Swordmage The Swordmage Level Proficiency Bonus Features Enchantments Known 1st 2nd 3rd 4th 5th 1st +2 Weapon Bond, Aegis — — — — — — 2nd +2 Fighting Style, Spellcasting, Enchantments 3 2 — — — — 3rd +2 Blade School, Arcane Awareness 3 3 — — — — 4th +2 Ability Score Improvement 3 3 — — — — 5th +3 Extra Attack 4 4 2 — — — 6th +3 Adaptive Warding 4 4 2 — — — 7th +3 Blade School Feature 5 4 3 — — — 8th +3 Ability Score Improvement 5 4 3 — — — 9th +4 — 6 4 3 2 — — 10th +4 Blade Magic 6 4 3 2 — — 11th +4 Arcane Assault 6 4 3 3 — — 12th +4 Ability Score Improvement 7 4 3 3 — — 13th +5 — 7 4 3 3 1 — 14th +5 Watchful Aegis 7 4 3 3 1 — 15th +5 Blade School Feature 8 4 3 3 2 — 16th +5 Ability Score Improvement 8 4 3 3 2 — 17th +6 — 8 4 3 3 3 1 18th +6 Arcane Onslaught 9 4 3 3 3 1 19th +6 Ability Score Improvement 9 4 3 3 3 2 20th +6 Blade School Feature 9 4 3 3 3 2 Class Features As a swordmage you gain the following class features. Hit Points Hit Dice: 1d10 per swordmage level

1d10 per swordmage level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + 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: Dexerity, Intelligence

Dexerity, Intelligence Skills: Choose two from Acrobatics, Athletics, Arcana, History, Intimidation, Investigation, Persuasion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a rapier or (b) a longsword

(a) a scholar's pack or (b) an explorer's pack

leather armor and a spellbook

component pouch Weapon Bond You learn a ritual that creates a magical bond between yourself and one weapon you are proficient with. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. The ritual requires an arcane focus to be consumed as part of the cost, or an equivalent of 15 gold pieces.

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. Additionally, if the weaponed is damaged or destroyed, you can spend 1 hour and half of the weapon's cost in materials to restore the weapon completely. You can have up to two bonded weapons, but can summon only 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. Aegis As part of your training, you've learned to use your magic to protect your allies. As a bonus action, you can grant an aegis to one allied creature you can see within 60 feet of you. The aegis is a dim, grey aura of abjuration magic that protects the target. Any bludgeoning, piercing, or slashing damage the target takes is reduced by 2 + your swordmage level divided by 4. This effect lasts for 1 minute, until you use it again, or until you are incapacitated. In addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 5 feet of the attacker. You can teleport only if you and the attacker are on the same surface. You can then make one melee weapon attack against the attacker. You may use this feature twice. You regain all expended uses of it when you finish a short or long rest. Fighting Style At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. 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. Spellcasting By 2nd level, your studies of arcane magic have begun to come to fruition. You have a spellbook containing spells that you have recorded. Spellbook At 2nd level, you have a spellbook containing six 1st-level swordmage spells of your choice. Preparing and Casting Spells 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 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 are 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. If you prepare the 1st-level spell magic missile, 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 gestures 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, 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 swordmage spell you cast and when making an

attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

= 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Spellcasting Focus You can use a component pouch or any weapon which you are bonded to with your Weapon Bond feature 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 one swordmage spell of your choice to your spellbook. This spell 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. Enchanted Arms Beginning at 2nd level, you have learned to magically alter your own weapons. These alterations are represented by enchantment points, which allow you to create a variety of magical effects. Enchantments You gain three arcane enchantments of your choice. Your enchantment options are detailed at the end of the class description. When you gain certain swordmage levels, you gain additional enchantments of your choice, as shown in the Enchantments Known column of the Swordmage table.

