Swordmage

by WarrenTheHero

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Swordmage

Swordmage

In the realm of mystic warriors, the Swordmage emerges as an unparalleled fusion of arcane mastery and martial finesse. Distinct from traditional spellcasters, Swordmages seamlessly integrate magic into each strike, transcending the conventional boundaries of magical practitioners. Their unique teleportation magic sets them apart, offering a strategic advantage that caters to various roles, be it adventurers, scholars, or vigilant bodyguards.

Swordmagic distinguishes itself from standard spellcasting traditions. Unlike Wizards who incant spells from a distance, Swordmages infuse every strike with a magical flourish, connecting the physical and mystical arts in a profound symbiosis. Each swing of the blade becomes a manifestation not only of skill but of spirit, with flames and sparks accompanying strikes, creating a dazzling spectacle on the battlefield.

The art of Swordmage training commences with the development of a profound connection with their blade. This bond surpasses the conventional warrior-tool relationship, evolving into an extension not just of their body but of their very spirit. Mastery over their blade becomes a magical feat, allowing them to summon it from any distance— an essential skill that renders them helpless without their trusty weapon.

Central to the Swordmage's arsenal is the potent magic of the Aegis. This extraordinary ability empowers them to mystically Mark a creature, allowing them to teleport to their Mark in an instant whenever it becomes entangled with combat. Whether disrupting foes or shielding allies, the Aegis stands as a pinnacle of Swordmage power. It's this mystical skill that cements their reputation as notorious fighters and indispensable assets within any group, turning the tide of battle with each activation.

In the awe-inspiring dance of steel and spell, Swordmages redefine the very essence of combat. The battlefield becomes their canvas as they teleport effortlessly, matching blade to blade while conjuring elemental forces. Their mastery over Swordmagic, complemented by the formidable Aegis, positions Swordmages as peerless champions— a testament to the persuasive allure of a class that transcends the conventional, inviting adventurers to embark on a journey where each strike, teleportation, and magical flourish tells a story of unparalleled mastery and strategic brilliance.


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 + CON Modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + CON Modifier for each level after 1st

1
Swordmage
Level Proficiency
Bonus
Features Cantrips
Known
1st 2nd 3rd 4th 5th
1st +2 Weapon Bond, Spellcasting 3 2
2nd +2 Martial Arcana, Runic Strike 3 2
3rd +2 Aegis 3 3
4th +2 Ability Score Improvement 3 3
5th +3 Extra Attack, Improved Throw 3 3 2
6th +3 Aegis Feature 4 3 2
7th +3 Dimensional Rift 4 4 3
8th +3 Ability Score Improvement 4 4 3
9th +4 Arcane Investiture 4 4 3 2
10th +4 Aegis Feature 4 4 3 2
11th +4 Mythal Recovery 5 4 3 3
12th +4 Ability Score Improvement 5 4 3 3
13th +5 Arcane Transport 5 4 3 3 1
14th +5 Arcane Awareness 5 4 3 3 1
15th +5 Aegis Feature 5 4 3 3 2
16th +5 Ability Score Improvement 5 4 3 3 2
17th +6 Bladerunes 5 4 3 3 3 1
18th +6 Aegis Feature 5 4 3 3 3 1
19th +6 Ability Score Improvement 5 4 3 3 3 2
20th +6 Boundless 5 4 3 3 3 2

Proficiencies


  • Armor: light armor
  • Weapons: simple weapons
  • Tools: Calligrapher's supplies and your choice of Carpenter's Tools, Jeweler's Tools, Painter's Supplies, Smith's Tools, or Tinker's Tools

  • Saving Throws: Constitution, Intelligence
  • Skills: Arcana and two of your choice from Acrobatics, Athletics, History, Insight, Investigation, Perception, and Stealth

Equipment

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

  • One melee weapon of your choice and a suit of leather armor
  • (a) shortbow and quiver of 20 arrows or (b) a longsword
  • Two sets of tools you are proficient with
  • (a) a dungeoneer's pack or (b) explorer's pack

Weapon Bond

Central to the Swordmage arts is the mastery of the blade. An unarmed Swordmage is little more than a normal warrior, but with sword in hand, they are

impeccable duelists with mastery over the battlefield.

Swordmage's Arsenal

You gain proficiency with daggers, lances, longswords, glaives, greatswords, rapiers, scimitars, and shortswords. Such weapons are called Swordmage Weapons, and you can use any Swordmage weapon you wield as an Arcane Focus.

Arcane Bond

You can bond yourself a single weapon in an hour-long ritual of meditation and focus, at the end of which you touch one Swordmage Weapon and bond to it. As a Bonus Action, you can cause this weapon to teleport to your hand as long as it is on the same plane as you. The weapon radiates Conjuration magic under the scrutiny of Detect Magic, and is considered magical for the purposes of overcoming damage Resistance.

In addition, the weapon gains the Thrown property with a range of 20/40. A light weapon instead has a range of 30/60 and a Heavy weapon has a range of 15/30. Immediately after making a Thrown attack with this weapon, it teleports back to your grasp.

You can end your bond with a Bonded Weapon as an Action. You can also transfer your bond from one weapon to another in a similar ritual described above, keeping a bond of some sort continuously the entire time, transfering smoothly to the new weapon.

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Swordmage Warding

While you are wielding a bonded Swordmage Weapon and are not wearing a shield or medium or heavy armor, you can replace your Dexterity Modifier with your Intelligence Modifier + 2 when calculating your AC.

If you are wielding your Bonded Weapon in one hand are holding nothing else (including shields), increase your AC by an additional 2.

Spellcasting

As a student of arcane magic, you have a Spellbook containing spells that show the first glimmerings of your true power.

Cantrips

At 1st level, you know three cantrips of your choice from the Swordmage spell list. You learn additional Swordmage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Swordmage table.

Spellbook

At 1st level, you have a Spellbook containing four 1st-level Swordmage spells of your choice. Your Spellbook is the repository of the Swordmage spells you know, except your cantrips, which are fixed in your mind.

The spells that you add to your Spellbook as you gain levels reflect the arcane research you conduct on your own, as well as your ability to combine such mystic research with your practiced blade stances. You might find other spells during your adventures. You could discover a spell etched onto a magical blade, for example, or in locked within the Spellbook of a rival Swordmage.

Copying a Spell into the Book. When you find a Swordmage spell of 1st level or higher, you can add it to your Spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.

Copying a spell into your Spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the Swordmage who wrote it. You must practice the spell until you understand the sounds and blade flourishes required, then transcribe it into your Spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, the cost of renting a portion of a training-ground to spar and practice your new blade technique, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Book. You can copy a spell from your own Spellbook into another book- for example, if you want to make a backup copy of your Spellbook. This is just like copying a new spell into your Spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only

1 hour and 10 gp for each level of the copied spell.

