
Silversteel Veil
At 7th level you gain the ability to temporarily boost the power of your arcane ward to generate a dome of force around you and your nearby allies.
As a bonus action on your turn, you may expend a spell slot of at least 2nd level in order to transform your arcane ward into a spherical force bubble that extends to a radius of 10 feet, centered on you. Until the end of your next turn, each friendly creature within the sphere shares the benefits of your Swordmage Warding.
War Wizardry
At 10th level, you gain the ability to subtly warp the weave of your magic, providing your allies a measure of protection against your spells.
Creatures friendly to you have advantage on saving throws against spells cast by you. In addition, those creatures take no damage on a successful save, and only half damage if they fail.
Greater Swordmage Warding
At 15th level, your arcane ward’s magic is enhanced to bolster all of your defenses, not just your AC.
You have a +1 bonus to all saving throws while your Swordmage Warding is active. The bonus increases to +2 if you are also wielding your Bound Weapon.
Impenetrable Warding
At 18th level, you gain the ability to use your arcane ward to directly absorb damage.
When you take damage, you may use your reaction to have your ward absorb the damage. If your ward absorbs a total amount of damage equal to your level, it breaks, and you lose the benefit of your Swordmage Warding until you regenerate it.
You may regenerate your arcane ward when you finish a short or long rest, at which point it recovers from all the damage that it has absorbed since the last time you did so.
[/sblock]
[sblock="Aegis of Ensnarement"]
The Aegis of Ensnarement focuses on debilitating a foe and removing their ability to fight, rather than destroying them directly. This is the preferred style of the Shades of Netheril, the Umbiri, and delves heavily into necromancy and shadow magic to seize victory.
Expertise
At 3rd level you may choose two of your Skill or Tool proficiencies. You may double your proficiency bonus for any ability check that uses either of those proficiencies.
Binding Aegis
When you select this Aegis at 3rd level, you gain the ability to draw your foe through your conduit to appear beside you, draining their life force in the process.
When you trigger your Aegis, you may teleport the triggering creature up to 60 feet to a space within 5 feet of you, and its speed is reduced by half until the end of its next turn. If you attempt to teleport the target into a harmful position (such as off a cliff or into lava), it is entitled to a Dexterity saving throw to resist your attempt to teleport it.
In addition, if you expend a spell slot of 2nd level or higher, you also leech energy from the target. It takes 2d4 necrotic damage, and you gain the same number of temporary hit points. The damage (and temporary hit points) increase by 1d4 for each slot level above 2nd.
Eldritch Chains
Starting at 7th level, while an enemy has its speed reduced because of your Aegis, it also grants advantage to you and your allies.
Dimensional Anchor
Starting at 10th level, any time a creature linked to you by your Binding Aegis teleports, turns ethereal, or otherwise attempts to leave its current plane of existence, you may use your reaction to negate that attempt.
The creature must make a Charisma saving throw. If it fails, its movement is cancelled. If the attempt required an action, the action is wasted.
Benign Transposition
Beginning at 15th level, when an enemy linked to you by your Binding Aegis makes an attack or casts a harmful spell on one of your allies, you may use your reaction to take its place.
You teleport yourself and your ally up to 60ft, exchanging spaces with each other. The enemy’s attack now targets you instead. The ally must be willing to swap places with you, otherwise your attempt to teleport them fails.
Foesnare
Beginning at 18th level, the crushing grip of your Aegis has become almost inescapeable.
any enemy teleported by your Binding Aegis has their speed reduced to 0, and they cannot benefit from bonuses to speed. This effect lasts until the end of its next turn.
[/sblock]
[h=3]Swordmage Spell List[/h]Spells marked with a (*) are new spells, which shall be detailed below. Spells marked with a (+) require the Elemental Evil story origin in AL play.
