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    Dwarf in the Playground
     
    BlackDragon

    Join Date
    Apr 2015

    Default Swordmage 1.1 (1/2 Caster, 5 Archetypes) [PEACH]

    The Swordmage
    Adorned with little more than a well-worn breastplate and a lovingly-maintained greatsword, a half-orc surveys the battle below. With a glint in their eye, arcane energy ripples from their blade, and they dive into the fray.

    A gnome finds herself surrounded, as gnolls close in from every corner. With an adrenaline-fueled grin, she moves with the speed of the wind, and dozens of her enemies fall int he blink of an eye.

    An elf stands between his comrades and a bulette, who has already claimed one of their own. The ground buckles beneath him as his flesh turns as hard as stone, and he stands as a bulwark against the monstrosity.

    Scholars of Sword and Sorcerery
    Even the most innocent child stands in awe before the blade. Many know of their terrible killing power, of their inspiring symbolism, and of the skill it takes to master it. Few understand that there is even more to the sword, however: those with a penchant for the arcane can forge a bond with their weapon that awakens something, both within them and within their blade.

    Swordmages are arcane spellcasters, though their study focuses on the power of the aegis, a manifestation of the swordmages' bond with their weapon. Many choose to learn of the aegis through the application of martial principles, while others focus entirely on its arcane nature, and still others learn to manipulate their aegis in more unorthodox manners.

    The Swordmage


    Mysterious Power
    Swordmages often find themselves in extraordinary circumstances. Many find themselves drawn to the adventuring life as mercenaries, guards, and bounty hunters. Others adventure for their own purposes, using life-and-death situations to test their magical and martial prowess. Regarldess, every swordmage has an instinct to explore and battle, a drive that they all share to master the curious power within them.

    Creating a Swordmage
    No two swordmages are alike, but a single thread ties them together: their first swordbond, and the awakening of their aegis. Many swordmages accidentally awaken this potential within their weapons, whereas some purposefully seek out this power from the blade. How did your character awaken their aegis? Why were you first drawn to the sword? Are you an old soldier, a once-desperate urchin, or a simply a wanderer?

    What occurred to draw you from your daily life to the life of an adventurer? Did awakening your aegis give you a new lease on life? Or did this manifestation of magic make you a pariah among your community? Perhaps you're simply itching to see just how sharp you can make your sword.

    Quick Build
    You can make a swordmage quickly by following these suggestions. First, choose Strength or Dexterity as your highest ability score, followed by Intelligence or Constitution. Strength gives you access to greatswords, while Dexterity lets you improve both your Armor Class and offensive proficiency with rapiers, shortswords, and scimitars. Intelligence is your spellcasting ability, and many of your swordmage abilities rely on it, while constitution adds to your survivability. Arcanists and Embranglers prefer high Intelligence, Defenders and Dervishes tend to focus more on Dexterity, and Vanguards make better use of longswords and greatswords. Second, choose the soldier background. Third, choose the firebolt and prestidigitation cantrips to supplement your melee attacks.

    Class Features
    Hit Points
    Hit Dice: 1d10 per Swordmage level
    Hit Points at 1st Level: 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
    Weapons: Scimitars, shortswords, longswords, greatswords, rapiers
    Tools: none

    Saving Throws: Constitution, Intelligence
    Skills: Choose two from Acrobatics, Arcana, Athletics, History, Investigation, Nature, Perception, Religion

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

    (a) a greatsword, (b) a longsword, (c) a rapier, (d) two shortswords, or (e) two scimitars
    (a) a scholar’s pack or (b) an explorer’s pack
    (a) leather armor or (b) a chain shirt

    Spoiler: Core Class Features
    Show
    Sword Bond
    At 1st level, you learn a ritual that creates a magical bond between yourself and one sword, which are scimitars, shortswords, longswords, greatswords, or rapiers. 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.

    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. While wielding your bonded weapon, you can use an action to cause the blade to emit bright light for 20 feet, and dim light for an additional 20 feet. You can end this as part of any other action.

    You can have one bonded sword, or two if both of those swords have the light property. If you try to bond to another sword, you must break the bond with one of the others.

    Aegis
    Magical energy resonates within your blade, known as an aegis. The aegis is an arcane manifestation of the bond you have with your weapon, and you have the ability to manipulate it in different ways. In its most basic form, the aegis provides a measure of protection for you. Beginning at 1st level, your aegis grants you a +1 bonus to your AC while you are conscious and holding a sword to which you are bonded, you aren’t wearing heavy armor, and you are not using a shield.

    Arcane Initiate
    You are familiar with the basics of arcane magic. You know two cantrips of your choice from the swordmage spell list. You learn an additional swordmage cantrip of your choice at 10th level.

    Fighting Style
    Starting 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 bonded sword 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 bonded sword that 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 Figthing
    When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.


    Spellcasting
    By 2nd level, you have learned to combine sorcery and swordplay, and your aegis thrums with power. You can harness this energy to cast spells or augument your weapon and skills. See Chapter 10 for the general rules of spellcasting and further into this document for the swordmage spell list.

    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 slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

    Spells Known of 1st Level and Higher
    You know two 1st-level spells of your choice from the swordmage spell list. The Spells Known column of the Swordmage table shows when you learn more swordmage spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. Additionally, 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 your swordmage spells. Your magic comes from intense study of the arcane and how to meld it with swordplay. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a swordmage spell you cast and when making an attack roll with one.

    Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

    Spell attack modifier = = your proficiency bonus + your Intelligence modifier

    Spellcasting Focus
    You can use a weapon to which you are bonded (found in chapter 5) as a spellcasting focus for your swordmage spells.

    Arcane Strike
    Starting at 2nd level, when you hit a creature with a melee weapon attack with your bonded weapon, you can expend one swordmage 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.

    Arcane Discipline
    At 3rd level, you focus your studies of sword magic on a particular discipline. Choose Defender or Vanguard, both detailed at the end of the class description. The discipline you choose grants you features at 3rd level and again at 7th, 11th, 15th, and 20th level.

    Invocations of the Blade
    At 3rd level, you gain two invocations of the blade of your choice. Your invocation options are detailed at the end of the class description. When you gain certain swordmage levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Swordmage table.

    Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

    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
    Starting at 5th level, whenever you take the attack action on your turn, you can make one additional attack.

    Ascendant Aegis
    By 6th level, your aegis permeates your blade throughout. If your bonded weapon is not already magical, it becomes magical.

    Improved Arcane Strike
    Your aegis is a conduit of magic, and arcane energy effortlessly flows through your blade. Whenever you hit a creature with a bonded sword, the creature takes an additional 1d8 force damage. If you also use your Arcane Strike with an attack, you add this damage to the extra damage of your Arcane Strike.

    Master of Invocations
    Starting at 18th level, whenever you cast a spell with a casting time of 1 action with any of your Sword Invocation features, you may instead cast that spell with a casting time of 1 bonus action.


    Spoiler: Arcane Discipline
    Show
    Arcanist
    As an arcanist, you dedicate your study of swordmagic to maximizing the arcane potential of your aegis.

    Aegis of Recovery
    When you select this discipline at 3rd level, you learn to recapture arcane energy expended through your aegis. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal or less than one quarter fo your swordmage level (rounded up).

    For example, if you’re a 6th-level swordmage, you can recover up to 2 levels worth of spell slots. You can recover either a 2nd-level spell spell slot or two 1st-level spell slots.

    Bladework Knowledge
    By 3rd level your aegis gives you an intuitive understanding of the curious power of swords in historical, magical, or religious contexts. Whenever you make an Intelligence (Arcana), Intelligence (History), or Intelligence (Religion) check related to swords, you are considered proficient in those skills and you add double your proficiency bonus to the check, instead of your normal proficiency bonus.

    Expanded Invocations
    When you reach 7th level, and again at 15th level, you gain an additional invocation of the blade. These invocations don’t count against the number of invocations you know.

    Expanded Spells
    When you reach 7th level, you learn two additional spells from the swordmage spell list: one 1st-level spell and one 2nd-level spell. You learn an additional two spells at 15th level: one 3rd-level spell and one 4th-level spell.

    Transmute Blade: Purespell Sword
    At 20th level, your aegis allows you to transform your sword into a legendary weapon as a bonus action on your turn. The sword retains its properties, except it has the abilities listed below. The transformation lasts for 1 minute or until you drop or sheathe the weapon. You can’t use this feature again until you finish a long rest.

    You gain a +3 bonus to attack and damage rolls with this magic weapon. This bonus doesn’t stack with any enhancement bonuses the sword already has.

