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.
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## 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.
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### 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.
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#### 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.
*Swordmage* is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards.
Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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##### 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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