[sblock="Spell List"]
[h=4]Level 1[/h]
Alarm
Absorb Elements+
Burning Hands
Cham Person
Chromatic Orb
Color Spray
Comprehend Languages
Corrosive Ruin*
Crackling Burst*
Detect Magic
Dimensional Thunder*
Disguise Self
Earth Tremor+
Ensnaring Strike
Expeditious Retreat
False Life
Feather Fall
Ice Knife+
Jump
Longstrider
Mage Armor
Magic Missile
Protection from Evil and Good
Searing Smite
Shadow Snake Lunge*
Shield
Sweeping Frostblade*
Sword of Sigils*
Thunderous Smite
[h=4]Level 2[/h]
Aganazzar's Scorcher+
Arcane Lock
Blur
Branding Smite
Darkness
Darkvision
Deep Freeze*
Detect Thoughts
Electrified Lash*
Enervating Slash*
Flame Blade
Gust of Wind
Hold Person
Invisibility
Levitate
Lingering Lightning*
Magic Weapon
Maximilian’s Earthen Grasp+
Melf’s Acid Arrow
Mirror Image
Misty Step
Phantasmal Force
Pyrotechnics+
Rejuvinating Strike*
See Invisibility
Shatterblade*
Spider Climb
Theft of Alacrity*
[h=4]Level 3[/h]
Acid Burst*
Blink
Counterspell
Dimensional Slash*
Dispel Magic
Erupting Earth+
Flame Arrows+
Fly
Forceful Dismissal*
Gaseous Form
Glyph of Warding
Haste
Hypnotic Pattern
Incendiary Sword*
Lightning Bolt
Magic Circle
Major Image
Nondetection
Protection from Energy
Silverlight Strike*
Sleet Storm
Troll Rampage*
Tidal Wave+
Wall of Water
Wall of Sand+
Water Walk
Wind Wall
[h=4]Level 4[/h]
Banishing Smite
Dimension Door
Death’s Resurgence*
Elemental Bane+
Fire Shield
Greater Invisibility
Hell’s Own Blade*
Ice Storm
Otiluke’s Resilient Sphere
Planar Shock*
Reaper's Challenge*
Spidersilk Slash*
Stoneskin
Swordshock*
Thundering Vortex*
Vitriolic Sphere+
Wall of Fire
[h=4]Level 5[/h]
Acid Fountain*
Blink Assault*
Cone of Cold
Hold Monster
Immolation+
Obliterating Blaze*
Passwall
Quicksilver Blade*
Radiant Shield*
Steel Tempest*
Swift Quiver
Telekinesis
Wall of Force
Wall of Stone
[/sblock]
[h=3]New Spells[/h]
The following spells are new spells found on the Swordmage Spell List. Many of these spells are also added to the spell lists of other classes, as noted below.
[sblock="New Spells"]
Bard
Dimensional Thunder
Enervating Slash
Forceful Dismissal
Shatterblade
Steel Tempest
Theft of Alacrity
Thundering Vortex
Druid
Crackling Burst
Deep Freeze
Lingering Lightning
Thundering Vortex
Paladin
Electrified Lash
Radiant Shield
Reaper's Challenge
Rejuvinating Strike
Silverlight Strike
Sword of Sigils
Ranger
Blink Assault
Electrified Lash
Incendiary Sword
Quicksilver Blade
Shadow Snake Lunge
Silverlight Strike
Troll Rampage
Sorcerer
Acid Burst
Acid Fountain
Corrosive Ruin
Crackling Burst
Deep Freeze
Forceful Dismissal
Lingering Lightning
Thundering Vortex
Warlock
Acid Burst
Acid Fountain
Corrosive Ruin
Death's Resurgence
Enervating Slash
Hell's Own Blade
Reaper's Challenge
Shadow Snake Lunge
Theft of Alacrity
Wizard
Acid Burst
Acid Fountain
Crackling Burst
Death's Resurgence
Deep Freeze
Forceful Dismissal
Lingering Lightning
Thundering Vortex
[sblock="1st Level Spells"]
[h=5]Corrosive Ruin[/h]
1st Level Conjuration
Casting Time: 1 action
Range: Self (15 ft cone)
Components: V, S
Duration: Instantaneous
You extend your hands and conjure a wave of potent acid in a 15ft cone. Each creature in the cone must succeed on a Dexterity saving throw or take 4d4 acid damage and be blinded until the end of your next turn. Creatures that save take half damage and are not blinded.