    Whenever you use this feature, choose a swordmage spell of 2nd level or lower that you know. The spell must require your bonded weapon as a material component. You can cast that spell at will as a 2nd-level spell, without expending a spell slot, for the duration of this feature. You add your sword’s enhancement bonus to any spell attack rolls or your spell save DC for this spell.

    Defender
    The defender specializes in manipulating the defensive abilities of their aegis, making an impenetrable bulwark around which their allies can rally.

    Aegis of Defense.
    Your aegis is more finely tuned towards protecting yourself. The AC bonus from your aegis increases to +2, instead of +1.

    Luring Aegis
    Starting at 7th level, you are able to impart a fraction of your aegis into other creatures, making it difficult for them to strike at other foes. Whenver you hit a creature with a melee attack with a bonded sword, you can use a bonus action to force that creature to attack you. Until the start of your next turn, any attacks that creature makes that don’t include you have disadvantage.

    Aegis of Spell Resistance
    At 15th level your aegis is bolstered against opposing magic, reducing the effectiveness of those spells. You have advantage on saving throws against magical effects, and spell attacks against you are made with disadvanatage.

    Transmute Blade: Defender
    At 20th level, your aegis allows you to transform your sword into a legendary weapon as a bonus action on your turn. The sword retains its properties, except it has the abilities listed below. The transformation lasts for 1 minute or until you drop or sheathe the weapon. You can’t use this feature again until you finish a long rest.

    You gain a +3 bonus to attack and damage rolls with this magic weapon. This bonus doesn’t stack with any enhancement bonuses the sword already has. The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

    Dervish
    The dervish is a warrior focused on agility and speed, whose aegis grants them supernatural mobility.

    Aegis of Mobility
    Your aegis grants you a supernatural speed. Your speed increases by 10 feet, and you gain a +1 bonus to AC during any movement you make on your turn.

    Evasion
    Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

    Impulse
    By 15th level, you have learned to channel your aegis to empower supernatural feats of dexterity and speed. As an action, choose Uncountable Strikes or Godspeed:

    Uncountable Strikes. You make a number of attacks up to your Intelligence modifier (minimum once). You can’t expend spell slots using your Arcane Strike feature on these attacks.

    Godspeed. You may freely use the Dash action a number of times equal to your Intelligence modifier (minimum once).

    Once you have used this feature, you can’t do so again until you finish a short or long rest.

    Transmute Blade: Sword of Speed
    At 20th level, your aegis allows you to transform your sword into a legendary weapon as a bonus action on your turn. The sword retains its properties, except it has the abilities listed below. The transformation lasts for 1 minute or until you drop or sheathe the weapon. You can’t use this feature again until you finish a long rest.

    You gain a +3 bonus to attack and damage rolls with this magic weapon. This bonus doesn’t stack with any enhancement bonuses the sword already has. In addition, you can make one attack with it as a bonus action on each of your subsequent turns.

    Embrangler
    The embrangler is a peculiar swordmage, whose aegis takes the form of a spectral chain extending from their blade. With a thought, they can ensnare creatures as they strike at them in combat, and are adept at maneuvering them around the battlefield. Embranglers make excellent guards, bounty hunters, and hunters, able to ensnare and subdue the staunchest foes.

    Aegis of Chains
    You are able to phsyically manifest your aegis as an extension of your sword in the form of a spectral chain. Whenever you hit a Medium or smaller creature with your bonded weapon, you can force them to make a Strength or Dexterity save (the creature’s choice) against your spell save DC. On a failed save, the creature is grappled by your weapon.

    While grappled in this way, you can’t attack other creatures with the grappling bonded weapon. You can use this ability a number of times equal to your Intelligence modifier (minimum once). You regain expended uses of this ability when you finish a long rest.

    Effortless Embranglement
    Beginning when you reach 7th level, you regain all of your expended uses of your Aegis of Chains when you finish a short or long rest.

    Chain Jail
    Beginning at 15th level, whenever a creature fails its saving throw against your Aegis of Chains feature, you can expend another use of that feature. If you do, the target is restrained as long as it’s grappled.

    Transmute Blade: Dancing Chains
    At 20th level, your aegis allows you to transform your sword into a legendary weapon as a bonus action on your turn. The sword retains its properties, except it has the abilities listed below. The transformation lasts for 1 minute or until you sheathe the weapon. You can’t use this feature again until you finish a long rest.

    You gain a +3 bonus to attack and damage rolls with this magic weapon. This bonus doesn’t stack with any enhancement bonuses the sword already has.

    The tip of your blade ends in three spectral chains. As an action, you can direct each chain to attack a creature within 15 feet of you. For each chain, make a melee weapon attack roll using your bonded weapon. These attacks deal bludgeoning damage instead of the weapon’s normal damage type. If you hit a target with all three tentacles, it must make a Constitution saving throw. On a failed save, it suffers the effect of the slow spell for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    Vanguard
    The vanguard utilizes their aegis to rip apart their enemies with raw magical power.

    Aegis of Assault
    You are able to channel the aegis within your blade as a damaging aura. Whenever you hit with a melee weapon attack using a weapon to which you are bonded, you deal an additional 2 damage.

    Aegis of Regeneration
    The arcane energy within your blade is deeply linked to your own spirit. Whenever you regain hit points, you add your Intelligence modifier (minimum 1) to the hit points regained.

    Unstoppable Aegis
    At 15th level, your aegis begins to overpower even the staunchest of defenses. If a creature has resistance to a damage type that would be dealt by your bonded sword or a spell cast through it, you ignore that resistance. If a creature is immune to a damage type that would be dealt by your bonded sword or a spell cast through it, you instead treat that immunity as a resistance to that damage type.

    Transmute Blade: Vorpal Sword
    At 20th level, your aegis allows you to transform your sword into a legendary weapon as a bonus action on your turn. The sword retains its properties, except it has the abilities listed below. The transformation lasts for 1 minute or until you drop or sheathe the weapon. You can’t use this feature again until you finish a long rest.

    You gain a +3 bonus to attack and damage rolls with this magic weapon. This bonus doesn’t stack with any enhancement bonuses the sword already has. In addition, the weapon ignores resistance to either slashing or piercing damage, based on the original weapon. When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll one of the following occurs: you cut off one of the creature’s heads if you deal slashing damage, or your pierce its skull and impale its brain if you deal piercing damage. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing or piercing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing or piercing damage from the hit.


    Spoiler: Invocations of the Blade
    Show

    If an invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites.

    Aegis Armor. You can cast the mage armor spell at-will without expending a spell slot, but you can only target yourself.

    Aegis of Apparition. Prerequisites: 6th level. You can cast the misty step spell once without expending a spell slot. You can’t do so again until you finish a short or long rest.

    Aegis of Nondetection. Prerequisite: 10th level. You can cast the nondetection spell at will, without expending a spell slot. You can target yourself and/or your bonded weapon, but nothing else.

    Aegis of Reflections. Prerequisite: 6th level. You can cast the mirror image spell once without expending a spell slot. You can’t do so again until you finish a short or long rest.

    Aegis of the Bastion. Prerequisite: 14th level, Aegis of Defense feature. The bonus to AC granted by your aegis increaes to +3.

    Aegis of the Ravager. Prerequisites: 14th level, Aegis of Assault feature. The bonus damage granted by your Aegis of Assault feature increases to +3.

    Aegis of the Tower. Prerequisites: 10th level. Whenever you hit a creature with a melee weapon attack using your bonded sword, if that creature knows at least one language, you and that creature gain the ability to understand what each other say, regardless of what languages you speak, for 1 hour. Alternatively, you may perform a 1-minute ritual with a creature by touching your bonded sword and a weapon of theirs for the duration of the ritual, achieving the same effect.

    Aegis of the Warden. Prerequisites: 14th level, Aegis of Chains feature. Creatures that are one size larger than you don't automatically succeed on checks to escape the grapple of your Aegis of Chains. Additionally, when dragging creatures grappled by your Aegis of Chains, you only suffer a penalty to your speed if the creature is two sizes larger than you.

    Aegis of The Wind. Prerequisites: 14th level, Aegis of Mobility feature. The bonus to speed granted by your Aegis of Mobility feature increases to +20 feet. Additionally, you ignore the first 20 feet of difficult terrain you encounter on your turn.

    Aegis Scourge. Prerequisites: 6th level, Aegis of Chains feature. As an action, you can expend a use of your Aegis of Chains feature to lash your foe with a spectral chain. For 1 minute, the reach of your bonded weapon increases by 5 feet, and it deals bludgeoning damage instead of its normal damage type.

