The Swordmage Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th 1st +2 Fighting Style, Magic Sense, Weapon Bond — — — — — — 2nd +2 Spellcasting, Charged Weapon 4 2 — — — — 3rd +2 Swordmage Discipline 5 3 — — — — 4th +2 Ability Score Improvement 6 3 — — — — 5th +3 Extra Attack 7 4 2 — — — 6th +3 Spellstrike 8 4 2 — — — 7th +3 Swordmage Discipline Feature 9 4 3 — — — 8th +3 Ability Score Improvement 9 4 3 — — — 9th +4 — 10 4 3 2 — — 10th +4 Elemental Charge 10 4 3 2 — — 11th +4 Swordmage Discipline Feature 11 4 3 3 — — 12th +4 Ability Score Improvement 11 4 3 3 — — 13th +5 — 12 4 3 3 1 — 14th +5 Swordmage Discipline Feature 12 4 3 3 1 — 15th +5 Magic Ward 13 4 3 3 2 — 16th +5 Ability Score Improvement 13 4 3 3 2 — 17th +6 — 14 4 3 3 3 1 18th +6 Empowered Spellstrike 14 4 3 3 3 1 19th +6 Ability Score Improvement 15 4 3 3 3 2 20th +6 Archblade 15 4 3 3 3 2 Class Features As a swordmage, you gain the following class features Hit Points Hit Dice: 1d8 per swordmage level

1d8 per swordmage level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per swordmage level after 1st Proficiencies Armor: Light armor, Medium armor

Light armor, Medium armor Weapons: Simple weapons, Martial weapons

Simple weapons, Martial weapons Tools: None Saving Throws: Dexterity, Intelligence

Dexterity, Intelligence Skills: Choose two from Acrobatics, Animal Handling, Athletics, Arcana, History, Insight, Persuation, Religion. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a martial weapon and a shield or (b) two martial weapons

(a) five javelins or (b) any simple melee weapon

(a) a Scholar's pack or (b) an Explorer's pack

Leather armor and an arcane focus Fighting Style You adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again. Archery You gain a +2 bonus to attack rolls you make with ranged weapons Dueling When you are wielding a melee weapon in one hand and no other weapon, you gain a +2 bonus to damage rolls with that weapon Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Magic Sense You can sense the presence of magic around you. As an action, you can open your awareness to the Weave. Until the end of your next turn, you can feel the hum of magic and see a faint aura around any creature or object within 60ft of you that bears magic and you learn it's school of magic, if any. Your magic sense can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. You can use this feature a number of times equal to your Intelligence modifier (minimum 1). You regain all expended uses at the end of a long rest. Weapon Bond You learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons at once, but can only summon one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two. Spellcasting When you reach 2nd level, you expand your magical abilities and gain the ability to cast various spells. Spell Slots The Swordmage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots at the end of a long rest. For example, if you know the 1st-level spell Shield and have a 1st-level and 2nd-level spell slot available, you can cast Shield using either slot. Spells Known of 1st Level and Higher You know four 1st-level spells of your choice from the swordmage spell list. The Spells Known column of the Swordmage table shows when you can learn more swordmage spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level of this class, you can learn one new spell of 1st or 2nd level. Aditionally, when you gain a level in this class, you can choose one of the swordmage spells you know and replace it with another spell from the swordmage spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Intelligence is your spellcasting ability for swordmage spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spellblade 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 Charged Weapon Beginning at 2nd level, you gain the ability to charge your bonded weapon with arcane energy. While holding your bonded weapon, you can use a bonus action to spend a spell slot of 3rd level or lower to charge your weapon for one minute. While charged, your weapon deals additional force damage equal to the spell slot level you expended. If your weapon is not already magical, it becomes magical for the purposes of bypassing resistances for the duration. You can end this effect on your turn early as a free action. If you fall unconscious or if you are no longer holding or carrying your bonded weapon, the effect ends. At 10th level, your charge bonus applies to your attack rolls as well as your damage rolls. Swordmage Disciplines Once you reach 3rd level, you further refine your own blend of magical and martial ability through multiple Disciplines. Your choice grants you abilities at 3rd, 7th, 11th, and 14th levels. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Spellstrike Starting at 6th level, you can use an action on your turn to attempt a spell strike, concentrating a spell into your weapon and using the strike to cast it onto a target. Choose a spell you know of 1st level or higher with a casting time of one action, and spend a spell slot as if you were casting it as normal. The spell must be capable of targeting a hostile creature or have an area of effect in the shape of a cone, cube, cylinder, line, or sphere. As part of the action, you then make a single weapon attack with your bonded weapon. If the attack hits, the target suffers the attack's normal effects and the spell is cast centered on your target. The target has disadvantage on all saving throws made against the spell if the attack hits and you automatically succeed on any saving throw made against your spell if your spell will hit you.