Enchantment Points You have a pool of enchantment points, whose number is equal to your Intelligence modifier + your swordmage level divided by 4 (minimum of 1). You may use a bonus action to add or remove an enchantment from a weapon you are bonded to, or to change one enchantment into another. Alternatively, you may use an action to add, remove or change any number of enchantments from a weapon you are bonded to. When you add an enchantment to your weapon, subtract a number of unexpended enchantment points from your pool equal to its cost. Whenever that enchantment is removed, return a number of enchantment points back to your pool equal to its cost. Overload All Enchantments can be Overloaded, channeling arcane power to bring out their true potential. Whenever you make an attack or hit with an attack with a weapon that has an Enchantment with Overload on it, you may activate the Overload by spending a spell slot of first level or higher. You may only Overload one Enchantment per attack. Arcane Awareness By 3rd level, as an action you may examine a creature. If you do so, you learn if this creature is capable of casting spells. At 9th level, when you use this feature, you also learn if this creature is capable of casting spells of a higher level than you. Blade School When you reach 3rd level, you choose a Blade School, defining your style of blade magic through one of three schools: Anarch of Shyr, Arcane Hunter or Coronal Guard. 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 Beginning at 5th level, you can attack twice, instead

of once, whenever you take the Attack action on your

turn. Adaptive Warding Starting at 6th level, you gain a bonus to your saving throws equal to your Intelligence modifier(with a minimum bonus of +1). Additionally, a creature protected by your Aegis feature gains a bonus to their saving throws equal to your Intelligence modifier(with a minimum bonus of +1). You must be conscious to grant this bonus. Channeling Ward Beginning at 10th level, whenever you cast a spell with a range of self, you may instead cast it on a creature protected by your Aegis or use their space as the origin for the spell. Arcane Assault By 11th level, you've learned to add small bursts of elemental energy to your attacks. Once per turn, when you hit with a weapon attack with a weapon your are bonded to, you may choose acid, cold, fire, lightning, or thunder. If you do, you deal 2d6 extra damage of that type. Watchful Aegis At 14th level, your Aegis leaves its mark on those affected by it. You know the location and any conditions affecting a creature that has been the target of your Aegis feature within the last hour. Arcane Onslaught At 18th level, whenever you reduce a creature of CR 1 or greater to zero health with a weapon attack, you may regain a number of spell slots with combined level up to to your Intelligence modifier. Once you use this feature, you can't use it again until you finish a short or long rest. Blade Schools Coronal Guard Coronal Guards, also known as Armathors, specialize in defending themselves and those around them. They believe a fight can't be lost if you can't be injured. Improved Warding Weapon At 3rd level, you excel at defense more than all others. You learn the Warding Weapon Enchantment if you do not know it already. If you know it already, you may choose to learn another Enchantment. This does not count towards your Enchantments known. Additionally, your Warding Weapon Enchantment now reads: "While you are not wearing heavy armor and are wielding the enchanted weapon, you gain a +1 bonus to your AC. If you are wielding the weapon with one hand and your other hand is free, this bonus increases to +3 instead." Silver Shield Beginning at 3rd level, your Aegis feature grants resistance to damage of all types except psychic damage. Countering Thunderclap At 7th level, you have learned to overload your Aegis. Whenever a creature makes a melee attack against a target affected by your Aegis feature, you may use your reaction to make that creature make a Constitution saving throw. If they fail, they take 2d8 thunder damage and are knocked prone. If they can no longer reach the target, the attack misses. Once you use this feature, you can't use it again until you finish a short or long rest.