If you lose your Spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new Spellbook. Filling out the remainder of your Spellbook requires you to find new spells to do so, as normal. For this reason, many Swordmages keep backup Spellbooks in a safe place.

The Book's Appearance. Your Spellbook is a unique even compared to a Wizard's, as it involves not just magical notation but martial explanation. Each spell within describes both the magical incantations required for the spell, but also the martial arts movements and blade techniques requires to use it as part of Swordmagic. Beyond that, your Spellbook can vary wildly, from a sensible and road-worthy leather tome to a loose collection of pages torn from training manuals with arcane notes scribbled in the margins.

Preparing and Casting Spells

The Swordmage table shows how many spell slots you have to cast your Swordmage 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 Swordmage spells that are available for you to cast. To do so, choose a number of Swordmage spells from your Spellbook equal to your Intelligence Modifier + 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're 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, chosen from your Spellbook. If you prepare the 1st-level spell Blastback Swipe, 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 Swordmage spells requires time spent studying your Spellbook and memorizing the incantations and flourishes you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your Swordmage spells. Your magic comes from the intense study and disciplined practice of precise arcane combat maneuvers. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence Modifier when setting the saving throw DC for a Swordmage spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence Modifier

Spell attack Modifier = your proficiency bonus +

your Intelligence Modifier
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Ritual Casting

You can cast a Swordmage spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook. You don't need to have the spell prepared.

Spellcasting Focus

You can use your Bonded Weapon as a spellcasting focus for your Swordmage spells.

Learning Spells of 1st Level and Higher

Each time you gain a Swordmage level, you can add two Swordmage spells of your choice to your Spellbook. 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.

Martial Arcana

At 2nd level, you develop a deep understanding of how to use small bursts of magical power to fuel feats of athleticism. While wielding your Bonded Weapon, any time you would make a Strength(Athletics) check, you can instead make a Strength(Arcana), Intelligence(Athletics), or Intelligence(Arcana) check instead, as your martial magic infuses your body in moments of strife.

Arcane Lance

At 2nd level, you can activate the magic of a spell inscribed on your Bonded Weapon as you strike with it. When you cast a spell of 1st level or higher with a cast time of 1 Action that requires a Spell Attack Roll and targets only a single creature, you can infuse its power into your Bonded Weapon. If you do so, instead of the spell's normal effects, you immediately make an Attack with your weapon.

If you hit, you apply your weapon's damage as normal, in addition to the effects of the spell, as though you had hit with its Spell Attack Roll. If the spell could target multiple creatures, such as Scorching Ray, it targets only the struck creature, and only once. If you miss, the spell and its spell slot (if any) are lost as normal. You may also infuse your weapon with Magic Missile in this manner despite that spell not requiring an Attack Roll, though it is also lost on a miss.

Swordmage's Aegis

Other mages are able to teleport or to bond magical weapons, but the truly unique magic known only to practitioners of Swordmagic is their Aegis. Swordmages use a special defensive magic that allows them to respond immediately to predetermined threats. This skill alone makes them feared warriors, let alone their other magic.

At 3rd level, choose an Aegis to utilize: Aegis of Assault, Aegis of Ensarement, or Aegis of Shielding.

Aegis

When you select this Aegis at 3rd level, you gain the ability to project a field of protective magics around you as a Bonus Action. This field, called your Aegis, extends from you in all directions in a 60 foot radius and lasts for 1

minute. Your Aegis is usually invisible, but radiates powerful Abjuration and Conjuration magic to Detect Magic. At your option, instead of being invisible, your Aegis is accompanied by a strong visual flair, such as ethereal shields appearing around your allies, or dimensional power radiating off your Bonded Weapon.

When you activate your Aegis, and as a Bonus Action while it is active, you can Mark a creature you can see within 60 feet. The Mark lasts until you Mark a different creature, when the creature is outside of your Aegis, or when the Aegis ends. The Aegis that you choose changes how you interact with your Marked target, but each Aegis allows you to use your Reaction to teleport to the side of the Marked target when certain conditions are met.

You can activate your Aegis twice, regaining all uses after completing a Long Rest. While you have no uses remaining, you can expend a Spell Slot to activate it.

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.

Extra Attack

At 5th level, you can make a second attack when you take the Attack Action on your turn.

Improved Throw

By 5th level, you've learned to infuse your Bonded Weapons with weak magic, making them easier to throw. Increase the Throw range of all of your Bonded Weapons by +5/+10.

Dimensional Rift

The crux of Swordmage magic is teleportation. At 7th level, you learn Misty Step if you didn't already know it, and can cast it without expending a Spell Slot. Once you have cast it this way, you cannot do so again until you complete a Long Rest. At 9th, 13th, and 17th levels, you increase the amount of times you can cast Misty Step this way by 1, to a maximum of four times at level 17.

Arcane Investiture

As a frontline combatant, avoiding harm is a necessary part of a Swordmage's battle strategies. Beginning at 9th level, you can use an Action to pour runoff power from your arcane bond into fortifying your defense. When you do so, you become Proficient with one Saving Throw of your choice for 10 minutes. You must Concentrate (as with a spell) to benefit from Arcane Investiture, and lose the Proficiency when you lose Concentration. If you lose your Concentration, you can use this Action again during the 10-minute duration to re-gain the chosen Proficiency, Concentrating once again.

Once you activate Arcane Investiture's duration, you must complete a Long Rest before doing so again.

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Mythal Recovery

The ability of Swordmages to use their magic to keep their bodies moving long after other warriors would have collapsed makes them terrifying opponents. Starting at 11th level, you can use a Bonus Action to expend a Spell Slot, restoring your body. You gain 15 temporary hit points and an additional 5 per level of the expended slot, which last for 1 minute. In addition, you can end your choice of one of the Blinded, Deafened, or Paralyzed, Petrified, Poisoned, or Stunned conditions on yourself, or to reduce your Exhaustion level by 1. For each level of the expended slot above 1st, you can end an additional condition or reduce your Exhaustion by an additional level.

If you are Paralyzed, Petrified, or Stunned, you can use Mythal Recovery despite being Incapacitated, though you must expend a 4th level or higher slot to do so.

Once you have used Mythal Recovery, you cannot use it again until you complete a Long Rest.

Arcane Transport

At 13th level, you can use your teleportation magic to assist your allies. You learn Dimension Door if you didn't already know it, and it does not count against the amount of spells you know. You can cast Dimension Door without expending a spell slot. Once you have cast it this way, you cannot do so again until you complete a Long Rest.

Arcane Awareness

Starting at 14th level, your magical power allows you to perceive foes with supernatural clarity. While your Aegis is active, unseen enemies within your Aegis do not gain Advantage to attack you solely for being Unseen.

In addition, if you are surprised at the beginning of combat and aren't Incapacitated, you can act normally on your first turn, but only if you activate your Aegis before doing anything else.