    Apocalypse Blade. Prerequisite: 18th level. Whenever you use your Arcane Strike, you can expend a slot of 5th-level, dealing no damage. If you do, you cast the disintegrate spell as a bonus action, targeting that creature.

    Once you have used this feature, you can’t do so again until you finish a long rest.

    Arcane Overload. Prerequisite: 18th level. Whenever you roll a critical hit, you roll the damage dice three times, instead of twice.

    Aura of Defense. Prerequisite: 6th level, Aegis of Defense feature. As long as you’re not incapacitated, melee weapon attacks made by hostile creatures within 5 feet of you against non-hostile creatures within 5 feet of you have disadvantage.

    Awareness. As long as your bonded weapon is within 5 feet of you, you can’t be surprised, and you have advantage on initiative rolls.

    Blade Barrier. Prerequisite: 18th level. You can cast the blade barrier spell once without expending a spell slot. You can’t do so again until you finish a long rest.

    Blade of Dispelling. Prerequisite: 10th level. Whenever you hit a creature, an object, or magical effect with a weapon attack using your bonded sword, you can cast the dispel magic spell as a bonus action through your blade, using a swordmage spell slot. You must target the creature, object, or magical effect you strike with your sword.

    Blade of Enduring Terror. Prerequisite: 14th level. Whenever hit a creature with a melee weapon attack using your bonded sword, you can cast the phantasmal killer spell as a bonus action using a swordmage spell slot, targeting that creature.

    Blade of Honor’s Price. Whenever you hit a creature with a melee weapon attack made with a bonded sword, you can cast the compelled duel spell as a bonus action using a swordmage spell slot, targeting that creature.

    Blade of Lingering Anguish. Prerequisite: 6th level. Whenever you hit a creature with a melee weapon attack using your bonded sword, you may cast the cloud of daggers spell as a bonus action using a swordmage spell slot, except the spell deals the same damage dealt by your bonded sword. You must choose a point that includes the creature hit by your bonded sword.

    Blade of the Unending Moment. Prerequisite: 10th level. Whenever you hit a creature with a melee weapon attack made with your bonded sword, you may cast the slow spell once as a bonus action, targeting that creature. You can’t do so again until you finish a long rest.

    Blade of Truth. Prerequisites: 18th level. While your bonded sword is on your person, you have truesight out to 30 feet.

    Cleaving Aegis. Prerequisite: 6th level, must be bonded to a sword that deals slashing damage. Once per turn when you reduce a creature to 0 hit points with a bonded sword that deals slashing damage, choose a creature within 5 feet of that creature and within reach of your weapon. If the attack would hit the second target, you deal any remaining damage from that attack to that creature.

    Chains of the Confessor. Prerequisites: 10th level, Aegis of Chains feature. You can cast the zone of truth spell at-will, except you only affect a creature grappled by your bonded sword. If the creature is restrained by your Chain Jail feature, it makes its Charisma saving throw with disadvantage.

    Disrupting Strike. Prerequisite: 10th level. Whenever you deal damage to a creature using your Arcane Strike feature, that creature has disadvantage on the saving throw against the next spell you cast, until the end of your next turn.

    Dousing Blade. Your aegis allows you to subconsciously discern hidden truths and objects. As an action, you hold your weapon in front of you and describe a particular condition or object, such as “the nearest source of water” or “the liar amongst this group of people.” Your weapon will point in the direction of the condition or object you described. If you use this feature again before finishing a long rest, there is a cumulative 25% chance of a false reading occurring.

    Giant’s Stance. Prerequisite: 6th level. You can cast the enlarge/reduce spell once without expending a spell slot, but only targeting yourself, and only using the enlarge option. You can’t do so again until you finish a long rest.

    History of the Blade. You can cast the identify spell using a swordmage spell slot. If the target is a sword with which you are proficient, you can do so without expending a spell slot. In addition to the sword’s magical properties, you learn its original creator, its intended purpose, and the last person to bear the weapon.

    Intuitive Blade Magic. Prerequisite: 6th level. Choose a spell of 1st level from the swordmage spell list when you gain this feature. The spell must require your bonded sword as a material component. You may cast that spell once without expending a spell slot. You can’t do so again until you finish a short or long rest. You can choose this invocation multiple times, each time selecting a new spell. At 14th level, you can select a spell of 2nd level or higher.

    Inured to Darkness. You gain darkvision out to 60 feet. If you already have darkvision, your darkvision is increased by a futher 60 feet instead.

    Leaping Blade. Prerequisite: 6th level. Whenever you make a melee weapon attack with your bonded sword, your reach for that attack is increased by 5 feet.

    Mercurial Stance. Prerequisite: 10th level. You can cast the haste spell once without expending a spell slot, but you can only target yourself. You can’t do so again until you finish a long rest.

    Mountain’s Stance. Prerequisite: 14th level. You can cast the stoneskin spell once without expending a spell slot and eschewing material components. You can’t do so again until you finish a long rest.

    Piercing Aegis. Prerequisites: 6th level, must be bonded to a sword that deals piercing damage. Your bonded sword attacks score a critical hit on a roll of 19 or 20 if the bonded sword deals piercing damage.

    Riposte Stance. Prerequisite: 6th level. You adopt this stance as part of any other action. Whenever a creature makes a melee attack against you, you can use your reaction to make a single melee weapon attack against it. If you reduce the creature to 0 hit points, the attack made against you misses. This stance lasts for as long as you maintain concentration, up to 1 minute (as if concentrating on a spell). You can’t do so again until you finish a long rest.

    Sharpen. Whenever you make a melee attack roll with your bonded sword, you may add your Intelligence modifier to the roll. You can wait until after you roll the d20, but must decide before the DM says the whether the roll succeeds or fails.

    You can use this feature a number of times per day equal to your Intelligence modifier (minimum once). You regain any expended uses when you finish a long rest.

    Stance of Blurred Movement. Prerequisite: 6th level. You can cast the blur spell once without expending a spell slot. You can’t use this feature again until you finish a short or long rest.

    Stance of Free Movement. Prerequisite: 14th level. You can cast the freedom of movement spell once without expending a spell slot, but you can only target yourself. You can’t do so again until you finish a long rest.

    [/b]Stance of the Crucible of Worlds.[b] Prerequisite: 18th level. You can cast the primordial ward spell once without expending a spell slot. You can’t use this feature again until you finish a long rest.

    Stance of the Hero. You can cast the heroism spell at-will without expending a spell slot, but you can only target yourself.

    Stance of Tactical Withdrawal. Prerequisite: 10th level. You can cast the expeditious reatreat spell at will, without expending a spell slot.

    Warrior’s Bond. Prerequisite: 14th level. You can cast the locate creature spell at-will, without expending a spell slot. You are limited to searching for creatures that fit one or more of the following criteria:
    • you have dealt the creature damage with your bonded sword
    • you and the creature have been under the effects of the compelled duel spell
    • you and the creature have performed the ritual of the Aegis of the Tower invocation



    Spoiler: Swordmage Spells ( * spells are found at the end of this document )
    Show
    Cantrips
    Acid Splash (conjuration)
    Blade Ward (abjuration)
    Fire Bolt (evocation)
    Prestidigitation (transmutation)
    Ray of Frost (evocation)
    True Strike (divination)


    1st-level
    *Boomerang Blade (evocation)
    Burning Hands (evocation)
    Detect Magic (divination)
    Fog Cloud (conjuration)
    *Greenflame Blade (evocation)
    Jump (transmutation)
    *Mind Stab (illusion)
    *Poisonous Blade (Conjuration)
    Shield (abjuration)
    Thunderwave (evocation)


    2nd-level
    *Frostfire Blade (evocation)
    Heat Metal (transmutation)
    *Ice Spikes (conjuration)
    *Magnetized Blade (evocation)
    Misty Step (conjuration)
    Scorching Ray (evocation)
    Shatter (evocation)
    Spider Climb (transmutation)


    3rd-level
    *1,000 Blades (conjuration)
    Blink (transmutation)
    Counterspell (abjuration)
    *Displaced Strike (conjuration)
    Fireball (evocation)
    Lightning Bolt (evocation)
    *Lightning Thrust (evocation)
    Protection from Energy (abjuration)
    Water Walk (transmutation)


    4th-level
    Dimension Door (conjuration)
    *Dissolving Blade (conjuration)
    Fire Shield (evocation)
    Otiluke’s Resilient Sphere (evocation)
    Stoneskin (transmutation)
    Wall of Fire (evocation)
    *Voidstrike (necromancy)
    *Windborne Strikes (transmutation)


    5th-level
    *Aurora Stance (transmutation)
    Cloudkill (conjuration)
    *Shockwave Slash (evocation)
    *Thunder Blade (evocation)
    Wall of Force (evocation)
    Wall of Stone (evocation)


    1,000 Blades
    3rd-level Conjuration

    Casting Time: 1 action
    Range: Self (30-foot cone)
    Components: V, S, M (one weapon to which you are bonded and wielding)
    Duration: Instantaneous

    You point your weapon at your foes, and one thousand miniscule clones of it erupt forth in a 30-foot cone. Each creature in the area must make a Dexterity saving throw, taking 12d4 damage on a failed save, or half as much on a successful one. The damage shares the damage type of the bonded weapon used to cast this spell.

