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SWORDMAGE!

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Proficiency
Level Features Spell Slots
Bonus

1 +2 Arcane Sense, Cantrips, Unarmored Defense

2 +2 Fighting Style, Spellcasting, Arcane Strike 2

3 +2 Swordmage Tradition 3

4 +2 Ability Score Improvement 3

5 +3 Extra Attack 4/2

6 +3 Swordmage Warding 4/2

7 +3 Tradition Feature 4/3

8 +3 Ability Score Improvement 4/3

9 +4 - 4/3/2

10 +4 Improved Swordmage Warding 4/3/2

11 +4 Improved Arcane Strike 4/3/3

12 +4 Ability Score Improvement 4/3/3

13 +5 - 4/3/3/1

14 +5 Dispelling Touch 4/3/3/1

15 +5 Tradition Feature 4/3/3/2

16 +5 Ability Score Improvement 4/3/3/2

17 +6 - 4/3/3/3/1

18 +6 Improved Swordmage Warding 4/3/3/3/1

19 +6 Ability Score Improvement 4/3/3/3/2

20 +6 Tradition Feature 4/3/3/3/2

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CLASS FEATURES!
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As a swordmage, you gain the following class features.!
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HIT POINTS!
Hit Dice: 1d10 per swordmage level!
Hit Points at 1st Level: 10 + your Constitution modifier!
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st!
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PROFICIENCIES!
Armor: Light armor, shields!
Weapons: Simple weapons, martial weapons!
Tools: None!
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Saving Throws: Intelligence, Wisdom!
Skills: Choose two from Arcana, Athletics, History, Insight, Intimidation, Investigation,
Perception!
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ARCANE SENSE!! ! ! ! ! ! ! ! ! ! !
As an action, you can open your awareness to detect magical forces. Until the end of your next
turn, you know the location of any elemental, dragon, or magical construct within 60 feet of you
that is not behind total cover. You know the type (elemental, dragon, or magical construct) of
any being whose presence you sense, but not its identity.!
! Within the same radius, you also detect the presence of any place or object that has
been enchanted, as well as any active spells, portals, or similar magical effects.!
! You can use this feature a number of times equal to 1 + your Intelligence modifier. When
you finish a long rest, you regain all expended uses.!
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CANTRIPS!! ! ! ! ! ! ! ! ! ! ! !
You know two cantrips of your choice from the wizard spell list. You use Intelligence as your
spellcasting ability (see the section on Spellcasting for more information). You learn a third
cantrip at 11th level.!
! When you make a melee attack, you can instead cast an attack cantrip. The range
becomes melee, and the damage does not increase at higher levels.!
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UARMORED DEFENSE! ! ! ! ! ! ! ! ! !
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier +
your Intelligence modifier.!
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FIGHTING STYLE! ! ! ! ! ! ! ! ! ! !
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options.
You can't take a Fighting Style more than once, even if you later get to choose again.!
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DEFENSE!
You gain a +1 bonus to AC.!
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DUELING!
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2
bonus to damage rolls with that weapon.!
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GREAT WEAPON FIGHTING!
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you
are wielding with two hands, you can reroll the die and must use the new roll. The weapon must
have the two-handed or versatile property for you to gain this benefit.!
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PROTECTION!
When a creature you can see attacks a target other than you that is within 5 feet of you, you can
use your reaction to impose disadvantage on the attack roll.!
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SPELLCASTING! ! ! ! ! ! ! ! ! ! ! !
By 2nd level, you have learned to draw on more powerful arcane magic through study to cast
spells as a wizard does. See chapter 10 for the general rules of spellcasting and chapter 11 for
the wizard spell list.!
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SPELLBOOK!
At 2nd level, you have a spellbook containing three 1st-level wizard spells of your choice.!
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PREPARING AND CASTING SPELLS!
The swordmage table shows how many spell slots you have to cast your spells of 1st level and
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 when you finish a long rest.!
! You prepare the list of wizard spells that are available for you to cast. To do so, choose a
number of wizard spells from your spellbook equal to your Intelligence modifier + half your
swordmage level, rounded down (minimum of one spell). The spells must be of a level for which
you have spell slots.!
! For example, if you are a 5th-level swordmage, you have four 1st-level and two 2nd-
level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of
