Swordmage The Swordmage Level Proficiency Bonus Features Arcane Enchantments Known 1st 2nd 3rd 4th 5th 1st +2 Arcane Enchantments, Weapon Bond 2 — — — — — 2nd +2 Channeling Glyphs, Fighting Style, Spellcasting 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 4 4 3 — — — 8th +3 Ability Score Improvement 5 4 3 — — — 9th +4 — 5 4 3 2 — — 10th +4 Enchanted Glyphs 5 4 3 2 — — 11th +4 Arcane Assault 6 4 3 3 — — 12th +4 Ability Score Improvement 6 4 3 3 — — 13th +5 — 6 4 3 3 1 — 14th +5 Watchful Glyphs 7 4 3 3 1 — 15th +5 Blade School Feature 7 4 3 3 2 — 16th +5 Ability Score Improvement 7 4 3 3 2 — 17th +6 — 8 4 3 3 3 1 18th +6 Eldritch Shielding 8 4 3 3 3 1 19th +6 Ability Score Improvement 8 4 3 3 3 2 20th +6 Blade School Feature 8 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: All Armor, Shields

All Armor, Shields 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, Perception, Persuasion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) any martial weapon or (b) two shortswords

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

(a) leather armor or (b) chain mail

component pouch and a spellbook Arcane Enchantments Beginning at 1st 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 exchange one enchantment for another. Alternatively, you may use an action to add, remove or change any number of enchantments from a weapon you are bonded to. You may only add an enchantment to a weapon once, but may put multiple different enchantments on a single bonded weapon or put the same enchantment on two different bonded weapons. 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. 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. Channeling Glyphs Beginning at 2nd level, you may mark a number of creatures equal to your Intelligence modifier (minimum 1) at the end of a long rest. Whenever you cast a spell with a range of self, you may instead cast it on a marked creature you can see or use their space as the origin for the spell. Additionally, if a spell can only be cast as a reaction (such as Shield or Absorb Elements), you may cast that spell on a marked creature you can see if they meet the requirements to take the reaction. The glyphs fade after 24 hours, or you can cause any number of them to fade as an action. 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. Defense While you are wearing armor, you gain a +1 bonus to AC. 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 class 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. Blade School At 3rd level, you choose a Blade School, defining your style of blade magic through one of three schools: Sword of Assault, Warp Blade or Coronal Guard. Arcane Awareness By 3rd level, as a bonus action you may examine a creature. If you do so, you learn if this creature is capable of casting spells and what schools of magic they can use. At 9th level, whenever a creature you can see casts a spell, you know what school of magic the spell is from before they have finished casting 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 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). As a reaction when a creature marked by your Channeling Glyphs feature you can see within 60 feet must make a saving throw, you may grant them a bonus to that roll equal to your Intelligence modifier. Enchanted Glyphs Beginning at 10th level, you have learned to weave your enchantments into your glyphs. Whenever you use your Channeling Glyphs class feature, you may choose an Arcane Enchantment that you know. Subtract a number of enchantment points from your pool equal to the cost. The creature may then benefit from the chosen Arcane Enchantment until the glyph fades, after which you return the expended enchantment points to your pool. 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 you are bonded to, you may choose acid, cold, fire, lightning, or thunder. If you do, you deal 2d6 extra damage of that type. Additionally, whenever you use your action to cast a swordmage spell, you can make one weapon attack as a bonus action. Watchful Glyphs At 14th level, your Channeling Glyphs leaves its mark on those affected by it. You know the location and any conditions affecting a creature that has been marked by your Channeling Glyphs feature. Eldritch Shielding At 18th level, whenever you roll initiative, you gain 25 temporary hit points. Whenever you take damage and these temporary hit points are reduced to zero, you may choose acid, cold, fire, lightning or thunder as a reaction. If you do, each enemy within 10 feet of you must make a Dexterity saving throw or take 3d10 damage of that type. 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. Aegis of Shielding As part of your training from joining this Blade School at 3rd level, you've learned to create an Aegis to protect your allies. As a bonus action, you can grant an aegis to an allied creature you can see within 60 feet. The Aegis is a dim, grey aura of abjuration magic that protects the target. This effect lasts for 1 minute, until you use it again, or until you are incapacitated. Whenever a creature you can see within 60 feet of you that is protected by your Aegis takes bludgeoning, piercing or slashing damage, you may use your reaction to grant the protected creature resistance to bludgeoning, piercing and slashing damage until the end of the turn.