At Higher Levels: When you cast this spell at a higher level, it deals 2d4 extra acid damage for each level above 1st.
[h=5]Crackling Burst[/h]1st Level Evocation
Casting Time: 1 action
Range: Self (10 foot sphere)
Components: V, S
Duration: Instantaneous
You put your palms together and then draw them apart, forming an orb of electricity between your hands which then violently expands, shocking everyone around you. Each creature in a 10 foot sphere centered on you must must make a Dexterity saving throw. On a failure, the target takes 2d6 lightning damage and cannot take reactions until the end of your next turn. A creature that saves takes only half damage.
At Higher Levels: When you cast this spell at a higher level, it deals 1d6 extra lightning damage for each level above 1st.
[h=5]Dimensional Thunder[/h]1st Level Evocation
Casting Time: 1 action
Range: Self (5 foot sphere)
Components: V, S
Duration: Concentration, up to 1 minute.
You strike a foe, and then vanish into thin air, reappearing with a peal of thunder that continues to ring in your foes ears. You make a melee spell attack with a weapon. On a hit, that attack deals damage as if you had hit with a weapon attack, plus an extra 1d6 thunder damage.
Whether or not you hit, you may then teleport up to 60 feet to an unoccupied space that you can see. Each creature within 5 feet of the space you appear in must make a Constitution saving throw
On a failure, the target takes 1d6 thunder damage at the start of each of its turns, and is deafened until the spell ends. At the end of each of its turns, it can make another Constitution save to end the effect early.
At Higher Levels: When you cast this spell using a higher level spell slot, the initial attack deals 1d6 extra thunder damage for each slot level above 1st.
[h=5]Shadow Snake Lunge[/h]Level 1 Necromancy
Casting Time: 1 action
Range: Touch
Components: V, S, M (a viper’s fang)
Duration: Instantaneous
Your bound weapon is tainted black with venom that wracks you enemy with pain if it moves. You make a melee spell attack with a weapon. On a hit, you deal damage as if you had hit with a weapon attack, plus 1d12 extra poison damage.
In addition, the target’s body is infiltrated by spectral serpents that coil and writhe just below their skin. If the target willingly moves on its next turn, the shadow serpents within them snap and bite, dealing 2d12 poison damage to the target.
At Higher Levels: When you cast this spell at a higher level, the initial damage increases by 1d12 for each level above 1st.
[h=5]Sweeping Frostblade[/h]1st Level Conjuration
Casting Time: 1 action
Range: Self (5 foot sphere)
Components: V, S
Duration: Concentration, up to 1 minute
You twirl your weapon in the air, drawing glowing blue runes with its blade. Then you deliver a powerful spinning slash, making a melee spell attack with a weapon against each creature within 5 feet of you. On a hit, a creature takes damage as if you had hit with a weapon attack, plus 1d8 extra cold damage.
In addition, the target must make a Constitution saving throw. On a failure, a creature is restrained in layers of ice until the spell ends. A creature may repeat the save at the end of each of its turns, and the effect ends for that creature on a success.
At Higher Levels: When you cast this spell at a higher level, it deals 1d8 extra cold damage for each level above 1st.
[h=5]Sword of Sigils[/h]Level 2 Abjuration
Casting Time: 1 action
Range: Self (5 foot sphere)
Components: V, S
Duration: Concentration (up to 1 minute)
You chant a protective incantation and make a melee spell attack with your bound weapon against each enemy within 5 feet of you, inscribing magical runes of warding upon their flesh with the magic of your strike.