Arcane Warding At 15th level, you gain advantage on all saving throws against magic. Aegis Reserve At 20th level, when you use your Aegis to protect an ally, you can choose up to three creatures to gain its benefits. Ghost Blade Ghost Blades flit around the battlefield, teleporting in and out of danger constantly. Improved Transposing Weapon At 3rd level, you have learned that in a battle, positioning is key. You learn the Transposing Weapon Enchantment if you do not know it already. If you know it already, you may choose to learn another Enchantment. This does not count towards your Enchantments know. Additionally, your Transposing Weapon Enchantment now reads: "Whenever you hit a creature the same size as you or smaller with the enchanted weapon, you may teleport yourself, switching spaces with any creature within 10 feet of you." Entrapping Aegis At 3rd level, whenever you use your reaction for your Aegis feature, you may teleport the attacking creature to an unoccupied space within 5 feet of you instead of teleporting yourself. You then make a melee weapon attack as normal. Transposition At 7th level, you gain learn to use enemies attacks as a weapon. Whenever a creature makes an attack against you, you may use your reaction to teleport to a space occupied by another creature within 30 feet of you. That creature is then teleported into the space you were originally standing in, and the attack is instead made against that creature. Once you use this feature, you can't use it again until you finish a short or long rest. Paired Step At 15th level, whenever you teleport, you may bring along one creature within 5 feet of you as long as there is an unoccupied space within 5 feet of your destination. Additionally, whenever you use your Entrapping Aegis feature, you may teleport the creature being protected by your Aegis into an unoccupied space within 5 feet of you. Send Skyward By 20th level, you've learned to use teleportation as a weapon. When you hit a creature with a weapon attack, you may choose to teleport the creature 120 feet up. If there is no unoccupied space 120 feet up, they are instead teleported to the highest unoccupied space within 120 feet. Once you use this feature, you can't use it again until you finish a short or long rest. Sword of Assault A Sword of Assault sees little point in subtlety, preferring to decimate their foes instead with powerful blasts of arcane energy. Improved Elemental Weapon Beginning with 3rd level, your ability to weaponinize the elements is brutally efficient. You learn the Elemental Weapon Enchantment if you do not know it already. If you know it already, you may choose to learn another Enchantment. This does not count towards your Enchantments know. Additionally, your Elemental Weapon Enchantment now reads: "Whenever you make an attack choose acid, cold, fire, lightning, necrotic, poison or thunder. Attacks made with the enchanted weapon deal this type of damage instead. This Enchantment may not be used at the same time as Explosive Weapon. Overload: For the next minute, the first attack that you make with this weapon that hits each turn deals an additional d6 damage. If a higher level spell slot is used, the damage increases by another d6 for each slot level above 1st." Battlemage At 3rd level, your desire for battle propels you ever forward. When you roll initiative, you may immediately use your Aegis class feature. You may then teleport up to 30 feet. Shielded Assault Starting at 7th level, whenever you use your Aegis feature to teleport to an enemy and make an attack or reduce an enemy to zero hit points, you gain temporary hit points equal to your intelligence modifier. Vanguard's Blade At 15th level, you respond to threats to your companions with extreme vigilance. You can use your reaction for an opportunity attack even if you have already expended your reaction this round, but not if you have already used your reaction this turn. In addition, you gain a +1 bonus to AC and attack rolls while you have less than half health. Arcane Blast By 20th level, you've learned to turn your weapon into the perfect conduit for arcane energy. When you hit with a melee weapon attack, you may choose either acid, cold, fire, lightning, necrotic, poison, or thunder damage. If you do, the attack deals an additional 8d10 damage of the chosen type. Once you use this feature, you can't use it again until you finish a short or long rest.