Whether the weapon attack hits or misses, the spell is cast and the magic from your weapon fades. You do not need to make concentration checks to maintain your concentration if you take damage from your spell. You can use this feature a number of times equal to your Intelligence modifier (minimum 1), expending a use when you successfully hit your target. You regain expended uses of this feature when you finish a short or long rest. Elemental Charge Starting at 10th level you can choose cold, fire, lightning, or poison damage as well as force damage whenever you use your Charged Weapon feature. You can also choose to convert all damage your weapon deals into the damage type you choose. You can switch between damage types as a bonus action. Magic Ward Beginning at 14th level, the magic of your bond projects a constant ward against magic. Whenever you suffer damage from a spell or other magical effect, you can reduce the damage by an amount equal to 5 plus your Intelligence modifier. Empowered Spellstrike Beginning at 18th level, you can reroll any number of dice you use for damage from your Spellstrike feature, including your weapon damage die. You must use the new rolls. Archblade At 20th level, your mastery of combined magical and martial combat is unmatched. You can concentrate on two spells at once. While concentrating on two spells, you cannot cast any other spells except other concentration spells and cannot gain advantage on your concentration check to maintain the spells. If you attempt to cast a third concentration spell, you will lose concentration on the first concentration spell you cast. If you fail a concentration check, you lose both spells. Swordmage Disciplines All swordmages wield weapons and magic in a potent combo, but how a swordmage employs these skills in combat varies wildly. This is expressed in the varying disciplines they devote themselves to. Battlemage Battlemages wade into the thick of combat, defending their allies and devastating their enemies. A battlemage uses their magic as a way to keep both themselves and their friends alive before crushing their opponents in arcane fury. Bonus Proficiencies When you pick this Discipline at 3rd level, you gain proficiency in heavy armor and shields. Arcane Aegis Starting at 3rd level, whenever an allied creature within 20ft of you is hit with an attack, you can use your reaction to teleport to an unoccupied space within 5ft of that creature and force that attack to target you instead, potentially making the attack miss. If you know the Shield spell, you may cast it as part of this reaction. You can use this feature a number of times equal to your Intelligence modifier (minimum 1). You regain all expended uses at the end of a short or long rest. In addition, you may use a bonded weapon as your arcane focus when casting swordmage spells. Hardened Mind At 7th level, you gain a bonus to concentration checks as well as Wisdom and Charisma saving throws equal to your Intelligence modifier (minimum 1). Elemental Protection Beginning at 11th level, you can manipulate the energy infused in your weapon to protect you from harm. While your weapon is benefiting from your Charged Weapon feature, you gain resistance to the damage type of the charge. You must be wielding your weapon to gain the benefits of this feature. Active Defense At 14th level, whenever you use your Arcane Aegis feature, you can make one weapon attack or cast a spell with a casting time of 1 action and targets only 1 creature against the attacking creature if it is within range of your current weapon as part of the reaction. If you know the Shield spell, you cannot cast it as part of this reaction if you choose to use this feature. Swiftblade Speed is an essential factor in determining who wins in a fight. Swiftblades recognize this and fully leverage it to their advantage. Their attacks come quicker than one would expect and their spells fly through the battlefield faster than anyone can see. Quick Casting Starting at 3rd level when you choose this Discipline, you can cast a spell with a casting time of 1 action as a bonus action. You can use this feature a number of times equal to you Intelligence modifier (minimum 1). You regain expended uses of this feature at the end of a long rest. First Strike Advantage Beginning at 3rd level, you add your proficiency bonus to your initiative checks if you are not surprised. In addition, on the first round of combat, if you make an attack against a creature who acts later than you in the initiative order, they will have disadvantage on attack rolls against you on that round. Magical Speed At 7th level, you learn the Haste spell as a swordmage spell even if you don't have the spell slots to cast it and it doesn't count against the number of swordmage spells you know. You can cast it once without using spell slots once per long rest.