Guarded Flourish You learn the Warding Weapon Arcane Enchantment. This does not count toward your total number of Arcane Enchantments known. 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 of Shielding 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 pushed 10 feet. 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. Silver Shield Beginning at 15th level, your Aegis of Shielding feature can be used when a creature protected by it takes damage of any type except psychic damage, and the protected creature gains resistance to all damage except psychic until the end of the turn. Additionally, whenever you use your Aegis of Shielding feature to reduce damage from an attack, the attacking creature takes force damage equal to your Intelligence modifier. Total Aegis At 20th level, when you use your Aegis of Shielding class feature, you can choose up to three creatures to gain its benefits. Additionally, if multiple creatures protected by your Aegis of Shielding take damage at the same time, you may use your reaction to reduce the damage taken by all of them. Warp Blade Warp Blades flit around the battlefield, teleporting themselves, allies and enemies alike. Aegis of Ensnarement As part of your training from joining this Blade School at 3rd level, you've learned to create an Aegis to keep your enemies away from your allies. As a bonus action, you can grant an aegis to an allied creature you can see within 60 feet. The Aegis of Ensnarement is a dim, purple aura of abjuration magic that protects the target. This effect lasts for 1 minute, until you use it again, or until you are incapacitated. Whenever a creature you can see that is protected by your Aegis of Ensnarement is hit by an attack from a creature you can see within 60 feet of you, you may use your reaction to teleport the attacker into an unoccupied space within 5 feet of you on the same surface. The creature's speed is reduced to zero until the start of its next turn, and the next attack made against the teleported creature before the end of your next turn is made with advantage. Rapid Repositioning You learn the Transposing Weapon Arcane Enchantment. This does not count toward your total number of Arcane Enchantments known. Transposition At 7th level, you learn to use enemy attacks as a weapon. Whenever a creature makes an attack against a creature protected by your Aegis of Ensnarement, you may use your reaction to teleport the protected creature to a space occupied by another creature of the same size or smaller within 30 feet of them that you can see. That creature is then teleported into the space the protected creature was 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 or one creature marked by your Channeling Glyphs class feature within 60 feet of you as long as there is an unoccupied space within 5 feet of your destination the creature would fit in. 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. Aegis of Assault As part of your training from joining this Blade School at 3rd level, you've learned to create an Aegis to punish those who harm your allies. As a bonus action or when you roll initiative, you can grant an aegis to an allied creature you can see within 60 feet. The Aegis is a dim, red aura of abjuration magic that protects the target. 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 then make one melee weapon attack against the attacker. Elemental Burst You learn the Elemental Weapon Arcane Enchantment. This does not count toward your total number of Arcane Enchantments known. Shielded Assault Starting at 7th level, whenever you use your Aegis of Assault feature 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. Once per turn, you may make an opportunity attack without using your reaction. In addition, you gain a +1 bonus to AC and attack rolls while you have less than half of your total 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. Battle-Light Cost: 0 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. Blinding Weapon Cost: 1 Prerequisite: 5th Level, Dazzling Weapon Whenever you score a critical hit against a creature with the enchanted weapon, that creature must make a Constitution saving throw or be blinded until the end of their next turn. Caustic Weapon Cost: 1 Prerequisite: 5th Level, Corrosive Weapon Whenever you score a critical hit against a creature with the enchanted weapon and deal acid damage, that creature is covered in acid. If that creature is wearing armor, the AC bonus is reduced by 1. Otherwise, the creature takes d12 acid damage at the start of its next turn. Charged Weapon Cost: 1 Whenever you make a weapon attack with the enchanted weapon, you may have the attack deal lightning damage instead. Whenever you hit a creature with the enchanted weapon and deal lightning damage, that creature cannot take a reaction until the start of your next turn. Corrosive Weapon Cost: 1 Whenever you make a weapon attack with the enchanted weapon, you may have the attack deal acid damage instead. Whenever you hit a creature with the enchanted weapon and deal acid damage, that creature is surrounded by a cloud of acid. If that creature does not move during its next turn, it takes acid damage equal to your Intelligence modifier. Dazzling Weapon Cost: 1 Whenever you hit a creature with the enchanted weapon, that creature cannot gain advantage on attacks until the start of your next turn. Spelldrain Weapon Cost: 2 Prerequisite: 11th Level Whenever you reduce a creature that can cast spells to zero hit points with the enchanted weapon, you regain an expended 1st level spell slot. Elemental Weapon Cost: 2 Prerequisite: Sword of Assault Blade School Whenever you hit a creature with the enchanted weapon, choose acid, cold, fire, lightning or thunder. The attack deals an additional d6 damage of that type. Explosive Weapon Cost: 3 Whenever you make a weapon attack with the enchanted weapon, you may have the attack deal force damage instead. Additionally, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal force damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target can cast spells. If the enchanted weapon is also under the effects of the Elemental Weapon Arcane Enchantment, you may choose to instead deal acid, cold, fire, lightning, or thunder damage. Farbond Weapon Cost: 2 Your weapon gains the Thrown property with a range of 30/60 feet. After you throw the weapon, it immediately teleports back to your hand. When you throw the enchanted weapon, it may not benefit from any other enchantments for that attack. Flaming Weapon Cost: 1 Whenever you make a weapon attack with the enchanted weapon, you may have the attack deal fire damage. Whenever you hit a creature with the enchanted weapon and deal fire damage, that creature is set aflame. At the start of their turn, they must spend half of their movement speed rounded up to put out the flames or take fire damage equal to your Intelligence modifier. Fiery Weapon Cost: 1 Prerequisite: 5th Level, Flaming Weapon Whenever you score a critical hit against a creature with the enchanted weapon and deal fire damage, each enemy within 5 feet of that creature must make a Dexterity saving throw or take d8 fire damage.