On a hit, you deal damage as if you had hit with a weapon attack, plus an extra 1d10 force damage. In addition, the target must make a Wisdom save. On a failed save, your magic compels the target to attack you; it has disadvantage on any attack that doesn’t include you as a target, and it takes 1d10 force damage each time it makes such an attack. Each time it takes this damage it can repeat the save, and the effect ends on that creature if it succeeds.
[/sblock]
[sblock="2nd Level Spells"]
[h=5]Deep Freeze[/h]2nd Level Evocation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a clear glass bead)
Duration: Concentration, up to 1 minute
You touch a creature and project a numbing cold into its bones. The creature must make a Constitution saving throw or take 3d6 cold damage (half on a successful save).
In addition, a creature that fails the save radiates an aura of chilling frost in a 5 foot sphere. Any creature other than you that enters the sphere for the first time on a turn or starts its turn there takes 1d6 cold damage.
At Higher Levels: When you cast this spell at a higher level, it deals 1d6 extra cold damage for each level above 1st.
[h=5]Electrified Lash[/h]2nd Level Evocation
Casting Time: 1 action
Range: Self (5 foot sphere)
Components: V, S
Duration: Instantaneous
You charge your weapon with arcane lightning and cleave through your foes. Make a melee spell attack with a weapon against each creature within 5 feet of you. On a hit, the target takes damage as if hit by a weapon attack, plus 1d6 extra lightning damage.
At Higher Levels: When you cast this spell at a higher level, it deals 1d6 extra lightning damage for each level above 1st.
[h=5]Enervating Slash[/h]2nd Level Necromancy
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch of bone meal)
Duration: Concentration (up to 1 minute)
You inflict a powerful curse upon your foe, leeching its strength if it fails to obey your mark. You make a melee spell attack with a weapon against a creature you can see. On a hit, you deal damage as if you had hit with a weapon attack, plus an extra 2d6 necrotic damage.
In addition, the target must make a Constitution saving throw. A creature that fails its save deals half damage with weapon attacks that target your allies until the spell ends. The target may repeat its save at the end of each of its turns to end the effect on itself early.
This spell has no effect on undead or constructs.
[h=5]Lingering Lightning[/h]2nd Level Evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit of fur, a piece of amber, glass, or crystal, and a silver pin)
Duration: Concentration (up to 1 minute)
You create three orbs of lightning and launch them at up to three creatures in range. Each creature struck by an orb must make a Dexterity save, and takes 1d8 lightning damage for each save it fails.
In addition, a creature that fails the save is surrounded by a lingering electrical surge. At the start of each of its turns, the target takes 1d8 lightning damage. It may make a Constitution save at the end of each of its turns to end the effect on itself.
[h=5]Rejuvinating Strike[/h]
2nd Level Conjuration
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute.
You touch a nonmagical weapon and imbue it with restorative magic. The next time you hit with a weapon attack using the imbued weapon while the spell lasts, you regain hit points equal to 2d8 + your spellcasting ability modifier.
At Higher Levels: When you cast this spell at a higher level, you regain 1d8 extra hit points for each level above 2nd.
[h=5]Shatterblade[/h]Level 2 Transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You chant a quick incantation, and make a melee spell attack against one creature within range. On a hit, you deal damage as if you had hit with a weapon attack.
In addition, the weapon shatters into hundreds or even thousands of tiny blades that swirl around the target like a whirlwind. Each creature other than you that is within 5 feet of the target must make a Dexterity saving throw. On a failed save, the creature takes 3d8 force damage.
At Higher Levels: When cast using a higher level spell slot, the damage increases by 1d8 for each level above 2nd.
[h=5]Theft of Alacrity[/h]2nd Level Necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit of spider web and a cat's claw).
Duration: Instantaneous
A colorless ray of energy flares from your fingertips and lances toward one creature within range. The target must make a Constitution saving throw. On a failure, the creature takes 3d8 psychic damage. its speed is reduced to 0, and it cannot benefit from any bonuses to speed. In addition, you may use the Dash action as a bonus action until the spell ends. The target may repeat the save at the end of each of its turns to end the effect early.