    At Higher Levels. Whenever you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d4 for each level above 3rd.


    Aurora Stance
    5th-level transmutation

    Casting Time: 1 action
    Range: Self
    Components: V, S, M (one weapon to which you are bonded and wielding)
    Duration: Concentration, up to 1 minute

    You focus on your aegis, and arcane energy begins to radiate from your body. You begin to shimmer with different colors of light, leaving after images in the wake of your movements. These after images follow the gradient of the rainbow, and last for 1 second before harmlessly dissipating.

    Until the spell ends, whenever you hit a creature with a melee weapon attack, roll a d8 to determine which color blade affects it.

    1. Red. The target takes an additional 1d10 fire damage.
    2. Orange. The target takes an additional 1d10 acid damage.
    3. Yellow. The target takes an additional 1d10 lightning damage.
    4. Green. The target takes an additional 1d10 poison damage.
    5. Blue. The target takes an additional 1d10 cold damage.
    6. Indigo. The target takes an additional 1d10 psychic damage.
    7. Violet. The target takes an additional 1d10 force damage.
    8. Special. The target takes an additional 1d10 radiant damage, and is affected by another color blade. Roll once more, rerolling any 8.

    Once you have hit with 7 color blades, the spell ends.


    Boomerang Blade
    1st-level evocation

    Casting Time: 1 action
    Range: 60 feet
    Components: V, S, M (one weapon to which you are bonded and wielding)
    Duration: instantaneous

    You toss your weapon at the enemy. Make a ranged spell attack against the target. On a hit, the target takes force damage equal to the weapon’s damage dice. You may repeat this attack against two more creatures, one at a time. Each additional target must be within 30 feet of the previous target, and within range of this spell. After attacking the last target, the weapon returns to your grasp.
    At Higher Levels: When you cast this spell using a spell slots of 2nd level or higher, you can repeat the attack against another target for each level above 1st.


    Displaced Strike
    3rd-level conjuration

    Casting Time: 1 action
    Range: 90 feet
    Components: V, S, M (one weapon to which you are bonded and wielding)
    Duration: Instantaneous

    You send the tip or edge of your blade through a pocket dimension, and you strike your foe from afar. Make a melee weapon attack against a target in range using your bonded weapon. The weapon deals an additional 1d6 force damage on a hit.


    Dissolving Blade
    4th-level conjuration

    Casting Time: 1 action
    Range: touch
    Components: V, S, M (one weapon to which you are bonded and wielding)
    Duration: instantaneous

    The weapon in your hand begins to ooze a powerful acid. Make a melee weapon attack using this weapon. The weapon deals an additional 3d6 acid damage on a hit. Additionally on a hit, the target must make a Dexterity saving throw. On a failed save, they are coated with the blade’s acid, taking 2d6 acid damage at the start of their turn.

    The target can repeat this saving throw at the end of each of their turns. The first time they succeed on this saving throw, the damage is reduced to 1d6 acid damage at the start of their turn. The second time they succeed on this saving throw, the effect ends.


    Frostfire Blade
    2nd-level evocation

    Casting Time: 1 action
    Range: Touch
    Components: V, S, M (one or two weapons to which you are bonded and wielding)
    Duration: Instantaneous

    If you cast this spell using one weapon, it begins to vacillate between burning frost and freezing flame. Make a melee weapon attack using this weapon. On a hit, it deals an additional 1d12 fire damage plus 1d12 cold damage.

    Alternatively if you cast this spell using two weapons, one glows with flame and chilling frost forms on the other. Make a melee weapon attack with each weapon. You can move between these attacks. On a hit, each weapon deals an additional 1d12 fire or cold damage, respectively.


    Greenflame Blade
    1st-level evocation

    Casting Time: 1 action
    Range: touch
    Components: V, S, M (one weapon to which you are bonded and wielding)
    Duration: instantaneous

    The weapon in your hand glows with green flame, which explodes as you strike your target. Make a melee weapon attack using this weapon. The weapon deals an additional 1d6 fire damage on a hit. On a hit or miss, the target and each creature within 5 feet of it (except you) must make Dexterity saving throw. A creature takes 2d6 fire damage on a failed save.
    At Higher Levels: When you cast this spell using a spell slots of 2nd level or higher, the secondary fire damage increases by 1d6 for each level above first.


    Ice Spikes
    2nd-level evocation

    Casting Time: 1 action
    Range: Self (15-foot cube)
    Components: V, S, M (one weapon to which you are bonded and wielding)
    Duration: Concentration, up to 1 minute

    A deep chill emanates from your blade. As you thrust it downwards, spikes of magical ice erupt around you. Each creature in a 15-foot cube originating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d8 cold damage and is restrained for the duration of the spell. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and is not restrained.

    While you maintain concentration on this spell, your speed is reduced to 0, and you gain no benefit from a bonus to your speed.

    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the cold damage increases by 1d8 for each level above 2nd.


    Lightning Thrust
    3rd-level evocation

    Casting Time: 1 action
    Range: touch
    Components: V, S, M (one piercing weapon to which you are bonded and wielding)
    Duration: instantaneous

    Electricity cackles about your weapon, and your blade becomes a wieldable bolt of lightning. Make a melee weapon attack using this weapon. The weapon deals an additional 1d10 lightning damage on a hit. On a hit or miss, a small bolt of lightning erupts from your blade, striking the original target and creatures behind it. Each creature in a 5-foot-wide, 25-foot-long line must make a Dexterity saving throw, taking 3d10 lightning damage on a failed save, or half as much on a successful one.


    Magnetized Blade
    2nd-level evocation

    Casting Time: 1 bonus action
    Range: touch
    Components: V, S, M (one weapon to which you are bonded and wielding)
    Duration: Concentration, up to 10 minutes

    Your sword hums as electricity courses throughout it. Whenever you make a melee weapon attack using this weapon, the attack has advantage if the target is made of metal or wearing armor made of metal.


    Mind Stab
    1st-level evocation

    Casting Time: 1 action
    Range: 60 feet
    Components: V, S, M (one weapon to which you are bonded and wielding)
    Duration: instantaneous

    You point your weapon at your enemy, and their imminent death flashes across their thoughts. One creature in range must make a Wisdom saving throw. On a failed save, a target takes 3d4 psychic damage and is frightened for 1 minute or until it takes damage. A creature can repeat this saving throw at the end of each of their turns, ending the condition on them on a success.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each level above 1st.


    Poisonous Blade
    1st-level conjuration

    Casting Time: 1 action
    Range: Self (5-foot-radius)
    Components: V, S, M (one weapon to which you are bonded and wielding)
    Duration: Concentration, up to 1 minute

    Poisonous gas emanates from your blade, and the weapon deals an additional 1d4 poison damage on a hit for the duration. A 5-foot-radius translucent cloud of poison surrounds you, and follows you as you move. The poison lingers in the air behind you for 1 round. Creatures and objects within the cloud are lightly obscured.

    The first time another creature enters the poison’s area on a turn or starts its turn there, it must make a Constitution saving throw, taking 1d4 poison damage on a failed save.

    At Higher Levels. Whenever you cast this spell using a spell slot of 2nd-level or higher, the damage dealt by the poisonous cloud increases by 2d4 for each spell slot above 1st.


    Shockwave Slash
    5th-level evocation

    Casting Time: 1 action
    Range: touch; Self (15-foot cone)
    Components: V, S, M (one slashing weapon to which you are bonded and wielding)
    Duration: instantaneous

    The smell of ozone fills the air as your blade becomes lightning. You slash with the speed of a thunderbolt, releasing a devastating peal of thunder. Make a melee weapon attack using this weapon. The weapon deals an additional 1d10 lightning damage on a hit. On a hit or miss, each creature in a 15-foot cone that includes the original target must make a Constitution saving throw. A creature is deafened and takes 8d8 thunder damage on a failed save. A creature takes half as much damage and is not deafened on a successful save.


