The Swordmage: Arcane and Martial Combat, Together As One

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The document outlines a homebrew Swordmage class that blends martial weapon combat and arcane spellcasting abilities. It progresses through multiple iterations with adjustments to features and abilities.

The Swordmage is a half-caster class that can enhance their weapons with elemental magic through their Mageblade ability and shape elemental energies with their Elemental Arts. They choose a Paradigm at 1st level that determines aspects of their magic.

The available Paradigms for a Swordmage include Sage, Elementalist, Swordsage, Mystic, Rune Fencer and more, each providing a different flavor and abilities focused on an element or combat style.

The Swordmage

Arcane and Martial Combat, Together as One

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Disclaimer
This is a homebrew class; with any project this big, there's
bound to be unforeseen issues. Feel free to change things
if you feel they're necessary, and let me know about them.
Probably not balanced, not exhaustively playtested, take
everything here with a grain of salt, if you do play with this
I would greatly appreciate your thoughts.
Yes, of course a million people have done
Magus/Mageknight/etc arcane halfcaster before. That's
not going to stop me - it's not like it stopped the other
million before me!
Formatting is probably slightly broken? PDF deals with
images a little weirdly.
Any similarities to other homebrew classes are completely
incidental. I didn't know about Blood Hunter until this was
nearly finished.

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The Swordmage
Proficiency Elemental Dice Spells
Level Bonus Features Size Known Spell Slots per Spell Level
1st 2nd 3rd 4th 5th
1st +2 Artistic Paradigm, Mana Points, Elemental 1d4 — — — — — —
Arts
2nd +2 Fighting Style, Spellcasting, Mageblade 1d4 2 2 — — — —
3rd +2 Arcane Discipline Feature 1d4 3 3 — — — —
4th +2 Ability Score Improvement 1d4 3 3 — — — —
5th +3 Extra Attack 1d6 4 4 2 — — —
6th +3 Enhanced Arts, Arcane Blood 1d6 4 4 2 — — —
7th +3 Arcane Discipline Feature 1d6 5 4 3 — — —
8th +3 Ability Score Improvement 1d6 5 4 3 — — —
9th +4 — 1d6 6 4 3 2 — —
10th +4 Arcane Discipline Feature 1d8 6 4 3 2 — —
11th +4 Mage Knight 1d8 7 4 3 3 — —
12th +4 Ability Score Improvement 1d8 7 4 3 3 — —
13th +5 — 1d8 8 4 3 3 1 —
14th +5 Elemental Awareness 1d8 8 4 3 3 1 —
15th +5 Arcane Discipline Feature 1d8 9 4 3 3 2 —
16th +5 Ability Score Improvement 1d8 9 4 3 3 2 —
17th +6 — 1d10 10 4 3 3 3 1
18th +6 Primordial Adept 1d10 10 4 3 3 3 1
19th +6 Ability Score Improvement 1d10 11 4 3 3 3 2
20th +6 Redoublement 1d10 11 4 3 3 3 2

Hell and High Magic Creating a Swordmage


A human roars to the storm atop the mountain with raging Why exactly are you setting your sword on fire? Where did
fury. As if in response, the storm strikes back, thundering you learn your magic? Were you a magical acolyte who took
around her. As lightning strikes down, her blade flashes in a up the blade, a wizened wizard's servant who picked up some
shower of sparks, catching the bolt and sending it back tricks, a knight who felt a call to the arcane? Were you always
where it came. connected to magic? Did you feel a call to align with an
A gaunt dwarf's hammer glows with dark energy over an elemental plane, or did your interest in magic stem from
enemy camp, casting a shadow over fearful faces. She another source?
crushes through each of them with heavy blows, as an alarm
is sounded. With a wave of her hand, the bodies rise up again
to face their former allies. Quick Build
An elf draws his bowstring taut, eyes on the interlopers You can make a Swordmage quickly by following these
intruding into his forest. With a whisper and a word, the suggestions. First, make Strength or Dexterity your highest
invader is felled - followed by a dozen more, as magic simply ability score, depending on what weapons you want to focus
explodes around them. on. Make Intelligence your next-highest ability score, followed
While a Swordmage's magic is awakened by powerful by Constitution. Second, choose the Sage background.
magical energies, it is with dedicated practice and study that
they hone their bodies and minds to use this energy, shaping
it into a tool uniquely their own.