Blade Runes

At 17th level, you've unlocked the ancient understanding of the earliest Swordmage magic, called Bladerunes. At 17th level, you learn one of the following Bladerunes, which must be inscribed on your Bonded Weapon. A Bladerune can only be used once, and you regain your ability to use that Bladerune when you finish a Long Rest. At 19th level, you learn a second Bladerune. Some Bladerunes have different effects depending on your Aegis.

Whenever you gain a level in this class, you can replace one Bladerune you know with another, but you can never re-learn a Bladerune you've replaced this way.

Disintigrating Strike

This powerful Bladerune damages the very weapon it is placed upon; any nonmagical weapon bearing it is reduced to a useless, fine dust after a day. When you hit a creature with the etched weapon, you can deal an additional 10d6+40 Force damage. The target is

disintegrated if this damage leaves it with 0 hit points. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

If the target is a Huge or larger object or creation of force, the effect disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this Bladerune.

Forceful Dismissal

Your etched weapon is able to cut through the ethereal binds that connect creatures to this plane. When the etched weapon damages a creature, you can activate this Bladerune toforce the target to make a Charisma save or be Dismissed for 1 minute. You must Concentrate on this Dismissal as though on a spell. A Dismissed creature is shunted to a harmless demiplane, Incapacitated. If you Concentrate on the Dismissal for the full minute, the creature is fully banished to a harmless space in the Astral Sea. If you lose Concentration before that, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
Aegis of Ensarement: You have Advantage on Concentration saves to maintain the Dismissal.

Forceful Rebuke

Your Bonded Weapon is capable of repelling an army, as long as you are by its side. As an Action, you unleash its power in a 15-foot radius. You magically strike at each creature in that radius, forcing it to make a Strength saving throw. On a failure, a creature takes 10d10 Force damage and is pushed 15 feet away from you and knocked Prone. On a successful save, a creature takes half damage and is pushed 5 feet, but is not knocked prone.
Aegis of Assault: After the blade's power is unleashed, it remains charged for some time. For 1 minute, you deal 1d10 a dditional Force damage to creatures Marked by your Aegis.
Aegis of Ensnarement: Creatures that fail their save are pushed an additional 10 feet, and creatures that are knocked prone must spend all of their movement, not just half, to stand.
Aegis of Shielding: Allies within the radius do not take damage and are neither pushed nor knocked prone, as the eruption of force swirls around them protectively, granting them a +1 bonus to AC and to all saves until the end of your next turn.

Hell's Own Blade

This Bladerune is considered profane by many, and required hours of eldritch study and occult practice to learn. As an Action, you can Throw the etched weapon as though it had a Thrown Range of 120/600. If you hit a creature, your sword then explodes in an infernal cataclysm. Each creature in a 20-foot radius of the initial target, including that target, must attempt a Dexterity Save. On a failure, a creature suffers 20d6 Fire damage and is Restrained by infernal chains until the end of their next turn. A creature that succeeds takes half damage and is not Restrained. Your blade then flies back to your hand.
Aegis of Assault: The initial target, as well as each target that failed their save, is Marked by your Aegis.

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Thundering Vortex

This Bladerune constantly sparks with barely-contained power. You can activate the rune's power as an Action, striking the ground to create a whirling storm of force in a 20-foot radius, 60-foot tall cylinder centered on yourself. All creatures of your choice in the cylinder must make a Strength save or be swept up in the vortex, drawn up to the height of the cylinder. You then teleport next to each creature in the vortex whether they succeeded or failed and make a melee attack against each. If you hit a creature that was swept into the vortex your attack deals an additional 3d10 Thunder damage. You then teleport back to the space you began in, ending the vortex and causing swept up creatures to fall, unless they have a means of staying aloft.
Aegis of Shielding: Each ally in the cylinder is Marked by your Aegis for 1 minute and gains Resistance to Thunder damage for the same duration.

Boundless

At 20th level, your fusion of magical skill and physical prowess allow you to partially merge with the Weave itself when you activate your Aegis. While your Aegis is active, you reach a state of semi-apotheosis, gaining the following benefits:

  • Your Aegis's radius increases by 120 feet.
  • When you activate your Aegis, and when you use its Bonus Action to Mark creatures, you can Mark any number of creatures you are aware of.
  • You gain an unlimited amount of Reactions, but can only take one Reaction per turn.
  • Your Swordmage Warding feature increases your AC by 3.

Swordmage of Assault

Swordmages of this Aegis believe the best defense is a good offense, and the best offense is a quick and brutal assault. These Swordmages tend to be frank and aggressive, and prefer spells that focus of raw damage output.

Aegis of Assault

Whenever a creature Marked by your Aegis attacks a creature other than you, you can use your Reaction to teleport to an unoccupied space adjacent to the Marked creature. After teleporting, you can make a single Melee Weapon Attack with your Bonded Weapon.

Escalating Assault

At 6th level, you can empower your Mark when you strike during your Aegis. After you attack with the Reaction granted by your Aegis, place a mystic Sigil on your target. This Sigil is visible only to you, hovering some inches over the target's head, and lasts for 1 minute. When you attack a Sigiled creature, you gain a +1d4 bonus on the attack roll, and the Sigil disappears. You cannot place a Sigil with an attack that benefited from this feature.

Sword of Assault

At 10th level, you've learned to channel your martial magic in a split-second assault when your Aegis activates. When you make an attack as part of your Aegis Reaction, you can use Arcane Lance instead of making a normal melee weapon attack.

Elemental Assault

Starting at 15th level, when you activate your Aegis, you can use runoff magic from your activation to infuse your blade with elemental power. Choose Acid, Cold, Fire, Lighting, Thunder, or Poison damage. Fur the duration of your Aegis, your attacks with your Bonded Weapon deal an additional 1d6 damage of that type. When you Attack as part of your Aegis's Reaction, increases this damage to 2d6.

Spellsword Recall

By 18th level, you've mastered the clarity of mind of required for spellcasting even in the midst of the fiercest battles, achieving a sort of zen state as long as you keep up the assault. Whenever you hit with an attack as part of your Aegis's Reaction, roll 1d4-1 (minimum 1). You regain an expended Spell Slot of that level or lower.

Swordmage of Shielding

Swordmages of this Aegis embrace the defensive potential of their Aegis magic, using their teleportation magic to intercede between their allies and danger. These Swordmages tend to be quiet and reticent, but when they do speak, those around them listen. They prefer spells that focus on durability and protection.

Aegis of Shielding

Whenever a creature Marked by your Aegis is targeted by an attack, you can use your Reaction to teleport to an unoccupied space adjacent to the Marked creature. The space you teleport to must be in the reach or range of the triggering attack. After teleporting, the attack targets you instead of the Marked creature.

Arcane Deflection

By 6th level, you've learned to strengthen your Ward in short bursts of power. When you are targeted by an Attack, you can use your Reaction to increase your AC against that attack by 2. If the attack still hits you, you reduce the damage you take from that attack by an amount equal to your Intelligence Modifier (minimum 1), to a minimum of 1 damage taken. Apply this reduction after any other relevant Resistances or reductions.