    Thunder Blade
    5th-level evocation

    Casting Time: 1 action
    Range: touch
    Components: V, S, M (one weapon to which you are bonded and wielding)
    Duration: instantaneous

    The weapon in your hand vibrates with intensity. Make a melee weapon attack using this weapon. The weapon deals an additional 2d6 thunder damage on a hit. On a hit or miss, the target must make a Constitution saving throw. A creature takes 5d10 thunder damage and is deafened and stunned for 1 minute on a failed save. The target can repeat the saving throw against the stunned condition at the end of each of its turns. A creature takes half as much damage and is not deafened or stunned on a successful save.


    Windborne Strikes
    4th-level transmutation

    Casting Time: 1 action
    Range: Self
    Components: V, S, M (one weapon to which you are bonded and wielding)
    Duration: instantaneous

    With a burst of supernatural speed, you strike at your foes. You move a number of feet up to your speed. Opportunity attacks provoked by this movement have disadvantage. Whenever you move to within 5 feet of a creature for the first time during this movement, you can make a single melee weapon attack against that creature. You make the attack before you continue your movement.


    Voidstrike
    4th-level necromancy

    Casting Time: 1 action
    Range: Touch
    Components: V, S, M (one slashing weapon to which you are bonded and wielding)
    Duration: Instantaneous

    With an incantation the blade in your hand turns as black as void, and the air cackles at its raw destructive power. Make a melee weapon attack using this weapon. You treat the target’s armor class as 10 + their Dexterity modifier, ignoring any natural or worn armor.
    Last edited by SonsOfSauron; 2015-05-18 at 07:48 PM. Reason: Added: a lot. Fighting Styles, Improved Arcane Strike as class feature; updated Arcane Disciplines, Invocations of the Blade (with new ones)

  2. - Top - End - #2
    Dwarf in the Playground
     
    SamuraiGuy

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    Default Re: 5e Swordmage (Half-casting, two-subclass variant)

    First off, thank you for taking the time to make this homebrew. If I don't mention a feature, it means I have I like it/have no problem with it.

    Weapons: Interesting. Went quite literal with the "Sword" part of swordmage, eh? One thing I like about 5e as opposed to 4e is that 5e does not lock any class or subclass in to specific weapons, nor even weapon groups. A Greatweapon Fighter could be wielding a Greatsword one day, a Maul the next, and a haldberd the day after, and still remain competitive throughout the week.

    Battlemaster Fighters can use any weapon with their maneuvers, the only restriction being melee vs. ranged.

    So on and so forth. Anyways,

    Swordbond: Why does it matter if the weapon is sentient/an artifact?

    Also, are you automatically disincentivising Two Weapon Fighting? All Magic Weapon Bonds in 5e allow for bonding up to 2 weapons. Something I love about 5e is that Two-Weapon Fighting is available to everyone. While it's obviously less valuable to full casters, any martial-y class can't go too wrong with it. It is later noted in Aegis that the Swordmage doesn't even need to keep a hand free to maintain Aegis, so I see no reason for disincentivising TWF.

    Aegis of Defense: Woah woah woah! Holy Bounded AC Breaking Batman! You're giving a 16 Dex, 16 Int 3rd level Swordmage the equivalent of Platemail without 1) the weight, 2) the Str requirement, 3) the cost, 4) probably the Stealth disadvantage (don't have my books with me right now).

    Best Light Armor: AC 12 + 3 dex + 2 (aegis) + 2 (16 int) = 19! 19!. At level 3!

    Sure, AC 19 doesn't in and of itself doesn't break the Bounded AC, but it lacks the restrictions that makes AC 19+ difficult to achieve in the first place. I recommend changing the flat Aegis +2 bonus to a +3, no scaling.

    Aegis of Protection: Until the start of your next or until the end of your next turn?

    Aegis of Assault: Avoid double-modding, even if it's just half rounded up. The only class that gets to double mod is the Ranger, and that's at 20th level. Double-modding was a frequent thing in 4e and is virtually nonexistent in 5e.

    Aegis of Kinesics: Considering you can do this for free every round, it looks like it may slow down combat by a significant deal. Nobody is going to give up a chance to get free advantage. And considering that this is a Intelligence-centric class, and most creatures in the MM have middle to low to very low intelligence, you're basically giving this class free advantage for most encounters.

    Also, I'm noticing a lack of utility/fluff/exploration features.

    Empowering Aegis: Applying that to spells is pretty damn powerful? Does a wizard subclass get to do this, or is this the first time anybody can do this?

  3. - Top - End - #3
    Ettin in the Playground
     
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    Default Re: 5e Swordmage (Half-casting, two-subclass variant)

    Quote Originally Posted by Leuku View Post
    Empowering Aegis: Applying that to spells is pretty damn powerful? Does a wizard subclass get to do this, or is this the first time anybody can do this?
    Sorcerers can reroll one damage die/Cha mod at the cost of a sorcery point. That's about it.
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    5E Sorcerous Origin: Arcanist

    Spoiler
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    Dhavaer, your ideas are like candy from the sky, sprinkled lightly with cinnamon.
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    Wow. Badass without being flashy and showy, attractive while remaining classy. Bravo Dhavaer.
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    ...Why do I imagine you licking your lips and rubbing your hands together?

  4. - Top - End - #4
    Dwarf in the Playground
     
    BlackDragon

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    Default Re: 5e Swordmage (Half-casting, two-subclass variant)

    Quote Originally Posted by Leuku View Post
    First off, thank you for taking the time to make this homebrew. If I don't mention a feature, it means I have I like it/have no problem with it.
    Thanks for your feedback, it's much appreciated!

    Quote Originally Posted by Leuku View Post
    Weapons: Interesting. Went quite literal with the "Sword" part of swordmage, eh? One thing I like about 5e as opposed to 4e is that 5e does not lock any class or subclass in to specific weapons, nor even weapon groups. A Greatweapon Fighter could be wielding a Greatsword one day, a Maul the next, and a haldberd the day after, and still remain competitive throughout the week.

    Battlemaster Fighters can use any weapon with their maneuvers, the only restriction being melee vs. ranged.

    So on and so forth. Anyways,
    Technically, Sorcerers and Wizards are locked into specific weapons ;)

    I mainly wanted to focus on swords because, well, I liked the idea of a "sword"mage in particular. It wouldn't be heartbreaking to switch it to martial and simple weapons, but by keeping it to swords it helps differentiate the ability further from the Eldritch Knight's.

    Quote Originally Posted by Leuku View Post
    Swordbond: Why does it matter if the weapon is sentient/an artifact?
    It... isn't particularly important. I think that's a rider I had and missed upon further revision. Edited.

    Quote Originally Posted by Leuku View Post
    Also, are you automatically disincentivising Two Weapon Fighting? All Magic Weapon Bonds in 5e allow for bonding up to 2 weapons. Something I love about 5e is that Two-Weapon Fighting is available to everyone. While it's obviously less valuable to full casters, any martial-y class can't go too wrong with it. It is later noted in Aegis that the Swordmage doesn't even need to keep a hand free to maintain Aegis, so I see no reason for disincentivising TWF.
    That's totally fair. The wording of the aegis was intended to give the greatsword some love; I don't see why TWF can't get some support either. Edited.

    Quote Originally Posted by Leuku View Post
    Aegis of Defense: Woah woah woah! Holy Bounded AC Breaking Batman! You're giving a 16 Dex, 16 Int 3rd level Swordmage the equivalent of Platemail without 1) the weight, 2) the Str requirement, 3) the cost, 4) probably the Stealth disadvantage (don't have my books with me right now).

    Best Light Armor: AC 12 + 3 dex + 2 (aegis) + 2 (16 int) = 19! 19!. At level 3!

    Sure, AC 19 doesn't in and of itself doesn't break the Bounded AC, but it lacks the restrictions that makes AC 19+ difficult to achieve in the first place. I recommend changing the flat Aegis +2 bonus to a +3, no scaling.
    I like the flat +3 bonus, very clean. Edited.

    Quote Originally Posted by Leuku View Post
    Aegis of Protection: Until the start of your next or until the end of your next turn?
    Intended to be start of your next turn. Edited.

    Quote Originally Posted by Leuku View Post
    Aegis of Assault: Avoid double-modding, even if it's just half rounded up. The only class that gets to double mod is the Ranger, and that's at 20th level. Double-modding was a frequent thing in 4e and is virtually nonexistent in 5e.
    A flat +2 to damage would probably suffice, then. If it doesn't scale, it doesn't quite steal the thunder of the barbarian's rage, and is closer in power to say the Duelist fighting style. Edited.