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Elemental Burst: A 5-foot radius sphere of elemental
Class Features energy erupts from your target. Creatures within this area
As a Swordmage, you gain the following class features. other than yourself must make a saving throw, the type of
which is determined by your Artistic Paradigm, or take 1
Hit Points elemental dice of damage for each Mana Point spent.
Hit Dice: 1d10 per swordmage level Elemental Flare: A 10-foot cone of elemental energy
Hit Points at 1st Level: 10 + your Constitution modifier erupts from your target. Creatures within this area other
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution than yourself must make a saving throw, the type of which
modifier per swordmage level after 1st is determined by your Artistic Paradigm, or take 1
elemental dice of damage for each Mana Point spent.
Proficiencies Elemental Wave: A line of elemental energy 30 feet long
Armor: Light armor, medium armor, shields and 5 feet wide erupts from your target. Creatures within
Weapons: Simple weapons, martial weapons this area other than yourself must make a saving throw,
Tools: None the type of which is determined by your Artistic Paradigm,
or take 1 elemental dice of damage for each Mana Point
Saving Throws: Dexterity, Intelligence spent.
Skills: Choose two from Acrobatics, Arcana, Athletics,
Insight, Investigation, Perception, and Performance Fighting Style
Equipment 2nd-level Swordmage feature
You start with the following equipment, in addition to the
equipment granted by your background: You choose one of the following Fighting Styles to specialize
in. You can't take a Fighting Style option more than once,
(a) scale mail or (b) leather armor even if you later get to choose again.
(a) a martial weapon and a shield or (b) two martial
weapons Arcane Warrior: You learn two cantrips of your choice
(a) a dungeoneer's pack or (b) an explorer's pack from the Wizard spell list. They count as Swordmage
a very nice hat spells for you, and Intelligence is your spellcasting ability
for them. Whenever you gain a level in this class, you can
Artistic Paradigm replace one of these cantrips with another cantrip from
1st-level Swordmage feature the Wizard spell list.
Archery. You gain a +2 bonus to attack rolls you make
As with any art, your Elemental Arts strive to emulate a with ranged weapons.
certain ideal. Choose the Arctic, Caustic, Chaotic, Chthonic,
Draconic, Dryadic, Heraldic, Psionic, Sylvanic, Tectonic, Blind Fighting. You have blindsight with a range of 10
Tornadic, or Volcanic Ideal, listed at the end of this document. feet. Within that range, you can effectively see anything
Your choice of Paradigm grants you additional features and that isn't behind total cover, even if you're blinded or in
spells, and determines the damage type(s) of your Mageblade darkness. Moreover, you can see an invisible creature
and Elemental Arts. within that range, unless the creature successfully hides
from you.
Mana Points Defense. While you are wearing armor, you gain a +1
1st-level Swordmage feature bonus to AC.
You gain a pool of Mana Points equal to your Intelligence Dueling. When you are wielding a melee weapon in one
modifier (minimum 1) plus your Swordmage level. hand and no other weapons, you gain a +2 bonus to
You can spend these points to fuel various Swordmage damage rolls with that weapon.
features, such as the Elemental Arts listed below. You regain Great Weapon Fighting. When you roll a 1 or 2 on a
all expended points when you finish a short or long rest. damage die for an attack you make with a melee weapon
that you are wielding with two hands, you can reroll the
Elemental Arts die and must use the new roll, even if the new roll is a 1 or
1st-level Swordmage feature a 2. The weapon must have the two-handed or versatile
property for you to gain this benefit.
When you take the Attack action, you can expend a number of
Mana Points, up to a maximum of your proficiency bonus, to Two-Weapon Fighting. When you engage in two-weapon
use one of the following Elemental Arts as part of the same fighting, you can add your ability modifier to the damage
action. When you do so, you can choose for it to originate of the second attack.
from either yourself or the target of your attack. The damage
type of your Elemental Arts is determined by your choice of
Artistic Paradigm, detailed below. The size of your elemental
dice increases as your Swordmage level increases, as shown
in the Swordmage table. The DC for your Elemental Arts is
your Swordmage DC, as shown below under Spellcasting.

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Spellcasting While your Mageblade is active, attacks from this weapon
deal an additional 1d4 damage, they type of which is
2nd-level Swordmage feature determined by your choice of Artistic Paradigm. This damage
is magical, and increases as you gain levels as a Swordmage,
By the time you reach 2nd level, you have learned to channel as shown in the Elemental Die column of the Swordmage
your knowledge of arcane arts to cast spells, much as a table.
wizard does. If you cast a spell that can deal damage during the turn that
you summon your Mageblade, you can choose for your
Spell Slots Mageblade's bonus damage to be of one of the damage types
The Swordmage table shows how many spell slots you have that the spell dealt. Your Elemental Arts can also deal
to cast your spells of 1st level and higher. To cast one of these damage of the same damage type as your Mageblade's as long
spells, you must expend a slot of the spell's level or higher. as your Mageblade is active.
You regain all expended spell slots when you finish a long The elemental energy of a Mageblade dissipates after 1
rest. minute passes, you are no longer holding the weapon, or you
For example, if you know the 1st-level spell burning hands end it as a bonus action.
and have a 1st-level and a 2nd-level spell slot available, you
can cast burning hands using either slot. Arcane Discipline
Spells Known of 1st Level and Higher 3rd-level Swordmage feature
You know two 1st-level spells of your choice from the
Swordmage spell list. At 3rd level, you choose an Arcane Discipline to further hone
The Spells Known column of the Swordmage table shows your study of the elements. You can choose from the
when you learn more ranger spells of your choice. Each of Channeler, Elemental Dancer, Red Mage, Rune Fencer, or
these spells must be of a level for which you have spell slots. Swordsage disciplines, listed at the end of this document.
For instance, when you reach 5th level in this class, you can Your choice of subclass grants you additional features at 3rd
learn one new spell of 1st or 2nd level. level, and again at 7th, 11th, and 15th.
Additionally, when you gain a level in this class, you can
choose one of the Swordmage spells you know and replace it Ability Score Improvement
with another spell from the Swordmage spell list, which also When you reach 4th level, and again at 8th, 12th, 16th, and
must be of a level for which you have spell slots. 19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by
Spellcasting Ability 1. As normal, you can’t increase an ability score above 20
Intelligence is your spellcasting ability for your Swordmage using this feature.
spells, since your magic derives from your study and practice
of the arcane. You use your Intelligence whenever a spell Extra Attack
refers to your spellcasting ability. In addition, you use your
Intelligence modifier when setting the saving throw DC for a 5th-level Swordmage feature
Swordmage spell you cast and when making an attack roll Starting at 5th level, you can attack twice, instead of once,
with one. whenever you take the Attack action on your turn.
Spell save DC = 8 + your proficiency bonus + your
Intelligence modifier
Spell attack modifier = your proficiency bonus + your Enhanced Arts
Intelligence modifier 6th-level Swordmage feature
Spellcasting Focus Your Elemental Arts now deal half damage on a successful
You can use an arcane focus as a spellcasting focus for your save. In addition, when you use an Elemental Art, you can
Swordmage spells. You can also use a simple or martial choose for its size to be increased in the following ways:
weapon as a spellcasting focus. Some Swordmages use a Your Elemental Burst expands into a 10-foot radius
wand, crystal, or orb as their arcane focus, while others rely sphere. At 11th level, you can further expand it into a 20-
solely on their Mageblades to cast spells.
foot radius sphere.
Mageblade Your Elemental Flare expands into a 20-foot cone. At 11th
2nd-level Swordmage feature level, you can further expand it into a 30-foot cone.
As a bonus action, you can expend 1 Mana Point to empower Your Elemental Wave can be made into a line 60 feet long
any weapons you are holding with elemental energy, and 5 feet wide. At 11th level, you can further expand it
transforming them into Mageblades. into a line 120 feet long and 5 feet wide.