[/sblock]
[sblock="3rd Level Spells"]
[h=5]Acid Burst[/h]3rd Level Conjuration
Casting Time: 1 action
Range: Self (15 ft cube)
Components: V, S
Duration: Concentration, up to 1 minute
You raise your hand and a wave of acid springs into being, splashing over each creature in a 15 foot cube originating from you.
Each of those creature must succeed on a Dexterity saving throw or take 8d4 acid damage and another 2d4 acid damage at the end of its next turn. A creature that succeeds takes only half the initial damage, and no damage on its next turn.
At Higher Levels: When you cast this spell at a higher level, the initial adamage increases by 2d4 for each level above 3rd.
[h=5]Dimensional Slash[/h]3rd Level Conjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Make a melee spell attack with a weapon. On a hit, the target takes damage as if hit by a weapon attack, plus 2d8 force damage. In addition, you teleport yourself and the target up to 30 feet to spaces which must be within 5 feet of each other.
At Higher Levels: When you cast this spell at a higher level, the force damage increases by 1d8 for each level above 3rd.
[h=5]Forceful Dismissal[/h]Level 3 Abjuration
Casting Time: 1 action
Range: Self (15 foot cone)
Components: V, S
Duration: Instantaneous
You extend your hand and shout a word of rebuke, generating a concussive wave that throws your enemy back with the force of a charging Minotaur.
Each creature in the cone must succeed on a Strength saving throw or be hurled up to 25 feet and land prone. Each creature also takes 6d8 force damage, or half as much on a successful save.
At Higher Levels: When cast using a higher level spell slot, the damage increases by 1d8 for each level above 3rd.
[h=5]Incendiary Sword[/h]
3rd Level Transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a melee weapon)
Duration: Instantaneous
You hurl the material component, which transmutes into a bolt of flame and streaks toward a point you can see within range. On impact, it erupts into a 40ft radius sphere, and each creature in the sphere must make a Dexterity saving throw or take 6d6 fire damage (save for half).
In addition, the first time a creature that fails this save makes an attack that doesn't target you, it takes an additional 2d6 fire damage. After the initial attack, the weapon reforms in your hand.
At Higher Levels: When you cast this spell at a higher level, the initial attack deals 1d6 extra fire damage for each level above 3rd.
[h=5]Silverlight Strike[/h]3rd Level Enchantment
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You touch a nonmagical weapon and imbue it with the moon's deceptive radiance.
The next time you hit with a weapon attack while the spell lasts, the attack deals 2d6 extra radiant damage and your target must make a Wisdom saving throw. If it fails, it treats all creatures friendly to you as invisible until the end of your next turn.
At Higher Levels: When you cast this spell at a higher level, it deals 1d6 extra radiant damage for each level above 3rd.
[h=5]Troll Rampage[/h]3rd Level Transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute.
You infuse your flesh with magic as you strike, taking on the regenerative abilities of a troll. Make a melee spell attack with a weapon. On a hit, the target takes damage as if hit by a weapon attack, plus 2d6 extra damage.
Whether you hit or miss, you regain hit points equal to your spellcasting ability modifier at the start of each of your turns while the spell lasts. This regeneration is suppressed for 1 round when you take acid or fire damage, or if you begin your turn at 0 hit points.
At Higher Levels: When you cast this spell at a higher level, the extra damage increases by 1d6 for each level above 3rd. In addition, the number of hit points you recover on each of your turns increases by 5 for each level above 3rd.
[/sblock]
[sblock="4th Level Spells"]
[h=5]Death’s Resurgence[/h]Level 4 Necromancy
Casting Time: 1 reaction; which you take when you would drop to 0 hit points.