    Quote Originally Posted by Leuku View Post
    Aegis of Kinesics: Considering you can do this for free every round, it looks like it may slow down combat by a significant deal. Nobody is going to give up a chance to get free advantage. And considering that this is a Intelligence-centric class, and most creatures in the MM have middle to low to very low intelligence, you're basically giving this class free advantage for most encounters.
    Hmm, good point. I was going for something similar to reckless attack, but instead of guaranteed success with a drawback, I was exploring conditional success. Reckless Attack might just work here anyway.

    Quote Originally Posted by Leuku View Post
    Also, I'm noticing a lack of utility/fluff/exploration features.
    Yeah I seem to have gotten hung up on combat abilities. I think adding more utility invocations will be a good start, will probably examine some of the core class features to see where more fluff can be added.

    Quote Originally Posted by Leuku View Post
    Empowering Aegis: Applying that to spells is pretty damn powerful? Does a wizard subclass get to do this, or is this the first time anybody can do this?
    Yeah the spells thing is probably way too powerful tbh, especially with the spells they have access to. However, a point to consider is that they don't have access to anything higher than 5th-level slots, which can reduce the scaling. Should probably stick to rerolling 1s if we want it to apply to spells as well.

    Thanks again for your feedback!


    EDIT: Something like this could work as an alternative to Aegis of Kinesics:

    Aegis of Aggression Starting at 7th level, you can use the protective quality of your aegis to increase the potency of your attacks. When you make your first attack on your turn, you can choose to gain advantage on melee weapon attack rolls this turn. If you do, you lose the AC bonus provided by your aegis until the start of your next turn.
    Last edited by SonsOfSauron; 2015-05-02 at 06:09 AM.

  5. - Top - End - #5
    Dwarf in the Playground
     
    BlackDragon

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    Default Re: 5e Swordmage (Half-casting, two-subclass variant)

    I did some more brainstorming on ways to incorporate some more exploration/fluffy abilities to round out the class more. Here's the end result of the new features.

    Spoiler: Core Feature: Bladework Knowledge
    Show
    By 3rd level your aegis gives you an intuitive understanding of the curious power of swords in historical, magical, or religious contexts. Whenever you make an Intelligence (Arcana), Intelligence (History), or Intelligence (Religion) check related to swords, you are considered proficient in those skills and you add double your proficiency bonus to the check, instead of your normal proficiency bonus.


    Spoiler: Defender Feature: Aegis of Composure, replacing Aegis of Protection
    Show
    By 7th level, your aegis and you begin to influence one another more directly, and your collected nature is evident in your magic. You gain proficiency in Charisma saving throws. Additionally, you have advantage on Constitution saving throws made to maintain concentration against non-damaging sources.


    Spoiler: Vanguard Feature: Aegis of Aggression, replacing the current Aegis of Aggression
    Show
    By 7th level, your aegis and you begin to influence one another more directly, and your aggressive nature is evident in your magic. You gain proficiency in Strength saving throws. Additionally as a bonus action, you can move up to your speed toward a hostile creature that you can see.


    Spoiler: New Sword Invocations
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    History of the Blade. You can cast the identify spell at-will, without expending a spell slot, but you must choose a sword with which you are proficient as the target. In addition to its magical properties, you learn its original creator, its intended purpose, and the last person to bear the weapon.

    Dousing Blade. Your aegis allows you to subconsciously discern hidden truths and objects. As an action, you hold your weapon in front of you and describe a particular condition or object, such as “the nearest source of water” or “the liar amongst this group of people.” Your weapon will point in the direction of the condition or object you described. If you use this feature again before finishing a long rest, there is a cumulative 25% chance of a false reading occurring.

    Cleaving Blade. Prerequisite: 6th level, Aegis of Assault feature. Whenever you reduce a creature to 0 hit points with a melee weapon attack using your bonded weapon, you can deal damage to another creature within 5 feet of it. This damage is equal to the bonus damage granted by your Aegis of Assault feature.

    Improved Aegis of Assault. Prerequisites: 14th level, Aegis of Assault feature. The bonus damage granted by your Aegis of Assault feature increases to +3.

    Riposte Stance. Prerequisite: 6th level. You adopt this stance as part of any other action. For 1 minute, whenever a creature makes a melee attack against you, you can use your reaction to make a single melee weapon attack against it. If you reduce the creature to 0 hit points, the attack made against you misses.


    Spoiler: New Swordmage Spells
    Show
    Force Spikes
    2nd-level evocation

    Casting Time: 1 action
    Range: Self (15-foot cube)
    Components: V, S, M (one weapon to which you are bonded and wielding)
    Duration: Concentration, up to 1 minute

    Your sword brims with arcane energy. As you thrust it downwards, spikes of transluscent magical force erupt around you. Each creature in a 15-foot cube originating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d8 force damage and has its speed reduced to 0 for the duration of the spell. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and its speed is unaffected.
    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the force damage increases by 1d8 for each level above 2nd.

    Lightning Thrust
    3rd-level evocation

    Casting Time: 1 action
    Range: touch
    Components: V, S, M (one weapon to which you are bonded and wielding)
    Duration: instantaneous

    Electricity cackles about your weapon, and your blade becomes a wieldable bolt of lightning. Make a melee weapon attack using this weapon. The weapon deals an additional 1d10 lightning damage on a hit. On a hit or miss, a small bolt of lightning erupts from your blade, striking the original target and creatures behind it. Each creature in a 5-foot-wide, 25-foot-long line must make a Dexterity saving throw, taking 3d10 lightning damage on a failed save, or half as much on a successful one.

    Magnetized Blade
    2nd-level evocation

    Casting Time: 1 bonus action
    Range: touch
    Components: V, S, M (one weapon to which you are bonded and wielding)
    Duration: Concentration, up to 10 minutes

    Your sword hums as electricity courses throughout it. Whenever you make a melee weapon attack using this weapon, the attack has advantage if the target is wearing armor made of metal.

  6. - Top - End - #6
    Orc in the Playground
     
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    Default Re: 5e Swordmage (Half-casting, two-subclass variant)

    As an aside, PEACH stands for "Please Evaluate And Critique Honestly." There are some variations, but they basically mean "feedback requested."
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    Dwarf in the Playground
     
    BlackDragon

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    Default Re: 5e Swordmage (Half-casting, two-subclass variant)

    Quote Originally Posted by Blue_C. View Post
    As an aside, PEACH stands for "Please Evaluate And Critique Honestly." There are some variations, but they basically mean "feedback requested."
    Ah, thank you! :D

  8. - Top - End - #8
    Orc in the Playground
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    Default Re: 5e Swordmage (Half-casting, two-subclass variant) [PEACH]

    general thing to add is that all the half casters don't have cantrips normally, and the reason that eldritch knight and arcane trickster do is because they are 1/3 rd casters
    I would really like some input on this 5e Homebrew
    http://www.giantitp.com/forums/showt...mebrew-on-GitP

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    Dwarf in the Playground
     
    BlackDragon

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    Default Re: 5e Swordmage (Half-casting, two-subclass variant) [PEACH]

    Quote Originally Posted by BRKNdevil View Post
    general thing to add is that all the half casters don't have cantrips normally, and the reason that eldritch knight and arcane trickster do is because they are 1/3 rd casters
    True, true! However, I felt like cantrips would help add to the "wizardly swordfighter." Maybe just 1/3rd-Caster cantrip progression?

    Also going to update the main post with some recent changes.

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    BardGuy

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    Default Re: 5e Swordmage (Half-casting, two-subclass variant) [PEACH]

    Wow I am so glad that I changed the direction of my build for my recent magus homebrew, it was also going to be another swordmage much like this one. After a brief look at the class I feel that this swordmage infringes too much upon the way the paladin does damage. Personally I am conflicted because I'd like to see it do damage in a different way if possible, but I like the approach it's going for already. Other than that I do like what it's going for.

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    Dwarf in the Playground
     
    BlackDragon

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    Default Re: 5e Swordmage (Half-casting, two-subclass variant) [PEACH]

    Quote Originally Posted by pibby View Post
    Wow I am so glad that I changed the direction of my build for my recent magus homebrew, it was also going to be another swordmage much like this one. After a brief look at the class I feel that this swordmage infringes too much upon the way the paladin does damage. Personally I am conflicted because I'd like to see it do damage in a different way if possible, but I like the approach it's going for already. Other than that I do like what it's going for.
    Thanks! Yeah I was concerned with overshadowing the paladin, which is why none of the smites are included in the spell list, and why none of the swordmage-specific spells mirror their effects: they give a more spell-like effect but only work for one attack.

    Arcane Strike is definitely powerful; force is I believe the best damaging type in the game? However, it doesn't improve against any creature type, nor does it auto-scale at 11th level like Divine Smite; improving it requires taking one of your invocations at 14th level, which I think is a fair compromise.