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Arcane Blood Elemental Awareness
6th-Level Swordmage feature 14th-level Swordmage feature
Your body instinctively channels magic in order to protect Your elemental senses sharpen, allowing you to detect the
itself from harsh environments. You are acclimated to elements and lack thereof within every creature. You know
extremes of heat, cold, and altitude. In addition, you can the location of any elemental within 300 feet of you that is not
adjust your body temperature as an action, allowing you to behind total cover, but not its identity (the gargoyle Goliath,
avoid being detected via body heat. for instance).
Mage Knight Mystic Knight
11th-level Swordmage feature 18th-level Swordmage feature
Your mastery of arcane and martial combat has allowed you Your arcane and martial techniques blend into something
to seamlessly combine the two arts into one whole. When you greater than the sum of its parts. When a creature fails its
take the Attack action, you can expend one Mana Point to save against one of your Elemental Arts, it has disadvantage
cast a Swordmage spell in place of one of those attacks. on saving throws made against spells cast with your Mage
Knight feature until the end of your turn.
Redoublement
20th-level Swordmage feature
When you summon your Mageblade, you can expend 3 Mana
Points to erupt with raw elemental power for 1 minute.
During this time, your Elemental Arts deal 3 additional
elemental dice of damage.
Once you use this feature, you can't use it again until you
finish a long rest.

6
Chaotic Spells
Artistic Paradigms Level Spells
As with any art, your Elemental Arts strive to emulate a 2nd chromatic orb, prismatic spray
certain ideal. Choose one of the Artistic Paradigms listed 5th crown of madness, Nathair's mischief
below. Your choice of Paradigm grants you additional
features and spells as you level up. 9th elemental weapon, enemies abound
13th confusion, phantasmal killer
Arctic Ideal 17th dispel evil and good, seeming
Whether by enduring arctic wastes, snowy mountaintops, or
freezing storms, your magic has attuned to the element of ice. Chthonic Ideal
You can speak, read, and write Primordial and Aquan.
Additionally, whenever you make an Intelligence check Your exposure to necrotic energy has granted an
regarding elementals, your proficiency bonus is doubled if it understanding of decay, undeath, and its place in the natural
applies to the check. You also gain the following spells at the cycle. You learn the thaumaturgy cantrip. Intelligence is your
listed levels. These spells don't count against the number of spellcasting modifier for this spell. In addition, you gain the
Swordmage spells you know. Finally, your Elemental Arts following spells at the listed levels. These spells don't count
require a Constitution saving throw, and your Mageblade and against the number of Swordmage spells you know. Finally,
Elemental Arts deal cold damage. your Elemental Arts require a Constitution saving throw, and
your Mageblade and Elemental Arts deal necrotic damage.
Arctic Spells
Level Spells Chthonic Spells
Level Spells
2nd ensnaring strike, fog cloud
2nd false life, inflict wounds
5th spike growth, warding wind
5th darkness, ray of enfeeblement
9th sleet storm, slow
9th animate dead, bestow curse
13th control water, ice storm
13th blight, death ward
17th cone of cold, maelstrom
17th contagion, enervation
Caustic Ideal
By studying the noxious biochemistry of oozes, you have Draconic Ideal
developed an understanding of acid and poisons. You gain You have faced the power of mighty dragons, and have taken
darkvision out to a range of 60 feet. If you already have their magic for your own. You can speak, read, and write
darkvision from your race, its range increases by 30 feet. In Draconic. Additionally, whenever you make an Intelligence
addition, you gain the following spells at the listed levels. check regarding dragons, your proficiency bonus is doubled if
These spells don't count against the number of Swordmage it applies to the check. You also gain the following spells at
spells you know. Finally, your Elemental Arts require a the listed levels. These spells don't count against the number
Constitution saving throw, and your Mageblade and of Swordmage spells you know. Finally, your Elemental Arts
Elemental Arts deal acid damage. require a Dexterity saving throw, and your Mageblade and
Elemental Arts deal your choice of acid, cold, fire, lightning,
Caustic Spells or thunder damage, chosen when you choose this Ideal.
Level Spells
Draconic Spells
2nd grease, Tasha's caustic brew
Level Spells
5th Melf's acid arrow, protection from poison
2nd absorb elements, command
9th stinking cloud, vampiric touch
5th alter self, dragon's breath
13th Evard's black tentacles, vitriolic sphere
9th fear, fly
17th passwall, transmute rock
13th compulsion, fire shield
17th dominate person, flame strike
Chaotic Ideal
Your study of esoteric phenomena has led you to the untamed
chaos of wild magic. You gain the following spells at the listed
levels. These spells don't count against the number of
Swordmage spells you know. Your Elemental Arts require a
Dexterity saving throw, and your Mageblade and Elemental
Arts can deal acid, cold, fire, lightning, or thunder damage,
chosen each time you deal damage with either feature.