You can use Arcane Deflection as part of your Aegis's Reaction.

Countering Thunderclap

At 10th level, you learn to disrupt your foes' spellcasting in the silence between two strikes. You learn the spell

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Counterspell, which does not count against the number of Swordmage spells you know. When you successfully counter a spell, the caster takes 1d6 Thunder damage for each slot level of the countered spell. A spell cast without using a slot causes 1d6 damage per level of the spell instead.

As part of the same Reaction used to cast Counterspell, you can teleport to an unoccupied space you can see adjacent to the caster.

Dragon Scales

By 15th level, you've mastered your Swordmage Warding to be as hard as dragonhide. While benefiting from your Swordmage Warding class feature, your AC increases by an additional 1. In addition, while benefiting from your Swordmage Warding, when you are forced to make a Strength, Dexterity, or Constitution Saving Throw, you add your Intelligence Modifier to your Save.

Sheltering Ward

At 18th level, you use the runoff arcane power of your Aegis to enlarge your Ward, protecting allies around you. When you start your turn while your Aegis is active and you are benefiting from your Swordmage Warding class feature, each creature of your choice within range of your Aegis gain a +1 bonus to AC until the start of your next turn.

Ward Force Assault

Also at 18th level, you can coalesce your Ward into a blunt arcane force. Whenever a creature misses you, a creature Marked by your Aegis, or a creature benfiting from your Sheltering Ward with an Attack, you can use your Reaction to deal 4d4 Force damage to the Attacking creature.

Swordmage of Ensnarement

Swordmages of this Aegis use tactics that frustrate and confuse, creating opportunities for allies by teleporting about the battlefield and locking down foes. These Swordmages are the flightiest of the lot, rolling from town to town and topic to topic. These Swordmages utilize spells that offer control over the battlefield and debuffing foes.

Aegis of Ensnarement

Whenever a creature Marked by your AEgis Attacks a creature other than you, or uses a spell or effect requiring a Saving Throw which doesn't include you, you can use your Reaction to teleport to an unoccupied space adjacent to the Marked creature. After teleporting, you mystically focus your allies' attacks on your target; the next attack roll made against the target before the end of your next turn has advantage. This focus persists even if you subsequently Mark a different creature.

Grasping Ensnarement

At 6th level, the disruptive power of your Aegis grows in strength. When you use your Aegis Reaction, you force

When you use your Aegis Reaction, you force the target to make a Strength Saving Throw against your Spell Save DC. On a failure, the target is bound by ethereal chains until the start of your next turn, and suffers Disadvantage on their Attack Rolls while so bound. On a success or failure, the target is also focused by your Aegis as normal.

Snare Strike

Your mastery of spell and blade allow you to infuse a greater variety of debilitating magic when you strike. Starting at 10th level, you can use Arcane Lance with any spell of 1st level or higher with a casting time of 1 Action that requires a Saving Throw and targets only a single creature, such as Hold Person.

On a hit, you apply your weapon's damage as normal, and force the target to make a Saving Throw against the cast spell. If the spell is cast at a level that allows multiple targets, such as Hold Person cast with a 3rd-level slot, Snare Strike can still only target the Attack's target. If your Attack is a critical hit, the target has Disadvantage on their save against the spell.

Arcane Tanglestep

Starting at 15th level, your Aegis can not only open your foe to a devastating attack, it can also put them into a disastrous position. After using your Aegis's Reaction to mystically focus on an enemy, you can force that creature to attempt a Charisma Saving Throw against your Spell Sace DC. On a failure, you teleport the creature up to 10 feet to an unoccupied space you can see. The new space must be of the same substance as the original space: a creature on the ground must appear on the ground, one in the water must appear in water, etc.

Exploit Weakness

At 18th level, your Aegis's ability to magically disrupt your foes goes beyond lowering their defenses, creating moments of critical weakness for your allies to exploit. When you use your Aegis's Reaction to mystically focus on a creature, the next time you or an ally of yours hits the focused creature with an attack, the creature has vulnerability to all of that attack's damage.

Swordmage of Lost Souls

Unlike most Swordmages, whose practice of the Art usually originates with the elves of Myth Drannor or the Genasi of Abeir, you have learned the way of the arcane blade from the spirits themselves, granting you powers unique even amongst Swordmages. Swordmages of this Aegis tend to have a gallows sense of humor, finding amusement and comfort in the thought of death or the afterlife.

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Aegis of Lost Souls

When a creature Marked by your Aegis attacks a creature other than you, you can use your Reaction to teleport to an unoccupied space adjacent to the Marked creature. Then, you phase them partially into the ethereal realm of the dead: roll a number of d4s equal to half your Proficiency Bonus, rounded up. Reduce the damage dealt by the attack by that amount. If the attacker is Undead, it also takes Force damage equal to that amount.

Ghost Sword

Also at 3rd level, the magic you use to Bond with a weapon allows it to extend partially into the land of the dead. Your Bonded Weapon ignores any Resistance to Bludgeoning, Piercing, and Slashing damage from Undead creatures.

Ghost Step

Starting at 6th level, the necromantic power of your Aegis drags you one step towards the afterlife. When you activate your Aegis, you shift to be partially ghostlike, becoming slightly transparent. While your Aegis is active, you do not provoke Attacks of Opportunity.

Phase Evasion

At 10th level, your slightly incorporeal form allows you to evade foes by slipping through the In-Between. When you are subjected to an effect that allows you to make a Strength or Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. If you take no damage from an effect this way, you may immediateley teleport up to 5 feet to an unoccupied space you can see.

Stalker of the In-Between

Starting at 10th level, you can siphon part of a powerful spirit's energy when it dies to fuel your Aegis. When you kill a creature whose CR is no less than half your level (rounded up), you can use a Reaction to regain one expended use of your Aegis.

Ghost Walk

At 15th level, your Aegis allows you to fully slip the bonds of the physical realm. While your Aegis is active, you can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled.

In addition, until the end of your next turn after you teleport, or while your Aegis is active, you cannot be Grappled or Restrained.

Death's Resurgence

Starting at 18th level, your constant connection to death magic grants you protection against its most potent effects, and your Aegis vastly empowers you when your own death is at hand. While your Aegis is active, you are immune to Power Word Kill.

In addition, when you are reduced to half of your maximum HP, or when you are reduced to 0 HP, you can use your Reaction to teleport to a space adjacent to a creature within your Aegis and make a Melee Weapon Attack, attempting to steal some of its life force to kick-start your own resurgence. If you hit, your attack deals 2d6 additional Necrotic damage, and you can spend a number of Hit Dice up to half of your level. If you do so, roll each die and add the result together; you instantly gain Hit Points equal to the total. If this Reaction was triggered by being reduced to 0 HP, and it ends with you having greater than that amount, at no point during the Reaction do you fall Unconscious.