    Otherwise the class simply does damage by swinging a sword ;P (occasionally tossing it)

  12. - Top - End - #12
    Dwarf in the Playground
     
    BlackDragon

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    Default Re: 5e Swordmage (Half-casting, two-subclass variant) [PEACH]

    Continuing to brainstorm more spells and invocations, trying to just give more options. Should some of the swordmage-specific spells try and encompass the exploration-interaction pillars, or would that be best left by using existing spells?

    I'm also open to suggestions and ideas on any new invocations/spells.

    Also looking at possibly lowering the Aegis bonus to +1, and giving people the option to raise it later. Anyhow, spells, invocations, and a new Arcane Discipline below!

    Spoiler: Arcane Discipline - Dervish
    Show
    Dervish
    The dervish is a warrior focused on agility and speed, whose aegis grants them supernatural mobility.

    Aegis of Mobility
    Your aegis grants you a supernatural speed. Your speed increases by 10 feet, and you ignore the first 10 feet of difficult terrain you encounter on your turn.

    Aegis of Fleetness
    By 7th level, your aegis and you begin to influence one another more directly, and your need for speed is evident in your magic. You gain proficiency in the Acrobatics skill. Additionally, whenever you move 15 feet or more from where you started on your turn, you gain a +1 bonus to AC until the start of your next turn.

    Evasion
    Beginning at 11th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

    Uncountable Strikes
    At 15th level, your aegis gives you the ability to unleash a torrent of attacks in the blink of an eye. As a bonus action, you can make a number of additional attacks equal to your Intelligence modifer. You don’t add your ability modifier to the damage roll of these attacks.

    Once you’ve used this feature, you can’t do so again until you finish a short or long rest.

    Transmute Blade: Dancing
    At 20th level, your aegis allows you to transform your sword into a legendary weapon as a bonus action on your turn. The sword retains its properties, except it has the abilities listed below. The transformation lasts for 1 minute or until you sheathe the weapon. You can’t use this feature again until you finish a long rest.

    You gain a +3 bonus to attack and damage rolls with this magic weapon. This bonus doesn’t stack with any enhancement bonuses the sword already has.

    You can use a bonus action to toss the weapon into the air. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.

    While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.

    At the end of the duration, the sword flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.


    Spoiler: Invocations: Stance of the Honor-Bound, Improved Aegis of Mobility
    Show
    Stance of the Honor-Bound. You can cast the compelled duel spell once, without expending a spell slot. You can’t do so again until you finish a short or long rest.

    Improved Aegis of Mobility. Prerequisites: 14th level, Aegis of Mobility feature. The bonus to speed granted by your Aegis of Mobility feature incrases to +20 feet, and you ignore the first 20 feet of difficult terrain you encounter on your turn.


    Spoiler: Spells: Mind Stab, Shockwave Slash, Windborne Strikes
    Show
    Mind Stab
    1st-level evocation

    Casting Time: 1 action
    Range: 60 feet
    Components: V, S, M (one weapon to which you are bonded and wielding)
    Duration: instantaneous

    You point your weapon at your enemy, and their imminent death flashes across their thoughts. One creature in range must make a Wisdom saving throw. On a failed save, a target takes 3d6 psychic damage and is frightened for 1 minute. A creature can repeat this saving throw at the end of each of their turns, ending the condition on them on a success.

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

    Shockwave Slash
    5th-level evocation

    Casting Time: 1 action
    Range: touch; Self (15-foot cone)
    Components: V, S, M (one slashing weapon to which you are bonded and wielding)
    Duration: instantaneous

    The smell of ozone fills the air as your blade becomes lightning. You slash with the speed of a thunderbolt, releasing a devastating peal of thunder. Make a melee weapon attack using this weapon. The weapon deals an additional 1d10 lightning damage on a hit. On a hit or miss, each creature in a 15-foot cone that includes the original target must make a Constitution saving throw. A creature is deafened and takes 8d8 thunder damage on a failed save. A creature takes half as much damage and is not deafened on a successful save.

    Windborne Strikes
    4th-level transmutation

    Casting Time: 1 action
    Range: Self
    Components: V, S, M (one weapon to which you are bonded and wielding)
    Duration: instantaneous

    With a burst of supernatural speed, you strike at your foes. You move a number of feet up to your speed. Opportunity attacks provoked by this movement have disadvantage. Whenever you move to within 5 feet of a creature for the first time during this movement, you can make a single melee weapon attack against that creature. You make the attack before you continue your movement.

  13. - Top - End - #13
    Dwarf in the Playground
     
    BlackDragon

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    Default Re: 5e Swordmage (1/2 Casting) [PEACH]

    Looking at one of the Dervish features, I realized that things could get particularly hairy with Arcane Strike.

    Example: 19th-level Dervish is up against BBEG and decides to nova. Assuming they're in the Mercurial Stance, have 20 strength, and 20 intelligence, they make a total of 8 attacks.

    Here's the damage break down with Arcane Strike.
    Spoiler: Damage
    Show
    Assuming a greatsword with 20 Str and 20 Int, and an expenditure of 2 5th-level slots, 3 4th-level slots, and 3 3rd-level slots:
    16d6 + 15 + 40d8, which yields an average damage of about 251.


    That's a bit... much. So I've decided to add the following rider to Arcane Strike, in bold. This helps balance this feature and differentiates the Swordmage further from the Paladin.
    Spoiler: Arcane Strike 2.0
    Show
    Arcane Strike
    Starting at 2nd level, when you hit a creature with a melee weapon attack with your bonded weapon, you can expend one swordmage 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 use of your Arcane Strike is incredibly taxing, however. The second time you use this feature in a single round and each additional time thereafter, there is a cumulative 25% chance that you also suffer the extra damage dealt by your Arcane Strike.

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    AssassinGuy

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    Default Re: 5e Swordmage (1/2 Casting) [PEACH]

    You know, I don't see a whole lot here that's obviously broken. I only noticed four things that jumped out at me, as a matter of fact, once of which is just a typo. At this point, I'd be tempted to Okay it for a player to use, with the caveat that if something comes up that I feel is broken in play, that player and I will work out a balanced fix. The theme seems very good, focused and to the point, while being different enough from Paladin that's its quite noticeable and feels like its own class. It also fixes the problems I have with Eldritch Knight, which puts a smile on my face. Too bad I can't use this in Adventurers League, or I would.


    Spoiler: Fixes
    Show
    Aegis of Fleetness: I'd be tempted to say that the +1 to AC when you move, but its an edge case that I'd need to playtest.

    Uncountable Strikes: Needs to be playtested, its another of those questionable ones.

    Dispelling Blade: I think this needs a limited-use clause. Free dispel magic is very, very powerful.

    Improved Arcane Strike: You reference Divine Smite at the end.

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    Dwarf in the Playground
     
    BlackDragon

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    Default Re: 5e Swordmage (1/2 Casting) [PEACH]

    Quote Originally Posted by Inchoroi View Post
    You know, I don't see a whole lot here that's obviously broken. I only noticed four things that jumped out at me, as a matter of fact, once of which is just a typo. At this point, I'd be tempted to Okay it for a player to use, with the caveat that if something comes up that I feel is broken in play, that player and I will work out a balanced fix. The theme seems very good, focused and to the point, while being different enough from Paladin that's its quite noticeable and feels like its own class. It also fixes the problems I have with Eldritch Knight, which puts a smile on my face. Too bad I can't use this in Adventurers League, or I would.
    Thanks! I really appreciate the feedback.

    Quote Originally Posted by Inchoroi View Post
    Aegis of Fleetness: I'd be tempted to say that the +1 to AC when you move, but its an edge case that I'd need to playtest.
    I'm a little unclear; are you saying that the +1 to AC as is needs watching, or that it should just be when you move at all? I wanted to reward a player for constantly moving, but encourage them to not just run around in circles to get the bonus.

    Quote Originally Posted by Inchoroi View Post
    Uncountable Strikes: Needs to be playtested, its another of those questionable ones.
    Absolutely. It's one of the things that inspired me to add the risk factor to Arcane Strike. At 18th level you can get an incredibly powerful nova round if you literally burn through all of your high-end resources, and I wanted to make sure that doing so still have an even higher price potentially.

    Quote Originally Posted by Inchoroi View Post
    Dispelling Blade: I think this needs a limited-use clause. Free dispel magic is very, very powerful.
    The intent actually was that it would require a spell slot to use. I should clarify that in the feature.