Arcane Enchantments Arcane Lance Cost: 1 The enchanted weapon gains the reach property if it does not already have it. If it does, extend the range by another 5 feet. Overload: Instead of making this attack, you instead force all creatures in a line 10 feet long and 5 feet wide to make a Dexterity saving throw. If they fail, they suffer damage as normal, and half if they succeed. If a higher level spell slot is used, the line increases in length by 5 feet for each slot level above 1st. Battle-Light Cost: 1 The enchanted weapon sheds bright light in a radius of 20 feet, and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque, such as a sheath, blocks the light. Overload: After this attack, all creatures other than you within 10 feet must make a Constitution saving throw. If they fail, they are blinded until the start of your next turn. If a higher level spell slot is used, the range is increased by 5 feet for each slot level above 1st. Elemental Weapon Cost: 3 Choose acid, cold, fire, lightning, necrotic, poison or thunder when you place this enchantment. Attacks made with the enchanted weapon deal this type of damage instead. This Enchantment may not be used at the same time as Explosive Weapon or Frostwind Weapon. Overload: For the next minute, the first attack that you make with this weapon that hits each turn that hits deals an additional d4 damage. If a higher level spell slot is used, the damage increases by another d4 for each slot level above 1st. Explosive Weapon Cost: 3 Attacks made with this weapon deal force damage instead. This Enchantment may not be used at the same time as Explosive Weapon or Frostwind Weapon. Overload: This attack deals an additional d10 damage. If a higher level spell slot is used, the damage increases by another d10 for each slot level above first. Farbond Weapon Cost: 2 Your weapon gains the Thrown property with a range of 30/60 feet. You may use your Intelligence for the attack and damage rolls. Overload: For the next minute, the range of the Thrown property increases by 30/60 feet. If a higher level spell slot is used, the range increases by an additional 30/60 feet for each slot level above 1st. Forceful Weapon Cost: 1 Whenever you hit a Large or smaller creature with the enchanted weapon, you may push that creature up to 5 feet. Overload: The creature hit and all creatures that are Large or smaller within a 15 foot cone behind the creature must make a Strength saving throw or be pushed 5 feet and knocked prone, or be pushed 5 feet on a successful save. If a higher level spell slot is used, the range of the cone increases by 5 feet, and the creatures are pushed and additional 5 feet for each slot level above 1st. Frigid Weapon Cost: 1 Whenever you hit a creature with the enchanted weapon, their speed is reduced by 10 feet. Overload: The creature's speed is reduced by an additional 10 feet. If a higher level spell slot is used, their speed is reduced by an additional 5 feet for each slot level above 1st. Frostwind Weapon Cost: 3 Whenever you hit a creature with the enchanted weapon, you may deal 1d8 cold damage to another creature within 15 feet of you. This Enchantment may not be used at the same as Elemental Weapon or Explosive Weapon. Overload: You may deal the cold damage to an additional creature, and the range is increased by 5 feet. If a higher level spell slot is used, an additional creature may be targeted and the range is increased by another 5 feet for each slot level above 1st. Mageslayer Cost: 1 Creatures hit by the enchanted weapon have disadvantage on concentration checks until the end of the turn. Overload: You may end a 1st level spell the creature is concentrating on. If a higher level spell slot is used, you may end a spell the creature is concentrating on of the same level or lower than the one you used. Transposing Weapon Cost: 2 Whenever you hit a creature the same size as you or smaller with the enchanted weapon, you may switch spaces with that creature. Overload: You may switch the spaces of the creature hit with that of any other creature within 20 feet. If a higher level spell slot is used, the range increases by 10 feet for each slot level above 1st. Vortex Cost: 2 Whenever you hit a Large or smaller creature with the enchanted weapon, you may move 5 feet without provoking an opportunity attack, then pull that creature into the space you occupied. Overload: After this attack, all creatures other than you within 10 feet of you are pulled 5 feet directly towards the creature you hit. If a higher level spell slot is used, the range is increased by 10 feet and the creatures are pulled 5 more feet for each slot level above 1st.

Warding Weapon Cost: 2 While you are not wearing heavy armor and are wielding the enchanted weapon, you gain a +1 bonus to your AC. Overload: You may add your Intelligence modifier to your AC until the start of your next turn. Weakening Weapon Cost: 3 Creatures hit by the enchanted weapon twice in the same turn have disadvantage on saving throws against spells you cast until the end of your next turn. Overload: The hit creature has disadvantage on saving throws against spells from another creature you choose within 30 feet of you. If a higher level spell slot is used, the creature has disadvantage on saving throws against spells from an additional creature within 30 feet for each slot level above 1st.