After using the Reaction granted by Death's Resurgence, you cannot do so again until you complete a Long Rest, and you gain Disadvantage on all Death Saving Throws until you complete a Long Rest.

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Multiclassing

If your campaign uses the optional Multiclassing rules in the Players Handbook, use the following information to determine the required ability scores and the proficiencies you gain.


  • Ability Score Minimum: Strength 13 and Intelligence 13
  • Skill Proficiencies: Arcana, unless you were already Proficient
  • Armor and Weapon Proficiencies: Light armor, simple weapons
  • Tool Proficiencies: Calligrapher's Supplies

Optional Rules

For a little more customization, consider these optional rules, though they might alter the thematics or relative power of the Swordmage.

Arcane Gauntlet

Eschewing traditional bladed weaponry, you get up close and personal, crafting a special gauntlet which you use as a weapon. This Gauntlet is treated as a Simple Melee Weapon that deals 1d6 Bludgeoning damage, is a Swordmage Weapon, and is treated as both an Unarmed Strike and a Weapon Attack for features and spells that consider such things. Your Gauntlet cannot gain the Thrown Property, including via Weapon Bond or Falcon's Mark. At 5th level and onwards, it is counted as magical for the purposes of overcoming Resistances. If it is destroyed or lost, you can craft a new one with a access to a forge, eight hours of work, and 10g of materials.

Intelligent Blademaster

Your skill with a blade is enhanced by your Arcane mastery and your encyclopedic knowledge of combat forms and sword maneuvers. You can use your Intelligence, instead of Strength or Dexterity, for attack and damage rolls with your Bonded Weapon.

Note that this optional feature will enhance the power of the Swordmage class, as you only need to invest in your Intelligence attribute for offensive power, rather than striking a balance. This optional feature leans more towards the mage part of "Swordmage."

Credits

The Swordmage was originally created for Dungeons and Dragons 4th Edition in the Forgotten Realms Player's Guide by Rob Heinsoo, Logan Bonner, and Robert J. Schwalb. This adaptation for 5th Edition pulled inspiration from this source, as well as Arcane Power by Logan Bonner, Eytan Bernstein, Bruce R. Cordell, and Peter Lee, and Dragon Magazine issues 367, 372, and 405. Many of the items in this document were inspired by those found in the Magic Item Compendium for Dungeons and Dragons 3.5 Edition, by Andy Collins, Eytan Bernstein, Frank Brunner, Owen K.C. Stephens, and John Snead.


  • Author: Thomas Day
  • Artwork: Created by Dream.AI and Nightcafe AI
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Cantrips (0 Level)
  • Blade Ward
  • Booming Blade
  • Fire Bolt
  • Green-Flame Blade
  • Light
  • Lightning Lure
  • Mage Hand
  • Mending
  • Message
  • Prestidigitation
  • Primal Savagery
  • Ray of Frost
  • Resistance
  • Shocking Grasp
  • Sword Burst
  • Thunderclap
  • True Strike
1st Level
  • Absorb Elements
  • AlarmR
  • Blastback Swipe*AL
  • Chromatic OrbAL
  • Comprehend LanguagesR
  • Detect MagicR
  • Falcon's Mark*AL
  • Feather Fall
  • Ice KnifeAL
  • Jump
  • Lashing Asp SS
  • Lightning Clash*AL
  • Longstrider
  • Mage Armor
  • Magic Missile
  • Nimbus of Shielding*
  • Ray of SicknessAL
  • Snare SS
  • Thunderwave
  • Witch BoltAL
2nd Level
  • Air Bubble
  • Blur
  • Death's Blade*AL
  • Dimensional Warp*SS
  • Earthbind SS
  • Enhance Ability
  • Eldritch Speed*
  • Elemental Aegis*
  • Flame Blade
  • Frost Backlash*
  • Darkvision
  • Hold Person SS
  • Invisibility
  • LevitateSS
  • Magic MouthR
  • Magic Weapon
  • Melf's Acid ArrowAL
  • Mirror Image
  • Misty Step
  • See Invisibility
  • Scorching RayAL
  • Silversteel Veil*R
  • Shatterblade*
  • Warding Bond
  • Warding Wind
3rd Level
  • Ashardalon's Stride
  • Blink
  • Dispel Magic
  • Elemental Weapon
  • Fly
  • Glyph of Warding
  • Haste
  • Intellect Fortress
  • Leomund's Tiny HutR
  • Life Transference
  • Melf's Minute Meteors
  • Reaper's Challenge*SS
  • Silverlight Strike* AL
  • Thunder Step
  • Vampiric TouchAL
4th Level
  • BanishmentSS
  • Blink Assault*
  • Bravado Strike*AL
  • Dimension Door
  • Elemental BaneSS
  • Eyes of the Mage*
  • Fist of Force*AL
  • Gate Seal
  • Fire Shield
  • Flamewall Strike*
  • Maelstrom Blade*
  • Stoneskin
  • Thunder Riposte*
  • Troll Rampage*
5th Level
  • Animate Objects
  • Astral Thunder Blade*AL
  • Bigby's HandAL (Clenched Fist)
  • Circle of Power
  • Cone of Cold
  • Destructive Wave
  • EnervationSS
  • Far Step
  • Freedom of Movement
  • Hold MonsterSS
  • Silver Lightning Strike*
  • Skill Empowerment
  • Steel Wind Strike
  • Telekinesis
  • Teleportation Circle
  • Vorpal Doom*
* indicates a new spell found in this document.
AL indicates a spell compatible with Arcane Lance.

Blastback Swipe

1st level evocation


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You strike forcefully with the power of a contained storm. Make a melee spell attack against one target in range. If you hit, the target takes 2d10 Thunder damage and is pushed up to 10 feet. If you wish, you can move after the target, but you must move the same distance in the same direction, staying within range of it the entire time.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Falcon's Mark

1st level transmutation


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S, M (a melee weapon worth at least 1sp)
  • Duration: Instantaneous

You imbue the weapon you used as the material component with a falcon's alacrity and hurl it at a foe.


R indicates a Ritual spell
SS indicates a spell compatible with Snaring Strike.


Make a Ranged Spell Attack against a creature or object within range. You do not need to see the target, but but you must be aware of them and have an unobstructed pass between you and it. If you hit, deal damage equal to two rolls of the weapon's damage dice, but do not apply an ability Modifier. In addition, the next attack roll made against this target before the end of your next turn has advantage, as the the target seems to be in sharp view as though viewed through a falcon's eyes. Hit or miss, your weapon then flies back to your hand.
Special. If you have the Aegis of Assault or Aegis of Ensnarement class features, the target is marked by your Aegis until the end of your next turn, and this does not count against your normal maximum number of Marks.

