Swordmage - 5e Half-Caster based on Warlock Pact Casting

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Class: Swordmage
D&D 5e

Swordmage

This class is a defense-focused half caster, based on the Warlock; i.e. fewer spell slots that replenish after short rest.
Each of the Swordmage Archetypes has a unique feature, the Swordmage Aegis, modeled after Unearthed Arcana's Stone Sorcerer, as well as 4th Edition's own swordmage feature.
The Arcane Invocations are similarly modeled after the Warlock's invocations, and many are based off swordmage feats and utility powers from 4th Edition.
This class is intended to be reliable, flexible, and resourceful. Swordmages control the fight, but do not deal excessive damage.


The Swordmage
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Spell Level Inovcations Known
1st +2 Sword Bond, Unarmored Defense, Swordmage Warding
2nd +2 Fighting Style, Blade Magic 2 2 1 1st
3rd +2 Swordmage Archetype, Arcane Invocations 2 3 1 1st 2
4th +2 Ability Score Improvement 3 3 1 1st 2
5th +3 3 4 2 2nd 3
6th +3 Swordmage Aegis Feature 3 4 2 2nd 3
7th +3 Arcane Duelist 3 5 2 2nd 4
8th +3 Ability Score Improvement 3 5 2 2nd 4
9th +4 Aether Step 3 6 2 3rd 5
10th +4 Swordmage Aegis Feature 4 6 2 3rd 5
11th +4 Improved Aegis 4 7 2 3rd 5
12th +4 Ability Score Improvement 4 7 2 3rd 6
13th +5 Esoteric Arcanum (4th level) 4 8 2 3rd 6
14th +5 Swordmage Aegis Feature 4 8 2 3rd 6
15th +5 Improved Arcane Duelist 4 9 3 3rd 7
16th +5 Ability Score Improvement 4 9 3 3rd 7
17th +6 Esoteric Arcanum (5th level) 4 10 3 3rd 7
18th +6 Swordmage Aegis Feature 4 10 3 3rd 8
19th +6 Ability Score Improvement 4 11 3 3rd 8
20th +6 Aegis Mastery 4 11 3 3rd 8

Multiclassing

Ability Score Minimum: Constitution 13 and Intelligence 13

If you have both the Spellcasting class feature and the Blade Magic class feature from the swordmage class, you can use the spell slots you gain from the Blade Magic feature to cast spells you know or have prepared from the classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast swordmage spells you know.

If you have both the Pact Magic class feature from the warlock class and the Blade Magic class feature from the swordmage class, your warlock spell slots and spell level are separate and independent from your swordmage spell slots and spell levels. Any spell you know that appears on both the warlock spell list and the swordmage spell list can be cast using either a warlock spell slot or a swordmage spell slot.

Class Features

As a swordmage, you gain the following class features.

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 swordmage level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, shortswords, longswords, greatswords, rapiers, scimitars
  • Tools: none

  • Saving Throws: Constitution, Intelligence
  • Skills: Arcana, and two from Athletics, History, Insight, Intimidation, Investigation, Perception, Persuasion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) an explorer's pack or (b) a scholar's pack
  • A martial melee weapon, and two daggers

Sword Bond

You learn a ritual that creates a magical bond between yourself and one melee weapon you have proficiency with. You perform the ritual over the course of 1 hour, which can be done 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 can’t be disarmed of that weapon unless your are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. If you attempt to bond with a second weapon, you must break the bond with the first.

A bonded weapon gains the thrown property (range 15/45) if it does not already have it.

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.

Swordmage Warding

You gain a +2 bonus to AC while you are conscious, wielding a bonded weapon in one hand, and your other hand is free; that is, not carrying a shield, an off-hand weapon, or anything else. You may gain the two-handed benefits of a versatile weapon without losing this bonus.

Additionally, while this ability is active, you are considered to be wielding a shield for any feature requiring the use of a shield. Any feature requiring lack of a shield may still be used.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

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.

Gathering Steps

When you are wielding a light or finesse weapon in one hand and your other hand is free, the weapon you are wielding is considered to have the reach property, if it does not have it already.

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, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Mariner

As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.

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. You must have the Swordmage Aegis feature active, or be wielding a shield.

Blade Magic

By the time you reach 2nd level, your arcane research and practice have given you facility with spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and the end of the class description for the swordmage spell list.

Cantrips

You know two cantrips of your choice from the swordmage spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Swordmage table.