Range: Self (10 foot sphere)
Components: V, S, M (three raven feathers, powdered ruby, and a coil of silver thread)
Duration: Instantaneous
Your necromantic power explodes around you as a storm of purple fire and black lightning. Each creature within 10 feet of you must make a Constitution saving throw or take 8d6 necrotic damage, or half as much damage on a successful save.
If any creature is dropped to 0 hit points by this damage, you regain hit points equal to your Intelligence modifier + your level. You regain hit points only once, even if you slay multiple creatures with this spell.
At Higher Levels: When you cast this spell using a higher level spell slot, its damage increases by 1d6 for each level above 4th.
[h=5]Hell’s Own Blade[/h]Level 4 Evocation
Casting Time: 1 action
Range: 50 feet
Components: V, S, M (a melee weapon)
Duration: Instantaneous
You hurl your weapon, charged with magical flames, at one creature within range. Make a ranged spell attack with your weapon against the target; on a hit, it takes damage as if struck by your weapon, and the weapon imbeds itself in the target’s flesh. Moments later, the weapon explodes in a 10 foot sphere of flame centered on the target.
Each creature in the area must make a Dexterity saving throw or take 8d6 fire damage, or half as much damage on a successful save. The blast also ignites flammable objects that are not being worn or carried.
At Higher Levels: When cast using a higher level spell slot, the damage increases by 1d6 for each level above 4th.
[h=5]Planar Shock[/h]4th level Conjuration
Casting Time: 1 Action
Range Self (10 foot sphere)
Components: V, S, M (a thin sheet of translucent fabric)
Duration: Instantaneous
You drive your weapon into the ground and rip open a tear in the fabric of space and time, briefly snapping your enemies through a myriad of parallel dimensions in a fraction of a second. The cognitive dissonance of trying to process all these conflicting realities causes damage to mortal minds.
Each creature within 10 feet of you must make an Intelligence saving throw. On a failure, the target takes 5d8 psychic damage and is stunned until the end of your next turn. This spell has no effect on creatures with an intelligence score of 4 or lower.
[h=5]Reaper's Challenge[/h]4th Level Necromancy
Casting Time: 1 reaction; which you take when a creature attacks or casts a harmful spell against an ally within range.
Range: 60 feet
Components:S
Duration: Concentration, up to 1 minute
The attacking creature must make a Wisdom saving throw. On a failure, it takes 5d6 necrotic damage and deals half damage with all attacks and spells until this spell ends.
The target may repeat the save at the end of each of its turns to end the effect early. On a success, the target takes only half damage.
At Higher Levels: When you cast this spell at a higher level, it deals 1d6 extra necrotic damage for each level above 4th.
[h=5]Spidersilk Slash[/h]4th Level Conjuration
Casting Time: 1 action
Range: Self (10 foot sphere)
Components: V, S, M (a bit of spider web).
Duration: Concentration, up to 1 minute
You make a melee spell attack with a weapon against each creature within 10 feet of you. On a hit, the target takes damage as if hit by a weapon attack, plus an additional 4d12 poison damage.
In addition, the target must succeed on a Strength saving throw or be restrained by spectral spider webs until the spell ends. As an action, a restrained creature can attempt a Strength check against your Spell Save DC to break free.
At Higher Levels: When you cast this spell at a higher level, it deals 1d12 extra poison damage for each level above 4th.
[h=5]Swordshock[/h]4th Level Evocation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a bag of iron filings).
Duration: Instantaneous
You make a melee spell attack with a weapon. On a hit, the target takes damage as if hit by a weapon attack, plus an additional 4d8 lightning damage and 4d8 thunder damage. On a miss, the target takes only the thunder damage.
At Higher Levels: When you cast this spell at a higher level, it deals 1d8 extra thunder damage for each level above 4th.
[h=5]Thundering Vortex[/h]4th Level Evocation
Casting Time: 1 action
Range: Self (20 foot sphere)
Components: V, S
Duration: Instantaneous
You geneate a maelstrom of whirling air and thunderous noise around you, drawing all nearby creatures in like a whirlwind.