Lashing Asp

1st level conjuration


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S, M (a vial of snake venom)
  • Duration: Concentration, up to 1 minute

You conjure a spectral snake entwining your foe. When they bleed, it strikes. You force one creature of your choice within range to make a Constitution Saving Throw. On a failure, they become entwined by a phantom snake, taking 2d4 Poison damage. Until the spell ends, whenever

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spell ends, whenever the entwined creature is dealt bludgeoning, piercing, or slashing damage, the snake lashes out, dealing 1d4 damage to the target and all creatures of your choice within 5 feet of the target. If the target's Save is successful, they take 2d4 Poison damage and the spell ends. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, both the initial damage and the lash damage increase by 1d4 for each slot level above 1st.

Lightning Clash

1st level evocation


  • Casting Time: 1 Action
  • Range: 5 feet
  • Components: V, S
  • Duration: Instantaneous

You strike a foe with a localized lightning bolt, which then arcs off against another target. Make a Melee Spell Attack against one creature in range. On a hit, the target takes 2d6 Lightning damage. Then, choose a different creature within 30 feet of the first. The second target must attempt a Dexterity saving throw or take 2d6 Lightning damage, or half as much on a success.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage for each target increases by 1d6 for each slot level above 1st.

Nimbus of Shielding

1st level abjuration


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create barriers of magical force to protect you and your allies. Choose up to two creature you can see within range. While the spell persists, this spell grants one of those creatures a +2 bonus to AC and the other a +1 bonus.
Special. If you have the Aegis of Shielding feature, up to two targets gain the +2 bonus to AC, instead of only one.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, choose an additional target for each slot level above 1st. Only one target gains the +2 bonus; the rest gain the +1 bonus.

Death's Blade

2nd level necromancy


  • Casting Time: 1 Action
  • Range: 5 feet
  • Components: V, S, M (a skull)
  • Duration: Instantaneous

Using the forbidden power of death magic, you conjure a blade of pure death-energy and strike at a foe, attempting to instantly slay it. Make a Melee Spell Attack against one creature within range. On a hit, the target takes 3d10 Necrotic damage. If this reduces the target to 0 HP, they die, and cannot be reanimated as an Undead. Constructs and Undead are immune to this spell.

Dimensional Warp

2nd level conjuration


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You open paired teleportation rifts around yourself and one other creature you can see within range. You and the chosen creature each teleport into each other's spaces. The spell fails if there is not enough space for either you or or the target in the new spaces. An unwilling creature can attempt a Charisma Saving Throw, negating the teleportation on a success.

Eldritch Speed

2nd level transmutation


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V, S
  • Duration: 1 hour

You enhance your body with arcane speed. For the duration, your speed increases by 10, and you may add your spellcasting ability Modifier to your Initiative Rolls. On your first turn each combat, this spell's bonus to your speed increases by 10 feet.

Elemental Aegis

2nd level abjuration


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Your defensive magic protects you from the elements. You gain Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder. As an Action, you can change this Resistance to a different listed damage type of your choice.

Frost Backlash

2nd level evocation


  • Casting Time: 1 Reaction, which you take in response to being damaged by an enemy within reach of a melee weapon you are wielding.
  • Range: Weapon Reach
  • Components: V, S, M (a melee weapon you are wielding worth at least 1 sp)
  • Duration: Instantaneous

You retaliate with a lethal chill when struck. Make a Melee Weapon Attack against the triggering creature with amelee weapon you are wielding; the target must be within your weapon's reach or the spell fails. If you hit, the attack deals damage as normal plus an additional 3d10 Cold damage.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

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Silversteel Veil

2nd level abjuration, ritual


  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V, S, M (a bit of silver in the shape of a shield worth at least 50 gold, which the spell consumes)
  • Duration: 1 hour

You create a nearly-invisible aura of protection around yourself and up to 2 creatures of your choice within range. Each target gains 8 Temporary Hit points, which last for the duration. While a creature has these Temporary Hit Points, they gain Resistance to Bludgeoning, Piercing, and Slashing damage.

At Higher Levels: When you cast this spell using a spell slot of 3rd level, the duration increases to 8 hours. When cast using a spell slot of 4th level, the duration increases to 24 hours and the Temporary Hit Points increase to 15. When cast using a spell slot of 5th level, the duration increases to 24 hours and the Temporary Hit Points increase to 20.

Shatterblade

2nd level transmutation


  • Casting Time: 1 Action
  • Range: Weapon Reach (15 foot radius)
  • Components: V, S, M (a melee weapon you are wielding worth at least 1 sp)
  • Duration: Instantaneous

Your strike shatters your weapon, sending out lethal shards to those nearby. Make a Melee Weapon Attack with a weapon you are wielding. If you hit, the attack deals damage as normal. Then, whether you hit or miss, your weapon shatters into hundreds of tiny shards, forcing each creature (including the target but excluding yourself) in a 15-foot radius centered on your target's space must attempt a Dexterity saving throw. A creature takes 2d6 Piercing and 2d6 Thunder damage on a failure, or half as much on a success. Then, your weapon's shards race back to your broken hilt and re-form, none the worse for wear.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, each of the Piercing and Thunder damage increase by 1d6 for each slot level above 2nd.

Reaper's Challenge

3rd level necromancy


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V, S, M (a bit of powdered bone and a burial shroud)
  • Duration: 1 minute

You shroud yourself in the visage of death, visible only to one creature you can see within range. The target must attempt a Wisdom Saving Throw. On a success, the target takes 2d6 Necrotic damage and the spell ends. On a failure, the target takes 4d6 Necrotic damage and is cursed to challenge you for the spell's duration. While cursed, the target suffers 8d6 Necrotic damage whenever

they make an attack against a creature other than you. They also suffer this damage whenever they use an effect or spell that forces a Saving Throw which does not include you as a target. At the end of a cursed creature's turn, they can attempt a new Wisdom Saving Throw, ending the effect on a success.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you may target an additional creature you can see within range for each slot level above 3rd.

Silverlight Strike

3rd level evocation


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V, S, M (a drop of quicksilver)
  • Duration: until the end of your next turn.

You evoke flares of bright silver light around the eyes of one creature you can see within range. Make a Ranged Spell Attack against the target. On a hit, the target takes 4d8 Radiant damage and for the duration, all creatures other than you are Heavily Obscured to it.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Bravado Strike

4th level enchantment


  • Casting Time: 1 Action
  • Range: Weapon Reach
  • Components: V, S, M (a melee weapon you are wielding worth at least 1 sp)
  • Duration: Instantaneous

You strike at a foe as the triumph and victory invigorates you and your allies. Make a Melee Spell Attack, dealing 2d6 + your spellcasting ability Modifier Force damage on a hit. Whether you hit or miss, you can spend a number of Hit Dice equal to your Proficiency Bonus. For each die spent, roll the die and add your Constitution Modifier; you gain temporary hit points equal to the total, which last for 10 minutes. If your attack hit, each ally of your choice within 30 feet that could see the strike gains temporary hit points for the same duration equal to one-quarter (rounded down) of the amount you gained.