Improved Haste Starting at 11th level, you can use your Haste action to cast a spell or use your Spellstrike class feature and you are no longer incapacitated when the spell ends. Time Dilation Beginning at 14th level, whenever you use your Haste action to make one weapon attack and you hit your target, they must make a Constitution saving throw against your Spell save DC. On a failed save, the target is affected by the Slow spell until the end of their next turn. Spellweaver There are only so many ways to shoot a bow or swing a sword. Magic, however, is near limitless in its applications. A Spellweaver focuses on the arcane aspects of their studies, using their martial training as a means of taking their magical expertise in brand new directions. Cantrips Starting at 3rd level, you learn the Booming Blade and Green-flame Blade cantrips. Intelligence is your spellcasting ability for these spells. Bonus Spells When you choose this Discipline at 3rd level, you learn extra spells in addition to the spells you already know. They count as Swordmage spells for you and they do not count against the number of spells you know. You learn these spells at the level specified on the table. Spellweaver Spells Swordmage Level Spell 3rd armor of agathys, absorb elements 5th shadow blade, cloud of daggers 10th conjure barrage 14th elemental bane 17th steel wind strike Magical Efficiency At 7th level, whenever you hit a creature with your Spellstrike class feature using a 2nd level spell or higher, you regain a spell slot equal to half the spell's level (rounded up). Spellweave Beginning at 11th level, whenever you cast a spell or use your Spellstrike feature as an action, you can make one weapon attack as a bonus action. Infused Potency At 14th level, whenever you have an infused weapon in your hand, you can transfer the bonuses from your infused weapon to your Spell attack modifier and Spell save DC as a free action. This effect lasts until the end of your current turn and does not apply to spells cast using your Spellstrike feature. Metamorph One's body is limited, and swordmages are not except from this rule. But to those who practice the Metamorph discipline, one's body is only as limited as one wishes it to be. They use their magic to modify and improve their mental and physical abilities to degrees most would find nearly impossible to achieve. Enhanced Mind and Body When you select this Discipline at 3rd level and again at 7th, 11th, and 14th level, you can increase one attribute score of your choice by 1, but you cannot raise it above 20. Optimized Capability Starting at 3rd level, you can use a bonus action to reduce any ability score you have by 2 and increase a different ability score by 2 for one minute. While under the effects of this feature, you can change which ability score recieves the benefit as a bonus action but you cannot change which ability score suffers the demerit. You may exceed an attribute score of 20 using this feature. You cannot use this feature while still under its effects. You can use this feature a number of times equal to your Intelligence modifier (minimum 1) and you regain expended uses at the end of a long rest. Facechanger At 7th level, you can cast alter self as a 2nd level spell at will. Engineered Body Starting at 11th level, you are immune to critical hits while under the effects of your Optimized Capability class feature. In addition, while under the effects of your Optimized Capability feature, you can choose to forgo the attribute score bonus and replace it with one different benefit listed below. You can change between any benefit of your choice as a bonus action. Extended Arms - Your arms lengthen, resulting in your melee reach is increased by 5ft.

- Your arms lengthen, resulting in your melee reach is increased by 5ft. Powered Legs - Muscles in your legs become incredibly dense, increasing your movement speed by 10ft and you can jump as if you had a running start even if you do not.

- Muscles in your legs become incredibly dense, increasing your movement speed by 10ft and you can jump as if you had a running start even if you do not. Chameleon - Your skin will attempt to blend in with your surroundings, granting advantage on Dexterity (Stealth) checks. Variable Transformation At 14th level, your ability to modify yourself improves, granting you more options when using your Optimized Capability and Engineered Body features. Rapid Recovery - You supercharge your metabolism and you regenerate 5 hit points at the end of each of your turns.

- You supercharge your metabolism and you regenerate 5 hit points at the end of each of your turns. Farsight - Your eyesight sharpens, increasing the range of your ranged weapon and spell attacks by 60ft.

- Your eyesight sharpens, increasing the range of your ranged weapon and spell attacks by 60ft. Acid Blood - The blood in your veins becomes highly caustic, causing 1d6 acid damage to any creature within 5ft of you that damages you.

- The blood in your veins becomes highly caustic, causing 1d6 acid damage to any creature within 5ft of you that damages you. Hypersensitivity - Your reflexes heighten, allowing you to take two reactions per round.