Spell Slots

The Swordmage table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your swordmage spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 7th level, you have two 2nd-level spell slots. To cast the 1st-level spell Thunderwave, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells Known of 1st Level and Higher

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 more swordmage spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 9th level, for example, you learn a new swordmage spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the swordmage spells you know and replace it with another spell of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your swordmage spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a swordmage spell you cast when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Spellcasting Focus

You can use your bonded weapon as a spellcasting focus for your swordmage spells.

Swordmage Archetype

At 3rd level, you choose an archetype and gain the associated Swordmage Aegis feature: Assault, Shielding, or Ensnarement, each detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level.

Arcane Invocations

At 3rd level, you gain two arcane invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain swordmage levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Swordmage table.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

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.

Arcane Duelist

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Additionally, all attacks made with your bonded weapon are considered magical for the purposes of overcoming resistances and immunities.

Aether Step

Starting at 9th level, you may choose to forgo your normal movement for a turn and instead teleport up to 15 feet or half your speed, whichever is greater, to an unoccupied location that you can see.

You may use this feature a number of times equal to your Intelligence modifier, and regain all uses after finishing a short or long rest.

Improved Aegis

Staring at 11th level, whenever you use your Swordmage Aegis feature, you may grant an aegis to 2 allied creatures within range.

Esoteric Arcanum

At 13th level, your training has unlocked a magical secret called an arcanum. Choose one 4th-level spell from the swordmage spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

At 17th level, you gain an additional swordmage spell of your choice that can be cast this way, of 5th level. You regain all uses of your Esoteric Arcanum when you finish a long rest.

Improved Arcane Duelist

Starting at 15th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

Aegis Mastery

At 20th level, you gain mastery of your protective magic. Whenever you use your Swordmage Aegis feature, you may grant an aegis to 3 allied creatures within range.

Swordmage Archetypes

The swordmage is a master of defensive magic. Every swordmage can grant an Aegis to one of their allies, a defensive shield that helps them resist attacks.

Different archetypes allow the swordmage to specialize in offense, defense, or battlefield control.

Aegis of Assault

As a bonus action, you can grant an aegis to one allied creature you can see within 60 feet of you. Any attacks made against this target that do not include you as a target are made with disadvantage. You must be wielding a bonded weapon in one hand and your other hand must be free to use and maintain this ability. This effect lasts for one minute, until you use it again, or until you are incapacitated.

In addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to teleport to an unoccupied space you can see with 5 feet of the attacker. You can then make one melee weapon attack against the attacker. If that attack hits, it deals an extra 1d10 force damage. This extra damage increases to 2d10 at 11th level and 3d10 at 17th level.

Lashing Ward

At 6th level, you gain greater control over the elements through applied usage of the arcane. You can spend a bonus action to infuse your ward with one of the following elements: acid, cold, fire, lighting, or thunder. At the start of your turn, each hostile creature within 5 feet of you takes damage of the chosen element equal to your intelligence modifier.

This effect lasts for 1 minute or until you dismiss the effect (no action). Once you use this feature, you can’t use it again until you finish a short or long rest.

Vigorous Assault

Starting at 10th level, whenever you use your aegis of assault to teleport, you gain temporary hit points equal to 3 + your Constitution modifier.

Extra Attack

Beginning at 14th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Improved Aether Step

Starting 18th level, whenever you use your Aether Step feature, you can teleport up to 30 feet or your full speed, whichever is greater.

Aegis of Shielding

As a bonus action, you can grant an aegis to one allied creature you can see within 60 feet of you. Any attacks made against this target that do not include you as a target are made with disadvantage. You must be wielding a bonded weapon in one hand and your other hand must be free to use and maintain this ability. This effect lasts for one minute, until you use it again, or until you are incapacitated.

In addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to reduce the damage dealt to the target by 5 plus your Constitution modifier. This reduction is increased to 10 plus your Constitution modifier at 11th level and 15 plus your Constitution modifier at 17th level.

Elemental Ward

At 6th level, you gain greater control over the elements through applied usage of the arcane. You can spend a bonus action to infuse your ward with one of the following elements: acid, cold, fire, lighting, or thunder. You gain resistance to the chosen element. While the effect lasts, any allied creature within 5 feet of you also has resistance to the chosen element.

This effect lasts for 1 minute or until you dismiss the effect (no action). Once you use this feature, you can’t use it again until you finish a short or long rest.

Greater Aegis of Shielding

Starting at 10th level, whenever you use your aegis of shielding to reduce the damage from an enemy's attack, that allied creature gains temporary hit points equal to 3 + your Constitution modifier.

Aether Cloak

Starting at 14th level, you may expend one use of your Aether Step feature to turn invisible as a bonus action. This condition lasts until the end of your next turn.