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Eyes of the Mage

4th level divination


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: 8 hours

A magical sheen over your eyes enhances your visual acuity, allowing you to see the unseen and glimpse an alternate timeline. For the duration, your eyes glow softly, creating Dim Light in a 5-foot radius and granting you Darkvision (60 feet) and Blindsight (30 feet). While your


eyes glow, you also gain Advantage on Perception checks. Once during the spell'sduration, when an enemy you can see hits with an Attack Roll, you can use your Reaction to force the enemy to reroll the Attack; they must use the new result. Once you use this Reaction, the spell immediately ends.

Fist of Force

4th level evocation


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You empower your fist with an arcane power and deliver a devastating punch. Make a Melee Spell Attack against one creature within range. On a hit, the target takes 8d8 Force damage, is pushed 20 feet, and is knocked prone.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Flamewall Strike

4th level evocation


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S, M (a melee weapon you are wielding worth at least 1sp)
  • Duration: Concentration, up to 1 minute

You coat your blade in flame, then dash at a distant enemy, trailing fire in your wake. Move up to your speed in a straight line without provoking Reactions. You must end this movement within reach of a creature, and when you do so, make a Melee Weapon Attack against that creature with a melee weapon you are wielding; on a hit, the attack does an additional 2d6 Fire damage.

A wall of flame erupts in the path you moved through, 5 feet wide and 10 feet tall. Each creature other than you adjacent to the wall when it appears must attempt a Dexterity Saving Throw or take 4d8 Fire damage. The wall is opaque and lasts for the spell's duration. The first time a creature other than you touches the wall, or when they end their turn within 5 feet of it, that creature suffers 4d6 Fire damage.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d8 for each slot level above 4th.

Maelstrom Blade

4th level evocation


  • Casting Time: 1 Bonus Action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Within the movements of your blade is contained a mighty storm of elemental power. Touch a melee weapon and choose a damage type from Acid, Cold, Fire, Lightning, Thunder, or Poison. For the duration, the touched weapon deals an additional 2d6 damage of the chosen type. As a Bonus Action on your turn, you can change the chosen damage type to a different type from the same list.

When you hit with the touched weapon, you can choose to forgo the additional damage and instead deal 6d6 additional damage, each die dealing a different type of Acid, Cold, Fire, Thunder, and Poison. Once you have done so, the spell immediately ends.

Thunder Riposte

4th level evocation


  • Casting Time: 1 Reaction, which you take in response to being missed by a creature's attack, or in response to succeeding on a Saving Throw against a damaging effect caused by a creature
  • Range: Melee Weapon Reach
  • Components: V, S, M (a melee weapon you are wielding worth at least 1sp)
  • Duration: Instantaneous

You retaliate with the fury of a roaring storm. Make a Melee Weapon Attack against the triggering creature. If you hit, the attack deals an additional 6d10 Thunder damage, and the target is pushed up to 20 feet. The attack creates a loud thundercrack audible up to 300 feet away.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

Troll Rampage

4th level transmutation


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V, S, M (a vial of troll's blood)
  • Duration: Concentration, up to 1 minute

You imbibe the blood of a troll, magically transferring its legendary resilience to yourself. While the spell lasts, you regain a number of Hit Points at the start of each of your turns equal to your Constitution Modifier (minimum 1) plus 2. When this healing occurs, if you hit with at least one attack since the start of your last turn, increase the HP you regain by 2. You do not regain any Hit Points at the start of your turn if you have suffered Acid or Fire damage since the end of your previous turn.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the amount of healing you receive at start of each of your turns increases by 1 for each slot level above 4th.

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Astral Thunder Blade

5th level evocation


  • Casting Time: 1 Action
  • Range: 5 feet
  • Components: V, S, M (two pieces of lodestone)
  • Duration: Instantaneous

You strike with a blade of thundrous force that reverberates from your target, damaging all caught in the echo. Make a Melee Spell Attack against a creature within range. On a hit, you deal 6d10 Thunder damage to the target. Then, whether you hit or miss, the target and each creature within 15 feet of your target, excluding yourself, must make a Constitution Saving Throw or take be 3d10 Thunder damage and be Stunned until the start of your next turn. A creature that succeeds on this save takes only half damage and is not Stunned.

Silver Lightning Strike

5th level conjuration


  • Casting Time: 1 Action
  • Range: Unlimited
  • Components: V, S, M (lightning trapped in a bottle)
  • Duration: Instantaneous

You transmogrify into a streak of silver power, appearing at your foe to strike like lightning. Choose one creature you are aware of who is on the same plane as you. You teleport to an unoccupied space adjacent to your foe, then make a Melee Spell Attack. On a hit, you deal 10d8 Lightning damage to your foe. Then, whether you hit or miss, you teleport back to the space you began in if you wish. If there is no unoccupied space adjacent to the target, you take 3d10 Force damage and the spell fails.

Vorpal Doom

5th level transmutation


  • Casting Time: 1 Bonus Action
  • Range: Touch
  • Components: V, S, M (a piece of sharpened adamantine worth at least 500 gold)
  • Duration: Concentration, up to 1 minute

You channel ruinous arcana into your weapon, honing it beyond a razor's edge and transforming it into the physical embodiment of the concept of "sharp". One weapon you touch which deals Slashing damage is made Vorpal for the duration of the spell. A Vorpal weapon ignores Resistance to Slashing damage, Critically Hits on a roll of 18, 19, or 20, and deals an additional 2d10 slashing damage (doubled as normal on a critical hit). When you roll a Natural 20 on an attack roll with the Vorpal weapon, it cuts off the target's head, killing it instantly. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has Legendary Actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit (in addition to the normal additional damage from a critical hit).

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Swordmagic Items

Swordmagic is relatively unique amongst the various Arcane Arts, being more than simple spellcasting with martial training and instead the act of spellcasting through martial training. However, this magic can be imbued into enchanted items, creating relics which use magic to enhance one's stamina, speed, and agility, all attributes highly prized by Swordmages and normal duelists alike.

Belt of Determination

Rare Belt, requires Attunement by a creature Proficient in Constitution Saving Throws
This heavy leather belt is infused with all manner of defensive magics, giving you a burst of resilience when you need it most. While wearing and Attuned to the Belt, when you would be reduced to 0 or fewer HP, you are instead reduced to 1 HP. The Belt's power cannot be used again until you complete a Long Rest.

Belt of Many Pockets

Rare Belt
This seems to be an ordinary, if well-crafted, leather belt. However, it contains sixty-four small extradimensional pockets on its interior surface,e ach of which can hold a single item no larger than 1 cubic foot and weighing nor more than 10 pounds. Stowing or removing an object from the belt requires an Action.