7
Dryadic Ideal Psionic Ideal
By communing with the depths of verdant forests, you have Exposure to psychic energies has allowed you to develop your
taken on the power of dryads for yourself. You gain own psionic abilities. You learn the mage hand cantrip.
proficiency in Nature. If you are already proficient, you Intelligence is your spellcasting modifier for this spell. In
instead gain proficiency in a skill of your choice. In addition, addition, you gain the following spells at the listed levels.
you gain the following spells at the listed levels. These spells These spells don't count against the number of Swordmage
don't count against the number of Swordmage spells you spells you know. Finally, your Elemental Arts require a
know. Finally, your Elemental Arts require a Dexterity saving Constitution saving throw, and your Mageblade and
throw, and your Mageblade and Elemental Arts deal piercing Elemental Arts deal psychic damage.
damage.
Psionic Spells
Dryadic Spells Level Spells
Level Spells 2nd dissonant whispers, sleep
2nd entangle, goodberry 5th detect thoughts, levitate
5th barkskin, locate animals or plants 9th hypnotic pattern, sending
9th daylight, plant growth 13th hallucinatory terrain, staggering smite
13th conjure woodland beings, grasping vine 17th dream, Bigby's hand
17th awaken, tree stride
Sylvanic Ideal
Heraldic Ideal Whether by gift, by chance, or by force, you have taken fey
You have beheld light in its purest form, and taken its power magic as your own. You can speak, read, and write Sylvan.
for yourself. You gain proficiency in Persuasion. If you are Additionally, whenever you make a Intelligence check
already proficient, you instead gain proficiency in a skill of regarding fey creatures, your proficiency bonus is doubled if
your choice. In addition, you gain the following spells at the it applies to the check. In addition, you gain the following
listed levels. These spells don't count against the number of spells at the listed levels. These spells don't count against the
Swordmage spells you know. Finally, your Elemental Arts number of Swordmage spells you know. Finally, your
require a Constitution saving throw, and your Mageblade and Elemental Arts require a Dexterity saving throw, and your
Elemental Arts deal radiant damage. Mageblade and Elemental Arts deal force damage.
Heraldic Spells Sylvanic Spells
Level Spells Level Spells
2nd cure wounds, heroism 2nd disguise self, faerie fire
5th aid, branding smite 5th invisibility, suggestion
9th crusader's mantle, daylight 9th blink, major image
13th aura of life, Otiluke's resilient sphere 13th confusion, greater invisibility
17th holy weapon, greater restoration 17th mislead, seeming

8
Tectonic Ideal Volcanic Ideal
The depths of the land resonate within you, granting you an The radiant sun above the earth and the burning heat below
understanding of the element of earth. You can speak, read, it resonate within you, granting you a connection to the
and write Primordial and Terran. Additionally, whenever you element of fire. You can speak, read, and write Primordial
make an Intelligence check regarding elementals, your and Ignan. Additionally, whenever you make an Intelligence
proficiency bonus is doubled if it applies to the check. You check regarding elementals, your proficiency bonus is
also gain the following spells at the listed levels. These spells doubled if it applies to the check. You also gain the following
don't count against the number of Swordmage spells you spells at the listed levels. These spells don't count against the
know. Finally, your Elemental Arts require a Dexterity saving number of Swordmage spells you know. Finally, your
throw, and your Mageblade and Elemental Arts deal Elemental Arts require a Dexterity saving throw, and your
bludgeoning damage. Mageblade and Elemental Arts deal fire damage.
Tectonic Spells Volcanic Spells
Level Spells Level Spells
2nd compelled duel, thunderous smite 2nd burning hands, searing smite
5th heat metal, spike growth 5th flaming sphere, pyrotechnics
9th erupting earth, meld into stone 9th gaseous form, fireball
13th stone shape, stoneskin 13th fire shield, wall of fire
17th passwall, wall of stone 17th cloudkill, flame strike

Tornadic Ideal
The power of storms and thunder resonate within you,
binding your magic to the element of wind. You can speak,
read, and write Primordial and Auran. Additionally, whenever
you make an Intelligence check regarding elementals, your
proficiency bonus is doubled if it applies to the check. You
also gain the following spells at the listed levels. These spells
don't count against the number of Swordmage spells you
know. Finally, your Elemental Arts require a Dexterity saving
throw, and your Mageblade and Elemental Arts deal lightning
damage.
Tornadic Spells
Level Spells
2nd thunderwave, zephyr strike
5th earthbind, warding wind
9th lightning bolt, haste
13th storm sphere, freedom of movement
17th control winds, steel wind strike