Arcane Warding

At 18th level, you gain proficiency in Strength and Dexterity saving throws. In addition, any saving throw you make against a spell that targets only you is made with advantage.

Aegis of Ensnarement

As a bonus action, you can grant an aegis to one allied creature you can see within 60 feet of you. Any attacks made against this target that do not include you as a target have disadvantage. You must be wielding a bonded weapon in one hand and your other hand must be free to use and maintain this ability. This effect lasts for one minute, until you use it again, or until you are incapacitated.

In addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to teleport the attacker to an unoccupied space within 5 feet of you. Additionally, any attack rolls made against this target have advantage until the end of your next turn. If no unoccupied space exists adjacent to you, you can't use this reaction, and the target does not grant advantage.

Grasping Ward

Starting at 6th level, you can spend a bonus action to enhance your ward. Any hostile creature that starts its turn within 5 feet of you cannot use the Dash or Disengage action on its turn, and any attacks an affected creature makes on its turn that do not include you as a target have disadvantage.

This effect lasts for 1 minute or until you dismiss the effect (no action). Once you use this feature, you can’t use it again until you finish a short or long rest.

Ensnaring Flourish

Starting at 10th level, whenever you use aegis of ensnarement to teleport an enemy, you gain a bonus to damage rolls on melee attacks against that enemy, equal to 3 + your Constitution modifier, until the end of your next turn.

Additional Fighting Style

At 14th level, you can choose a second option from the Fighting Style class feature.

Inescapable Aura

Starting at 18th level, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Arcane Invocations

If an arcane invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Aegis Vitality

Whenever a creature protected by your Swordmage Aegis is the target of an attack that does not include you as a target, you gain 3 temporary hit points.
Increase the temporary hit points to 5 at 11th level, and to 8 at 17th level.

Aether Leap

Prerequisite: Aether Step swordmage feature

The distance you can teleport using Aether Step is increased by 5 feet. Starting at 17th level, this is increased by an additional 5 feet.

Agonizing Burst

Prerequisite: sword burst cantrip

When you cast sword burst, add your Intelligence modifier to the damage it deals on a failed saving throw.

Arcane Mutterings

You may make an Arcana check in place of a Deception, Intimidation, or Persuasion check. You can’t do so again until you finish a short or long rest.

Arcane Reach

Prerequisite: 11th level, Dexterity 15

When casting a spell having an area of effect and yourself as the point of origin, you may instead select a different point of origin within 10 feet. Any range specified by the spell is then based on the new point of origin.

Arcane Sight

You can cast detect magic or identify without using a swordmage spell slot. You may use this feature a number of times equal to your Intelligence modifier, and regain all uses after finishing a long rest.

Arcane Smite

Prerequisite: 5th level

Once per turn when you hit a creature with your bonded weapon, you can expend a swordmage spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.

Arcane Trickery

You learn the cantrips mage hand and minor illusion. These do not count against your known cantrips.

Blademage's Expertise

Any spell attack you make targeting an allied creature is made with disadvantage. Additionally, allied creatures gain advantage on saving throws against spells that you cast.

Bolstering Warding

Prerequisite: 16th level

As a bonus action, you can enter a defensive stance. While in this stance, before making saving throws at the end of each turn, remove one effect on yourself that a save can end. This stance lasts for 1 minute, and you can’t enter this stance again until you finish a long rest.

Crippling Grasp

Prerequisite: shocking grasp cantrip

When you hit a creature with shocking grasp, the target must make a Constitution saving throw versus your spell save DC. On a failed save, it falls prone and cannot use more than half its movement on its next turn.

Dimensional Warp

As a bonus action, select yourself and one allied creature within 15 feet, or two allied creatures within 15 feet of you. Both targets must occupy the same size. Each target teleports into the other’s space. You can’t do so again until you finish a short or long rest.

Dowsing Blade

Prerequisite: 6th level

While holding a bonded weapon, you can cast locate object once without using a swordmage spell slot. You can't do so again until you finish a long rest.

Elemental Aether

Prerequisite: Aether Step swordmage feature

Whenever you use your Aether Step, you may choose to imbue the teleportation with one of the following elements: acid, cold, fire, lightning, or thunder. Every creature within 5 feet of your destination must make a Constitution saving throw versus your spell save DC, and takes 1d6 damage of the chosen element on a failed save. This damage is increased to 2d6 starting at 17th level.

Elemental Shielding

You can cast absorb elements or armor of Agathys once as a 1st-level spell without using a swordmage spell slot. You can't do so again until you finish a short or long rest.