Boots of Charging

Rare Footwear, requires Attunement by a creature Proficient in Athletics.
These leather boots are thick, heavy, and well-made to endure the road, allowing you to travel securely in any terrain. While wearing and Attuned to the boots, you gain the benefits of the Charger feat. In addition, when you take the Dash Action on your turn, you ignore Difficult Terrain until the end of your turn.

Bracers of Blinding Strike

Uncommon Bracers, requires Attunement
These elven-made bracers are made of green leather in the shape of leaves stitched together with mithril. When you take the Attack Action on your turn while wearing and attuned to the braces, you can make one additional Attack as part of that Action. You can do so twice, regaining all uses when you complete a Long Rest.
Special. These Bracers share their Attunement with Sandals of the Light Step; Attuning to both counts as only Attuning to a single item.

Bracers of Lightning

Uncommon Bracers, requires Attunement
These bracers are each made of four thin panels of crystal, etched with runes of power and end evocation, held together by bands of silver. As a Bonus Action, you can speak the bracers' command word causing them to spark until the end of your turn. While sparking, any weapon attack you hit with deals an additional 1d4 Lightning damage.
Special: These Bracers share their Attunement with Cloudwalker Anklets; Attuning to both counts as only Attuning to a single item.

Cloudwalker Anklets

Very Rare Footwear, requires Attunement
Made of a magically flexible quartz crystal contained within silver rings, these anklets allow you to merge with the sky itself. While wearing and attuned to the Anklets, you can cast Fly targeting yourself. When cast this way, the spell does not require Concentration. Once you have Cast a spell using these Anklets, you cannot do so again until the following dawn.

Focus Weapon

Common Weapon
Originally crafted for conjunction with Swordmagic, this style of enchanted weapon quickly spread to all sorts of weapons and are favored by war mages across the realms. This weapon can be used as a spellcasting focus, and can used to perform Somatic components for spells.

Ironskin Shirt

Rare Shirt, requires Attunement
This light cloth tunic seems to be made of many interlocking rings of thread, as though it were chainmail made of a woven material. While wearing and Attuned to the shirt, your AC cannot be lower than 16, and you can cast Stonekskin without spending a spell slot. Once you have cast this spell this way, you cannot do so again until you complete a Long Rest.

Magic Bedroll

Common Adventuring Gear
This woolen bedroll is made of stern stuff and is always comfortable. While you lie in the bedroll, you ignore the negative effects of extreme heat and cold, and are unharmed by temperatures as low as -50 degrees Fahrenheit and as high as 150 degrees Fahrenheit; this effect does not grant Resistance to Cold or Fire.

15

Ring of Mage Armor

Uncommon Ring, requires Attunement by a Spellcaster
A handy device for combat-casters such as Swordmages, this Ring allows its Attuned wearer to cast Mage Armor without expending a spell slot.

Robe of Thunder

Rare Robe, requires Attunement
This robe is made of fine yet hardy silk of a dark blue, like an angry sky. Images of clouds drift slowly across its surface. While wearing and attuned to the Robe, you gain Resistance to Thunder damage.
Roiling Retribution. As a Bonus Action, you can speak the Robe's command word, causing its drifting clouds to suddenly become darkened, stormlike, and roiling for one minute. While the clouds roil, whenever a creature within 5 feet of you hits you with a Melee attack, that creature suffers 2d6 Thunder damage. Once you have spoken the Robe's command word, you cannot do so again until the following dawn.
Special: The Robe shares its Attunement with the Stormfire Ring; Attuning to both counts as only Attuning to a single item.

Rumbling Weapon

Uncommon Weapon, requires Attunement
You can use a Bonus Action to speak this weapon's command word, causing it to vibrate and generate a constant low rumbling sound akin to a distant thunderhead. While the weapon is vibrating, it deals and extra 1d6 Thunder damage to any target it hits. Repeating the command word as a Bonus Action ends the vibrations.

Sandals of the Light Step

Rare Footwear, requires Attunement
These elven-made sandals are made of green leather in the shape of leaves stitched together with mithril. While wearing and attuned to the Sandals, your land speed increases by 5 feet. In addition, you can cast Pass Without Trace and Water Walk without expending a spell slot. Each spell only effects you when cast this way, and cannot be cast again until you complete a Long Rest.

Spellguard Rings

Rare Rings, requires Attunement by a Spellcaster
These special rings always come in a matching pair: one of gold, the other of bronze, both etched with dense protective magics on the inner face and inscribed in Draconic with the phrase "Let no friend of mine ever feel the sting of my magic" on the outer face. While wearing and Attuned to the golden ring, the wearer of the bronze ring is immune to all damage from all of your spells. The wearer of the bronze ring does not have to be Attuned to their ring. While a creature wears the bronze ring, you

cannot remove the golden one, nor can you willingly end your Attunement to it.

Stormfire Ring

Legendary Ring, requires Attunement by a Spellcaster
This ring is composed of a weighty quartz across the length of a silver band, emblazoned with glowing runes of power and ruin. While wearing and Attuned to the Ring, you gain Resistance to Fire and Lightning damage, and can cast Fireball (5th level) and Chain Lightning without expending a spell slot (DC 17). Once you have cast a spell from this Ring, you cannot cast that spell from it again until the following dawn.
Stormfire Retribution. You also gain the ability to absorb power from flame and storm. When you take Fire, Lightning, or Thunder damage, you can use your Reaction to store some of that power, granting it one Charge, to a maximum of three. When you hit with an Attack, you can expend one or more of the ring's Charges, dealing 3d6 damage per Charge to your target. For each Charge you spend, choose whether the damage type is Fire, Lightning, or Thunder.
If you are also wearing and Attuned to Bracers of Lighting, Cloudwalker Anklets, and a Robe of Thunder, you gain the following benefits:

  • You ignore Resistance to Fire, Lightning, and Thunder damage.
  • The damage die of your Bracers of Lightning increases to 1d8.
  • Your Cloudwalker Anklets can cast Fly an additional time before the following dawn.
  • Your Robe of Thunder's Roiling Retribution lasts until you repeat its command to end the effect, and can can be activated an unlimited number of times.
  • The Stormfire Ring can cast Call Lightning Control Weather, Lightning Bolt (5th level), Storm Sphere.

Swordmage Steps

Uncommon Boots, requires Attunement
These boots of fine leather bear sigils on their heals which enhance certain conjuration magics. While wearing and attuned to these boots, the range of any teleportation effect or spell you use increases by 5 feet.

Vest of Free Movement

Very Rare Shirt, requires Attunement
This vest is made of a fine and supple green leather studded with mithril. Silvery threads stitched across its surface give the impression of freely hanging vines. This vest can be worn over armor. While wearing and attuned to the Vest, you are always under the effects of Freedom of Movement. While wearing and attuned to Bracers of Blinding Strike and Sandals of the Light Step, you gain the following benefits:

  • Your Bracers gain an additional use between rests.
  • Your Sandals increase your speed by 5 additional feet (for a total of 10), and each spell granted by them can be cast an additional time between rests.
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