1st or 2nd level, in any combination. If you prepare the 1st-level spell burning hands, you can
cast it using a 1st-level or a 2nd-level slot. 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 wizard 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
your list.!
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SPELLCASTING ABILITY!
Intelligence is your spellcasting ability for your wizard 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 wizard spell you cast and when making an attack roll with one.!
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Spell save DC = 8 + your proficiency bonus + your Intelligence modifier!
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Spell attack modifier = your proficiency bonus + your Intelligence modifier!
RITUAL CASTING!
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in
your spellbook. You don't need to have the spell prepared.!
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SPELLCASTING FOCUS!
You can use a melee weapon as a spellcasting focus for your wizard spells.!
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LEARNING SPELLS OF 1ST LEVEL AND HIGHER!
Each time you gain a swordmage level, you can add two wizard spells of your choice to your
spellbook. Each of these spells must be of a level for which you have spell slots, as shown on
the Swordmage table. On your adventures, you might find other spells that you can add to your
spellbook (see the "Your Spellbook" sidebar on page 114 of the Player's Handbook).!
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ARCANE STRIKE! ! ! ! ! ! ! ! ! ! !
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one
spell slot to deal extra damage to the target, in addition to the weapon's damage. The extra
damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st. The
damage can be acid, cold, fire, force, lightning, or necrotic.!
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SWORDMAGE TRADITION! ! ! ! ! ! ! ! ! !
When you reach 3rd level, you choose a swordmage tradition, representing a particular blend of
arcane and martial talents. Two traditions are presented here: Abjuration and Evocation, both
detailed at the end of the class description.!
! Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level.!
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ABILITY SCORE! IMPROVEMENT! ! ! ! ! ! ! ! !
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one
ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As
normal, you can't increase an ability score above 20 using this feature.!
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EXTRA ATTACK! ! ! ! ! ! ! ! ! ! ! !
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack
action on your turn.!
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SWORDMAGE WARDING! ! ! ! ! ! ! ! ! !
Starting at 6th level, you and friendly creatures within 10 feet of you gain a +1 bonus to AC. In
addition, whenever you or a friendly creature within 10 feet of you must make a saving throw
against a spell, the creature gains a bonus to the saving throw equal to your Intelligence
modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.!
! At 10th level, the range of this effect increases to 15 feet, and at 18th level it increases
to 30 feet.!
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IMPROVED ARCANE SRIKE!! ! ! ! ! ! ! ! !
By 11th level, you are so skilled at weaving arcane magic with martial strikes that all your melee
weapon attacks carry arcane power with them. Whenever you hit a creature with a melee
weapon, the creature takes an extra 1d8 damage. The damage can be acid, cold, fire, force,
lightning, or necrotic.!
! In addition, when you use a cantrip in place of a melee attack, the damage increases by
one die (of whatever type the cantrip deals).!
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DISPELLING TOUCH! ! ! ! ! ! ! ! ! ! !
Beginning at 14th level, you can use your action to end one spell on yourself or on one willing
creature that you touch.!
! You can use this feature a number of times equal to your Intelligence modifier (a
minimum of once). You regain expended uses when you finish a long rest.!
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SWORDMAGE TRADITIONS!
Swordmage traditions developed out of wizard schools. Each swordmage selects a school in
which to specialize, which naturally impacts their fighting style. !
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ABJURATION! ! ! ! ! ! ! ! ! ! ! !
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SIGNATURE SPELLS!
You learn the following spells at the swordmage levels listed. These spells are added to your
spellbook, and are in addition to the spell you gain at each level. Once you gain access to a
signature spell, you always have it prepared. Signature spells don't count against the number of
spells you can prepare each day.!
! If you gain a signature spell that doesn't appear on the wizard list, the spell is
nonetheless a wizard spell for you.!
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TRADITION OF ABJURATION SPELLS!
Paladin Level Spells