9
Arcane Disciplines
Together as One
Channeler 15th-level Channeler feature
Channelers bind Elemental Spirits to their magic, taking on
their strength and knowledge to become as one. A perfect harmony between yourself and your Elemental
Spirit emerges, allowing you to combine into a single being of
Spirit Bond supreme elemental power. As a bonus action, you can fuse
You learn Primordial, as well as the dialects of Ignan, Auran, with your Elemental Spirit, causing it to disappear.
Aquan, and Terran. When you fuse with your Elemental Spirit, you gain
As a bonus action, you can expend a spell slot of 1st level temporary hit points equal to 5x your Swordmage level.
or higher to summon an elemental spirit in an unoccupied While fused, you gain the following benefits:
space within 30 feet of yourself. You can take this action as You gain immunity to your Elemental Spirit's damage
part of the same bonus action used to summon your type.
Mageblade. The spirit takes on the damage type of your You gain a flying speed of 40 feet.
Mageblade when you summon it. See its game statistics in You add one roll of your elemental dice to any saving
the Elemental Spirit stat block, which uses your proficiency throws you roll.
bonus (PB) in several places. If you already have an Your Elemental Arts deal 3 additional elemental dice of
Elemental Spirit from this feature, the first one immediately damage.
disappears. The Elemental Spirit also disappears if you die.
This transformation ends after 1 minute, or when you end
In combat, the Elemental Spirit shares your initiative count, it as an action. While transformed in this way, you cannot
but it takes its turn immediately after yours. It can move and summon your Elemental Spirit. Once you use this feature,
use its reaction on its own, but the only action it takes on its you cannot use it again until you finish a long rest.
turn is the Dodge action, unless you take a bonus action on
your turn to command it to take another action. That action
can be one in its stat block or some other action. If you are Elemental Spirit
incapacitated, the Elemental Spirit can take any action of its Tiny, True Neutral elemental
choice, not just Dodge.
Armor Class 13
Improved Bond Hit Points 5 + five times your Swordmage level
7th-level Channeler feature Speed 10 ft, fly 40 ft. (Hover)

Your bond with your Elemental Spirit deepens, granting you


strength. When you summon an Elemental Spirit, you can STR DEX CON INT WIS CHA
choose to gain one of the following bonuses. 5 (-3) 17 (+3) 12 (+1) 13 (+1) 11 (+0) 15 (+2)
When your Elemental Spirit is summoned, creatures of Damage Resistances the damage type you chose for
your choice within 10 feet of it to make a Dexterity saving your Mageblade
throw or take 2 elemental dice of damage. Senses blindsight 60 ft., passive Perception 10
When your Elemental Spirit is summoned, you gain a Languages understands the languages you speak
number of temporary hit points equal to your Swordmage Challenge —
level. Proficiency Bonus equals your bonus
When your Elemental Spirit is summoned, your
movement speed is increased by 30 feet until the end of Actions
your turn.
When your Elemental Spirit is summoned, you gain a Elemental Dart. Ranged Weapon Attack: your spell
bonus equal to one roll of your elemental dice to your next attack modifier to hit, range 60 ft., one target you
saving throw. can see. Hit: 1d6 + 3 + PB damage of the type you
chose, and the target glows with bright light for 10
Synchronized Spirit feet until the start of the Elemental Spirit's next
turn. A glowing creature cannot benefit from being
10th-level Channeler feature invisible, and attack rolls against it have advantage.
Your bond with your summoned Elemental Spirit deepens
further, allowing you battle with greater synchronicity. Your
Elemental Spirit has advantage on attacks against creatures
within 5 feet of yourself, and you deal 1 elemental dice of
additional damage of the Elemental Spirit's type whenever
you hit a creature that was attacked by your Elemental Spirit
within the last minute with an attack.

10
Whichever effect you choose lasts for 1 minute, until one of
Elemental Dancer your companions attacks the target or affects it with a spell,
Elemental Dancers use graceful movements to move hearts, or until you end it as an action. An affected creature is
support allies, and inflame passions. immune to the frightened and charmed conditions, and any
existing charmed or frightened condition is suppressed for
the duration of this effect.
Elemental Reverie Once you use this effect, you cannot use it again until you
3rd-level Elemental Dancer feature finish a long rest, unless you expend a spell slot of 1st level or
greater to use it again.
When you summon your Mageblade, you can enter an
Elemental Reverie as part of the same action. This dance Grace
lasts for 1 minute, and ends early if you are incapacitated. You
can also dismiss it at any time during your turn. While your 10th-level Elemental Dancer feature
Elemental Reverie is active, you gain the following benefits: When you make a skill check, you can spend 2 Mana Points
When you take the Attack action, you can move up to 10 to reroll it. You can reroll it after seeing the roll but before
feet directly before or after making the attack. This seeing the result.
movement does not provoke opportunity attacks.
When you use an Elemental Art, you can grant an Deadly Dance
Elemental Inspiration die to an allied creature within 30 15th-level Elemental Dancer feature
feet. This die is the same size as your Elemental Dice.
Once within the next minute, the creature can roll the die When a creature within 5 feet of yourself expends your
and add the number rolled to a damage roll. Once the Elemental Inspiration while your Elemental Reverie is active,
Elemental Inspiration die is rolled, it is lost. A creature you can use your reaction to use one Elemental Art, centered
can have only one Elemental Inspiration die at a time. on yourself.
Body and Soul
3rd-level Elemental Dancer feature
Whenever you make a Charisma check, you gain a bonus to
the check equal to your Intelligence modifier (minimum of
+1).
In addition, you gain proficiency in one of the following skills
of your choice: Deception, Performance, or Persuasion.
Passion
7th-level Elemental Dancer feature
Just as you have learned to shape the elements, you also
know how to shape the minds of those around yourself. As an
action, you can force a creature to make a Wisdom saving
throw against your Swordmage DC; a creature can choose to
fail this saving throw if it wishes. On a failed save, you can
choose to magically inflame or calm its emotions. If the
creature succeeds on this check, it remains unaware that you
tried to affect it with magic.
Inflame. You can choose a creature within 60 feet that
your target can see. The target becomes hostile to the chosen
creature, and is immune to the charmed condition.
Calm. You can choose a creature within 60 feet that your
target is hostile to. The target becomes indifferent to the
chosen creature, and is immune to the frightened condition.