Freezing Weapon Cost: 1 Prerequisite: 5th Level, Frigid Weapon Whenever you score a critical hit against a creature with the enchanted weapon and deal cold damage, that creature must make a Strength saving throw or be restrained until the start of your next turn. Frigid Weapon Cost: 1 Whenever you make a weapon attack with the enchanted weapon, you may have the attack deal cold damage instead. Whenever you hit a creature with the enchanted weapon and deal cold damage, their speed is reduced by 10 feet until the end of their next turn. Glamoured Weapon Cost: 0 As a bonus action, you may cause the enchanted weapon to assume the appearance of an object of similar size and shape. Improved Magic Weapon Cost: 1 Prerequisite: 5th Level The enchanted weapon gains a +1 bonus to attack and damage rolls, unless it is a magic weapon that already has a bonus to these rolls. Keen Weapon Cost: 2 Prerequisite: 11th Level Attacks made with the enchanted weapon score a critical hit on a roll of 19 or 20. Limning Weapon Cost: 1 Whenever you hit a creature with the enchanted weapon, you may have them shed dim light in a 5 foot radius and attacks against them do not suffer disadvantage until the start of your next turn. Magebane Weapon Cost: 1 Creatures hit by the enchanted weapon have disadvantage on concentration checks until the end of the turn. Mageslayer Cost: 3 Prerequisite: 17th Level Whenever you hit a creature that can cast spells with the enchanted weapon, that creature is unable to cast spells from a school of magic of your choosing until the start of your next turn. Primordial Weapon Cost: 3 Prerequisite: 17th Level Whenever you hit a creature with the enchanted weapon and deal acid, cold, fire, lightning or thunder damage, you may reroll any number of damage dice for that attack. You must use the new roll, even if it is lower. Staggering Weapon Cost: 1 Prerequisite: 5th Level, Thunderous Weapon Whenever you score a critical hit against a creature with the enchanted weapon and deal thunder damage, that creature must make a Strength saving throw or be knocked prone. Stunning Weapon Cost: 1 Prerequisite: 5th Level, Charged Weapon Whenever you score a critical hit against a creature with the enchanted weapon and deal lightning damage, that creature must make a Constitution saving throw or be incapacitated until the start of your next turn. Thunderous Weapon Cost: 1 Whenever you make a weapon attack with the enchanted weapon, you may have the attack deal thunder damage instead. Whenever you hit a Large or smaller creature with the enchanted weapon and deal thunder damage, you may push that creature up to 5 feet. Transposing Weapon Cost: 2 Prerequisite: Warp Blade Blade School Whenever you hit a creature equal to our smaller than your size with the enchanted weapon, you may teleport that creature into an unoccupied space within 5 feet of it, then you may teleport into an unoccupied space within 5 feet of it. Warding Weapon Cost: 2 Prerequisite: Coronal Guard Blade School While you are wielding the enchanted weapon, you gain a +1 bonus to AC. If the enchanted weapon is one-handed and your other hand is open, you gain a +3 bonus to your AC instead. Weakening Weapon Cost: 2 Prerequisite: 5th Level Creatures hit by the enchanted weapon have disadvantage on spell attacks until the start of your next turn.