Each creature within a 20 foot sphere centered on you must make a Strength saving throw or be pulled up to 15 feet toward you. The creature also takes 8d8 thunder damage. Creatures that save take only half damage and are not pulled.
At Higher Levels: When you cast this spell at a higher level, it deals 1d8 extra thunder damage for each level above 4th.
[/sblock]
[sblock="5th Level Spells"]
[h=5]Acid Fountain[/h]5th Level Conjuration
Casting Time: 1 action
Range: Self (60 ft cone)
Components: V, S
Duration: Instantaneous
You thrust forward your hand and a powerful jet of acid surges forward in a 60 ft cone originating from you. Each creature in the cone must make a Dexterity saving throw or take 10d4 acid damage, and an additional 4d4 acid damage at the end of each of its turns until the spell ends.
Each time it takes this damage, the target may make a Constitution saving throw. On a success, the spell ends for that creature.
At Higher Levels: When you cast this spell at a higher level, it deals 2d4 extra acid damage for each level above 5th.
[h=5]Blink Assault[/h]5th Level Conjuration
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You charge yourself with arcane energy, which accelerates your movement to such a degree that you appear to be in multiple places at once.
You may make up to five melee spell attacks with a weapon, and may teleport up to 30 feet before each attack. On a hit, each attack deals damage as if you had hit with a weapon attack.
In addition, whether you hit or miss, you may use a bonus action to teleport up to 10 feet on each of your turns until the spell ends.
[h=5]Obliterating Blaze[/h]5th Level Evocation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a bit of gunpowder).
Duration: 1 hour
You make a melee spell attack with a weapon. On a hit, the target takes damage as if hit by a weapon attack, plus an additional 8d8 fire damage.
In addition, whether you hit or miss, the target is implanted with volatile flame magic that smolders within it. If the target is reduced to 0 hit points while the spell lasts, its death triggers a titanic explosion filling a 40 foot sphere centered on the target.
Each creature in this sphere must make a Dexterity saving throw or take 8d8 fire damage (save for half).
[h=5]Quicksilver Blade[/h]5th Level Transmutation
Casting Time: 1 bonus action
Range: touch
Components: V, S, M (a drop of mercury)
Duration: Concentration, up to 1 minute
You empower your weapon with supernatural speed. Until the spell ends, you may make two melee attacks with a weapon as a bonus action on each of your turns.
[h=5]Radiant Shield[/h]5th Level Abjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You create a nimbus of shining light within a 20 foot sphere centered on a point you choose within range. Each creature within that sphere that is hostile to you must make a Wisdom saving throw.
On a failure, it takes 8d8 radiant damage and has disadvantage on any attack roll that doesn't target you until the spell lasts. A creature that succeeds takes only half damage, and doesn't suffer disadvantage.
In addition, each creature in the sphere that is friendly to you gains resistance to all damage until the end of your next turn.
At Higher Levels: When you cast this spell at a higher level, it deals 1d8 extra radiant damage for each level above 5th.
[h=5]Steel Tempest[/h]5th Level Transmutation
Casting Time: 1 action
Range: Self (30 foot sphere)
Components: V, S, M (a handful of rose thorns).
Duration: Concentration, up to 1 minute.
You make a melee spell attack with a weapon. On a hit, the target takes damage as if hit by a weapon attack, plus an extra 4d10 slashing damage as your weapon explodes into thousands of tiny shards which swirl around you in a lethal cloud.
Until the spell ends, you are surrounded by a cloud of blade shards in a 30 foot sphere centered on you, which moves with you when you move. Each creature that enters the cloud for the first time on a turn or starts its turn in the cloud takes 2d10 slashing damage. The area of the cloud is also lightly obscured for creatures other than you.
At Higher Levels: When you cast this spell at a higher level, the initial attack deals 1d10 extra slashing damage for each level above 5th.
[/sblock]
[/sblock]
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