11
Red Mage Greater Mageblade
Red Mages dedicate themselves to the study of many forms of 7th-level Red Mage feature
magic, balancing magical versatility with martial mastery. Your Mageblade further empowers your magic. When you
summon your Mageblade, you can choose for it to be of any
Blade Beam damage type that you know a damaging spell of. In addition,
3rd-level Red Mage feature while your Mageblade is active, your Elemental Arts add your
Intelligence modifier to their damage rolls.
When you take the Attack action while your Mageblade is In addition, when you cast a spell of 1st level or higher
active, you can forego one attack to use an Elemental Art, while your Mageblade is summoned, you can enhance the
centered on yourself. When used in this way, your Elemental spell's power, making it count as one level higher than
Arts count as having spent 1 additional Mana Point. You can normal.
use Elemental Arts in this way without expending any Mana You can enhance a spell's power in this way a number of
Points. times equal to your proficiency bonus. You regain all
expended uses when you finish a long rest.
Scarlet Adept While you have no uses available, you can spend 2 Mana
Points to use this feature again.
3rd-level Red Mage feature
Your study of magic has allowed you to resonate further with Vermillion Impact
the elements, balancing them within yourself. You can choose 10th-level Red Mage feature
a second option from the Artistic Paradigm class feature. You
can choose for your Mageblade and Elemental Arts to be of When you cast a spell, your Mageblade is further empowered.
either Paradigm's type when you use either feature. If you cast a spell while your Mageblade is summoned, the
next Elemental Art you use within the next minute deals 2
additional elemental dice of damage.
Elemental Endurance
15th-level Red Mage feature
While your Mageblade is active, you have resistance to its
damage type. In addition, you gain a number of temporary hit
points equal to 5 + your Intelligence modifier at the start of
each of your turns while your Mageblade is active.

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Quagmire Rune
Rune Fencer When you hit a creature with a weapon attack, you can invoke
Rune Fencers seal the power of the elements within runes, this rune offensively to deal 1 additional elemental dice of
unleashing them for devastating attacks and powerful poison damage to the target and create a 10-foot-radius cloud
defenses. of miasma, the area of which is heavily obscured to all
creatures other than yourself. It lasts until the end of your
Bonus Proficiencies next turn, or until a wind of moderate or greater speed (at
least 10 miles per hour) disperses it.

3rd-level Rune Fencer feature


Alternatively, you can invoke this rune defensively as a
You gain proficiency in the Acrobatics skill. If you are already reaction to taking damage, kicking up mud around yourself.
proficient in it, you gain proficiency in a skill of your choice Each creature within 5 feet of you other than yourself must
instead. You also gain proficiency in smith's tools. make a Dexterity saving throw or be blinded for one minute,
or until a creature uses its action to remove the mud.
Rune Artisian
3rd-level Rune Fencer feature Wavecrest Rune
When you hit a creature with a weapon attack, you can invoke
You can inscribe magical runes into a weapon using smith's this rune offensively to slam the target with yhe force of a
tools. While you hold this weapon, you can invoke the tsunami. The target takes 1 elemental dice of bludgeoning
following runes. You can only invoke one rune per turn. damage, and is forced to make a Strength saving throw if its
size is Large or smaller. On a failed save, it is pushed up to 30
Your runes remain inscribed on a weapon until you finish a feet away in a direction of your choice.
long rest, and only one weapon can be inscribed with your
runes at a time. Alternatively, you can invoke this rune defensively as a
reaction to taking damage, disappearing into a misty spray.
Once you invoke a rune, you can't use it again until you finish You become invisible until the end of your next turn, or until
a short or long rest, unless you spend 1 Mana Point to use it you make an attack or cast a spell.
again.
Earthmelt Rune Resonance
When you hit a creature with a weapon attack, you can invoke 7th-level Rune Fencer feature
this rune offensively to bury the target in molten stone before
instantly solidifying it. The target takes 1 elemental dice of You learn to invoke rune magic in tandem with your allies.
fire damage, and is forced to make a Strength saving throw. You can use your reaction to invoke runes offensively when
On a failed save, the creature's speed is set to 0 for 1 minute. your allies hit a creature with an attack. You can also use your
The target can repeat the saving throw at the end of each of reaction to invoke a rune defensively when an ally takes
its turns, freeing itself on a success. damage, with your ally being affected instead of yourself.
Alternatively, you can invoke this rune defensively as a Evasion
reaction to taking damage, enveloping yourself in a mantle of
molten stone. You gain temporary hit points equal to your 10th-level Rune Fencer feature
Swordmage level, and creatures within 5 feet of you take 1 You can nimbly dodge out of the way of certain area effects,
elemental dice of fire damage when they attack you while you such as a red dragon's fiery breath or an ice storm spell.
have these temporary hit points. When you are subjected to an effect that allows you to make a
Dexterity saving throw to take only half damage, you instead
Firestorm Rune take no damage if you succeed on the saving throw, and only
When you hit a creature with a weapon attack, you can invoke half damage if you fail.
this rune offensively to rain fire upon your target. The target
takes 1 elemental dice of fire damage, and it must make a Arcane Riposte
Constitution saving throw or be set ablaze for 1 minute. At
the start of each of its turns, the target must make the saving 15th-level Rune Fencer feature
throw or take 1 elemental dice of fire damage. On a
successful save, or when a creature uses its action to douse When you invoke one of your runes, you gain advantage on all
the flames, the effect ends. saving throws until the end of your next turn. Your Mageblade
also deals 1 additional elemental dice of damage until the
Alternatively, you can invoke this rune defensively as a end of your next turn.
reaction to taking damage, retreating with a raging firestorm.
When you do so, you move up to your movement speed, and
each creature within 10 feet of the space you left must make
a Constitution saving throw, taking 1 elemental dice of fire
damage on a failed save. This movement does not provoke
attacks of opportunity.