Escalating Assault

Prerequisite: Aegis of Assault swordmage archetype

After making a melee weapon attack granted by the aegis of assault feature, you gain advantage on future melee attacks granted by the aegis of assault feature against the same target. This bonus lasts for 1 minute, or until the you fall unconscious.

Grasping Ensnarement

Prerequisite: Aegis of Ensnarement swordmage archetype

When you use aegis of ensnarement to teleport an enemy, that enemy’s speed is reduced to 10 feet, if it was higher than that, until the end of your next turn.
Starting at 17th level, the enemy’s speed is instead reduced to 0.

Hasty Divination

Prerequisite: true strike cantrip

You can cast true strike once as a bonus action. When cast this way, you gain advantage on your next attack against the chosen target. You can't do so again until you finish a short or long rest.

Impenetrable Warding

Prerequisite: 10th level

As a bonus action, you can enter a defensive stance. While in this stance, you gain advantage on all saving throws to avoid the effects of a spell or an attack. This stance lasts for 1 minute, and you can’t enter this stance again until you finish a long rest.

Intelligent Blademaster

You can use your Intelligence modifier instead of your Strength or Dexterity modifier when making an attack with a bonded weapon.

Lure of Lethargy

Prerequisite: lightning lure cantrip

When a creature fails its saving throw against your lightning lure, you can reduce that creature’s speed by 10 feet until the end of your next turn.

Mage's Sight

You can see normally in darkness, both magical and non-magical, to a distance of 120 feet.

Master Arcanist

Prerequisite: 19th level

Choose an additional 5th-level spell from the swordmage spell list. You may cast this spell instead of your chosen 5th-level arcanum when using the Esoteric Arcanum feature.

Rapid Aegis Reaction

Prerequisite: 19th level

The first time you use your reaction granted by your Swordmage Aegis each round, it does not count toward the normal limit on the number of reactions you can take in one round. You still cannot use this reaction more than once per triggering event.

Repelling Thunder

Prerequisite: booming blade cantrip

When you hit a creature with booming blade, you can push the creature up to 10 feet away from you in a straight line.

Resistive Warding

You learn the cantrips blade ward and resistance, and may cast both as a single action. These do not count against your known cantrips.

Resourceful Arcanist

Prerequisite: 15th level

Choose an additional 4th-level spell from the swordmage spell list. You may cast this spell instead of your chosen 4th-level arcanum when using the Esoteric Arcanum feature.

Retributive Shield

Prerequisite: Aegis of Shielding swordmage archetype

When you use your aegis of shielding to reduce the damage from an enemy's attack, you gain advantage on attack rolls against that creature until the end of your next turn.

Solid Sound

Prerequisite: 11th level, Constitution 13

After casting a spell that deals thunder or force damage, choose a pair of the following: Strength and Constitution, Dexterity and Intelligence, or Wisdom and Charisma. You gain advantage against saving throws using the chosen abilities to avoid the effects of a spell or an attack until the end of your next turn.

Swordmage Spell List

Cantrips (0 Level)
  • Blade Ward
  • Booming Blade
  • Green-Flame Blade
  • Lightning Lure
  • Mage Hand
  • Minor Illusion
  • Resistance
  • Shocking Grasp
  • Sword Burst
  • True Strike
1st Level
  • Absorb Elements
  • Armor of Agathys
  • Burning Hands
  • Chaos Bolt
  • Chromatic Orb
  • Compelled Duel
  • Detect Magic
  • Earth Tremor
  • Ensnaring Strike
  • Expeditious Retreat
  • Identify
  • Mage Armor
  • Shield
  • Thunderwave
  • Zephyr Strike
2nd Level
  • Blur
  • Cloud of Daggers
  • Detect Thoughts
  • Invisibility
  • Locate Object
  • Magic Weapon
  • Mirror Image
  • Misty Step
  • Protection from Poison
  • See Invisibility
  • Warding Bond
3rd Level
  • Blink
  • Conjure Barrage
  • Counterspell
  • Dispel Magic
  • Elemental Weapon
  • Life Transference
  • Nondetection
  • Protection from Energy
  • Thunder Step
  • Tongues
  • Vampiric Touch
4th Level
  • Arcane Eye
  • Dimension Door
  • Elemental Bane
  • Fire Shield
  • Freedom of Movement
  • Greater Invisibility
  • Locate Creature
  • Otiluke’s Resilient Sphere
  • Stoneskin
5th Level
  • Antilife Shell
  • Conjure Volley
  • Destructive Wave
  • Far Step
  • Legend Lore
  • Mislead
  • Scrying
  • Steel Wind Strike
  • Telekinesis
  • Teleportation Circle
  • Wall of Force
  •  
 

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