3rd sanctuary

5th warding bond

9th protection from energy

13th death ward

17th circle of power

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IMPROVED ABJURATION!
Starting at 3rd level, when you cast an abjuration spell that normally effects only you, you can
instead have it effect another willing creature.!
! You can also expand your abjuration magic to effect one additional target. Once you use
this feature, you can't use it again until you have finished a short or long rest.!
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AEGIS OF SHIELDING!
Starting at 7th level, you can use your magic to shield other creatures from harm. When another
creature within your Swordmage Warding is hit by an attack, you can use your reaction to
reduce the damage by 2d6. The amount of damage reduced increases to 3d6 at 11th level, and
4d6 at 17th level.!
! You can use this feature a number of times equal to your Intelligence modifier. When you
finish a long rest, you regain all expended uses.!
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IMPROVED WARD!
Starting at 15th level, when a creature within your Swordmage Warding is reduced to 0 hit
points, you can choose to have it drop to 1 hit point instead. Once you use this ability, you can't
use it again until you finish a long rest.!
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SUPREME AEGIS!
At 20th level, as an action, you can invoke your supreme aegis. For 1 minute, you and all
friendly creatures within your Swordmage Warding have resistance to bludgeoning, piercing,
and slashing damage as well as damage from spells.!
! In addition, for the duration, you can have multiple active abjuration spells that require
concentration. You make separate concentration checks for each spell.!
! Once you use this feature, you can't use it again until you finish a long rest.!
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EVOCATION! ! ! ! ! ! ! ! ! ! ! !
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SIGNATURE SPELLS!
You learn the following spells at the swordmage levels listed. These spells are added to your
spellbook, and are in addition to the spell you gain at each level. Once you gain access to a
signature spell, you always have it prepared. Signature spells don't count against the number of
spells you can prepare each day.!
! If you gain a signature spell that doesn't appear on the wizard list, the spell is
nonetheless a wizard spell for you.!
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TRADITION OF EVOCATION SPELLS!
Paladin Level Spells

3rd burning hands

5th scorching ray

9th fireball

13th wall of fire

17th cone of cold

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IMPROVED EVOCATION!
Starting at 3rd level, when you cast an evocation spell, you can change the damage type to any
of the following: acid, cold, fire, force, lightning, or necrotic. !
! You can also create pockets of relative safety within the effects of your evocation spells.
When you cast an evocation spell that affects other creatures that you can see, you can choose
a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on
their saving throws against the spell, and they take no damage if they would normally take half
damage on a successful save. Once you use this feature, you can't use it again until you have
finished a short or long rest.!
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AEGIS OF ASSAULT!
Starting at 7th level, you can use your magic to punish those who attack your allies. When
another creature within your Swordmage Warding hits a friendly creature with an attack, you can
use your reaction to teleport next to the attacker and make a melee spell attack. On a hit, the
target takes 2d10 damage of a type you choose, as well as an effect as shown below. The
damage increases to 3d10 at 11th level, and 4d10 at 17th level. !
! You can use this feature a number of times equal to your Intelligence modifier. When you
finish a long rest, you regain all expended uses.!
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Damage
Effect
Type

Acid The target takes an additional 2d6 acid damage at the end of its next turn. Increase the
damage to 3d6 at 11th level, and 4d6 at 17th level.

Cold The target's speed is reduced to 0 until the end of its next turn.

Fire The target takes an additional 2d6 fire damage at the end of its next turn. Increase the
damage to 3d6 at 11th level, and 4d6 at 17th level.

Force You can push the target up to 15 feet in any direction.

Lightning Two additional creatures within 15 feet of the target take 1d6 lightning damage (Dexterity
save for half). Increase to three creatures at 11th level, and four at 17th level.

Necrotic The target has disadvantage on attack rolls until the end of its next turn.
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IMPROVED WARD!
Starting at 15th level, when a hostile creature moves into your Swordmage Warding or starts its
turn there, it must succeed on a Dexterity saving throw or take 1d8 damage. The damage can
be acid, cold, fire, force, lightning, or necrotic.!
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SUPREME AEGIS!
At 20th level, as an action, you can invoke your supreme aegis. For 1 minute, hostile creatures
within your Swordmage Warding have disadvantage on saving throws against evocation spells.
You and all friendly creatures within your Swordmage Warding deal an extra 1d8 damage on
weapon attacks. The damage can be acid, cold, fire, force, lightning, or necrotic.!
! In addition, for the duration, whenever you cast an evocation spell that has a casting
time of 1 action, you can cast it using a bonus action instead.!
! Once you use this feature, you can't use it again until you finish a long rest.!
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