13
Swordsage
Swordsages surpass the limits of flesh with their mastery of
arcane magic, moving with impossible speed to stymie their
enemies' senses before striking them down.
Swiftblade
3rd-level Swordsage feature
Your instincts are enhanced by arcane magic, allowing you to
react to threats with great speed. You can give yourself a
bonus to your initiative rolls equal to your Intelligence
modifier.
Elemental Step
3rd-level Swordsage feature
As a bonus action, you can briefly transform into elemental
energy, allowing you to move unhindered by your body. You
teleport to a location you can see within 30 feet. Every
creature other than yourself within 10 feet of your destination
takes damage of the type determined by your Artistic
Paradigm, equal to 1 roll of your elemental die.
You can use this feature a number of times equal to your
proficiency bonus, and you regain all expended uses when
you finish a long rest.
While you have no uses available, you can spend 1 Mana
Point to use this feature again.

Empowered Body
7th-Level Swordsage feature
Your body is infused with magical power, strengthening it
beyond its physical limits. You can add half of your
Intelligence modifier (rounded down) to checks that use
Strength or Dexterity. In addition, your movement speed
increases by 10 feet.
Reversal
10th-level Swordsage feature
When you hit a creature with a weapon attack, you can spend
1 Mana Point to force it to make a Charisma saving throw
against your Swordmage DC. On a failed save, the creature is
marked until the end of your turn. At any time before the end
of your turn, you can switch places with the marked creature
(no action required).
You can only have one creature marked in this way at a time.
Double Up
15th-level Swordsage feature
Once on each of your turns, when you use your Elemental
Step, you can use it again as part of the same action without
spending any Mana Points.

14
_

_ _

cloud of daggers erupting earth elemental bane


Swordmage Spells dragon's breath fireball fire shield
1st level dust devil flame arrows freedom of movement
absorb elements enhance ability fly ice storm
armor of Agathys flaming sphere haste Otiluke's resilient sphere
burning hands gust of wind lightning arrow stone shape
detect magic hold person lightning bolt stoneskin
earth tremor Icingdeath's frost Melf's minute meteors summon elemental
expeditious retreat levitate phantom steed wall of fire
feather fall magic weapon protection from energy watery sphere
fog cloud Maximillian's earthen grasp sleet storm
frost fingers mirror image slow 5th level
hellish rebuke misty step spirit shroud banishing smite
ice knife pyrotechnics thunder step Bigby's hand
jump Rime's binding ice tidal wave cone of cold
longstrider scorching ray water breathing conjure elemental
mage armor shadow blade water walk conjure volley
magic missile Snilloc's snowball storm wall of sand control winds
searing smite warding wind wall of water hold monster
shield wind wall immolation
thunderwave 3rd level maelstrom
witch bolt Ashardalon's stride 4th level mislead
call lightning banishment summon draconic spirit
2nd level conjure barrage conjure minor elementals swift quiver
Aganazzar's scorcher dispel magic control water wall of light
blur elemental weapon dimension door wall of stone
branding smite

15
Optional Features and Feats
Variant Features Mageblade Initiate
These features can be added at your DM's discretion. You learn to channel elemental energy into a weapon. As a
bonus action, you can expend one Mana Point to turn a
Alternative Starting Equipment weapon into a Mageblade for one minute, adding
Variant Swordmage feature, replaces starting equipment additional fire, cold, or lightning damage equal to your
elemental die. If you do not have an elemental die, you use
When you create a Swordmage, you receive equipment based a d4 instead.
on a combination of those available to Swordmages (as You gain two Mana Points to spend on your Mageblade
detailed at the beginning of this class description) and your (these points are added to any Mana Points you have from
background. Alternatively, you can start with a number of gold another source but can be used only on Mageblade). You
pieces, shown below, and spend them on items from the lists regain all spent Mana Points when you finish a short or
in Chapter 5 of the Player's Handbook. long rest.
Starting Wealth for Swordmage
Funds
5d4 x 10 gp

Martial Versatility (Optional)


Optional Swordmage feature
Whenever you reach a level in this class that grants the
Ability Score Improvement feature, you can replace a fighting
style you know with another fighting style available to
Swordmages. This replacement represents a shift of focus in
your martial practice.
Multiclassing
You must meet the following prerequisites to qualify for
multiclassing into or out of this class.
Prerequisites
Ability Score Minimum
Intelligence 13 or higher, Either Strength or Dexterity 13
or higher

When you multiclass into Swordmage, you gain only some


of the class's starting proficiencies as shown below.
Proficiencies Gained
Light armor, medium armor, shields, simple weapons,
martial weapons

Spell Slots
When determining spell slots, you add half (rounded down) of
your Swordmage levels to the levels of your other classes as
described on page 164 of the Player's Handbook. Use the
resulting total to determine your spell slots by consulting the
Multiclass Spellcaster table on page 165 of the Player's
Handbook.

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Image Credits
Special Thank You to Melon_lord, cubelith, Pixie,
Cover: Eldritch Knight Remastered by Jackeyblob101 and Ellysia on Discord for assistance with building
Page 6: Berkut Fanart by u/Edo--sama this class.

Page 8: Four Spirits by frfr


Page 9: Terra and Rage Awakened by Pine
Page 10: Fischl and Oz by Skal2let
Page 11: Fire Dancer by Didier Nguyen
Page 12: Red Mage by LK
Page 14: Swiftblade by ae-rie
Page 14: Portal of Sanctuary by VargasNi
Page 15: Ayja by Dallas-Williams
Page 17: Luka by yappen

17
v0.05
Changelog Switched Infused Weapon for Augmented Arts, increasing
v0.01 the AOE size of your elemental arts.
Created the Swordmage Added PB free uses to most subclasses
Cannibalized the Elementalist to create the Swordmage Reworked most of the subclass features that were based
Added the Artistic Paradigms because subclass spell lists on assumptions that no longer are true
didn't make sense with these subclasses Elemental Arts are back to requiring a save, with
Added spell list Enhanced Arts turning into save-for-half.
Adjusted dice size progression (1d6-1d10 instead of 1d4- Spellguard now has Ward, Rune Fencer cannibalized
1d12) Mystic for resonances, Elemental Dancer reworked to
actually be able to dance.
v0.02 Playtesting!
Additional Paradigms v0.06
Adjusted level 1 paradigm features; now act more as a Artistic Paradigm now determines the damage type/saving
ribbon for most of them. Type-changing ones probably still throw of Elemental Arts/Mageblade.
need to be changed though. 18th level feature changed to from Primordial Adept (Your
Adding pictures Elemental Arts ignore resistance) Mystic Knight
Added subclasses (Creatures that fail a save vs Elemental Arts have
Changed Mageblade vs Elemental Art scaling. Elemental disadvantage on saves vs your spells).
Art no longer scales with level; instead; spending higher Added flavor text to subclasses and Ideals.
level slots on Mageblade gives your Mageblade +1/2/3 and Red Mage has chosen to cannibalize Elementalist.
adds +1/2/3 Elemental Dice to your Arts. Mage Knight and (formerly) 11th level subclass feature
v0.03 switched places.
Reworked Spirit Bond, Improved Bond, Together as One,
Curated the Fighting Styles list. Spellguard's Crest Elemental Step, etc - basically anything
Removed Mageblade; Elemental Arts now scale with that previously said fire/cold/lightning - to work with the
mana. new mageblade system.
Some subclasses reworked to adjust for this Removed Spellguard. I'll save that for a more tank-
change. oriented class. Swordsage is taking Empowered Body in
Elementalist removed entirely now has Mageblade the divorce though.
as its primary feature. Renumbered pages for images
Elemental Endurance, Fortitude, and Soul now reworked.
Resistance now only applies to yourself and upgrades to Notes
immunity at 18th
New capstone. Mostly happy with the base class at this point.
Additional Paradigms added. Not 100% on subclass features, but that's as always
Paradigm structure more standardized. Still not satisfied subject to change. Will need to grind the numbers to
with having alternate Elemental Arts damage types. ensure everything is as it should be - wouldn't be
Added pretty pictures. appropriate for, say, a support sub to have better damage
and survivability than the damage and tank subs.
v0.04
Made Mageblade the level 1 cornerstone instead of
Elemental Arts; costs mana instead of spell slots
Adjusted Elemental Dice scaling. Again.
Elemental Arts are now basically AoE smites, spending
your Mageblade for guaranteed burst damage.
Mana Points are now much more scarce, but recharge
with spells. You have less of them at once, but almost as
many overall. Basically forces you to mix spells in to hit
things with your sword more.
Mana Points scale with PB instead of level/Int. Otherwise,
anything below maxed Int for level 1 leaves you entirely
unable to use some features. Imagine being unable to use
your capstone because you wanted to be clever and dump
Intelligence to focus on buff spells.
Arts no longer use a save, so now the 10th level feature is
Mage Knight. Basically Bladesinger Extra Attack but for
all (Swordmage) spells, but you won't regenerate Mana
when you do that.
Added Esoteric Mageblade fighting style.

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