    Quote Originally Posted by Inchoroi View Post
    Improved Arcane Strike: You reference Divine Smite at the end.
    D'oh! Thanks for pointing that out! -w-

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    AssassinGuy

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    Default Re: 5e Swordmage (1/2 Casting) [PEACH]

    Quote Originally Posted by SonsOfSauron View Post
    Thanks! I really appreciate the feedback.
    I'm a little unclear; are you saying that the +1 to AC as is needs watching, or that it should just be when you move at all? I wanted to reward a player for constantly moving, but encourage them to not just run around in circles to get the bonus.
    Actually, +1 to AC during your movement makes more sense, because the only time it'll have an effect is against OoAs, so it should state, specifically, "during your movement", to make it clear.

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    Dwarf in the Playground
     
    BlackDragon

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    Default Re: 5e Swordmage (1/2 Casting) [PEACH]

    Quote Originally Posted by Inchoroi View Post
    Actually, +1 to AC during your movement makes more sense, because the only time it'll have an effect is against OoAs, so it should state, specifically, "during your movement", to make it clear.
    Ah, gotcha! Yeah I really like that! I'll make the adjustment.

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    Halfling in the Playground
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    Default Re: 5e Swordmage (1/2 Casting) [PEACH]

    So, some suggestions for the Spell list...

    Level 1
    Thunderwave
    Detect Magic
    Fog Cloud
    False Life

    Level 2
    Magic Weapon
    Scorching Ray

    Level 3
    Counterspell
    Haste
    Protection from Energy
    Vampiric Touch

    Level 4
    Otiluke’s Resilient Sphere
    Stoneskin

    Level 5
    Cloudkill
    Telekinesis

  19. - Top - End - #19
    Dwarf in the Playground
     
    BlackDragon

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    Default Re: 5e Swordmage (1/2 Casting) [PEACH]

    Quote Originally Posted by DreamingGod05 View Post
    So, some suggestions for the Spell list...

    Level 1
    Thunderwave
    Detect Magic

    Fog Cloud
    False Life

    Level 2
    Magic Weapon
    Scorching Ray

    Level 3
    Counterspell
    Haste
    Protection from Energy
    Vampiric Touch

    Level 4
    Otiluke’s Resilient Sphere
    Stoneskin

    Level 5
    Cloudkill
    Telekinesis
    I've italicized the suggestions I like. I'm not totally opposed to the others, but at the same time I wanted to limit some of the offensive spells to encourage use of the swordmage-specific ones haha. But I guess those favor the more aggressive swordmage archetypes, and other options would be better suited for the Defender (and a possible 4th archetype I plan on outlining today).

    I think the only one I'm opposed to is haste, and only because I think that it's *really* powerful on this class, and I wanted to limit the access it had to the spell. I'm okay with the 1/day stance, but leery otherwise. Definitely would be a good support option, too.

  20. - Top - End - #20
    Halfling in the Playground
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    Default Re: 5e Swordmage (1/2 Casting) [PEACH]

    I can see the wisdom in your reasons for the ones you don't want. Only one I'd argue for keeping is Telekinesis, but that may be my fondness for Jedi talking. :P

  21. - Top - End - #21
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    BlackDragon

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    Default Re: 5e Swordmage (1/2 Casting) [PEACH]

    OOPs idk what this post used to look like but i updated the wrong one

  22. - Top - End - #22
    Bugbear in the Playground
     
    Goblin

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    Default Re: 5e Swordmage (1/2 Casting) [PEACH]

    I'm just popping in to add my voice to the general approval. I would absolutely allow this for player use on a probationary basis.

    Your homebrew spells are almost all superb, but I can't help wondering if Mind Stab is maybe a bit much? It has higher average damage than Ray of Sickness (which was the nearest comparison spell I could think of), it has a better damage type, and it applies an arguably better condition for longer. Personally I'd make it half damage on save instead of none, but the target is only frightened until the end of your next turn. This is a pretty minor tweak though.
    Last edited by Flashy; 2015-05-11 at 05:44 AM.

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    BlackDragon

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    Default Re: 5e Swordmage (1/2 Casting) [PEACH]

    Quote Originally Posted by Flashy View Post
    I'm just popping in to add my voice to the general approval. I would absolutely allow this for player use on a probationary basis.

    Your homebrew spells are almost all superb, but I can't help wondering if Mind Stab is maybe a bit much? It has higher average damage than Ray of Sickness (which was the nearest comparison spell I could think of), it has a better damage type, and it applies an arguably better condition for longer. Personally I'd make it half damage on save instead of none, but the target is only frightened until the end of your next turn. This is a pretty minor tweak though.
    Thanks for the feedback! The spells are what I'm most concerned with, so I'm glad to hear some positive feedback on them. That's also a good point on Mind Stab. Would downgrading the damage dice to 3d4 be a suitable solution as well, you think?

  24. - Top - End - #24
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    BlackDragon

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    Default Re: 5e Swordmage (1/2 Casting) [PEACH]

    I was hit with a bout of inspiration last night and came up with a... peculiar archetype, to say the least. I'm not sure if it's too much or not enough, and I'm still not sure on a 15th-level ability. I figured I'd post a WIP and see what y'all might suggest.

    This arcane discipline is more about battlefield control. However, I didn't want to do free forced movement or teleportation, which were the hallmark of the 4e Swordmage. I hit upon an idea that I think would be very fun, and doesn't take away from the other features of the class. I present to you the Embrangler (WIP):

    Spoiler: The Embrangler
    Show
    Embrangler
    The embrangler is a peculiar swordmage, whose aegis takes the form of an invsibile hook extending from their blade. With a thought, they can ensnare creatures as they strike at them in combat, and are adept at maneuvering them around the battlefield.

    Hooked Aegis
    Your aegis physically extends from the edge of your sword, and it allows you to ensnare your foes. Whenever you hit a Medium or smaller creature with your bonded weapon, you can force them to make a Strength or Dexterity save (the creature’s choice) against your spell save DC. On a failed save, the creature is grappled by your hooked aegis.

    While grappled in this way, you can’t attack other creatures with the grappling bonded wepaon. You can use this ability a number of times equal to your Intelligence modifier (minimum once). You regain expended uses of this ability when you finish a long rest.

    Aegis of Superior Grappling
    By 7th level, your aegis allows you to exert masterful control over those you’ve embroiled with your blade. When dragging a creature grappled by your hooked aegis, your speed is halved unless the creature is one size smaller than you.

    Effortless Embranglement
    Beginning when you reach 7th level, you regain all of your expended uses of your Hooked Aegis when you finish a short or long rest.

    Aegis of the Olympean
    By 11th level you have learned to leverage your weight and can attempt to toss creatures grappled by your Hooked Aegis. As an action, make a Strength (Athletics) check contested by the grappled creature’s Strength (Athletics) check. A willing creature can automatically fail this check. On a success, you can toss the creature a number of feet as indicated in the table below, rounded down.

    Size Distance (ft.)
    Tiny 2x Strength score
    Small 1x Strength score
    Medium .5x Strength score
    Large .25x Strength score

    A thrown creature must make a Dexterity saving throw against your spell save DC, or lands prone. If the thrown creature would hit another creature, both must make this saving throw or be knocked prone.

    Aegis of I HAVE NO IDEA
    At 15th level, you git gud.

    Transmute Blade: Dancing
    At 20th level, your aegis allows you to transform your sword into a legendary weapon as a bonus action on your turn. The sword retains its properties, except it has the abilities listed below. The transformation lasts for 1 minute or until you sheathe the weapon. You can’t use this feature again until you finish a long rest.

    You gain a +3 bonus to attack and damage rolls with this magic weapon. This bonus doesn’t stack with any enhancement bonuses the sword already has. You can use your Hooked Aegis and Aegis of Superior Graplping features using this weapon, though you cannot use your Aegis of the Olympean feature unless you are holding the weapon.

    You can use a bonus action to toss the weapon into the air. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.

    While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.

    At the end of the duration, the sword flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.


    Spoiler: Sword Invocation: Improved Embranglement
    Show
    Improved Embranglement. Prerequisites: 10th level, Hooked Aegis feature. The size of creatures affected by your Hooked Aegis and Aegis of Superioer Grappling features increases by one. You can take this invocation a second time at 18th level, increasing the size of creatures affected by these features by two.


    Possibilities for a 15th-level feature include: restraining the creature (either when they fail their save, or possibly with an extra expenditure of the feature), possibly adding more ribbons, who knows.

    Another thing to think about is re-flavoring the ability as "chains" instead of a hook, but then I think some of the thematic abilities of certain features would need to be re-evaluated.

  25. - Top - End - #25
    Bugbear in the Playground
     
    Goblin

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    Default Re: 5e Swordmage (1/2 Casting) [PEACH]

    Quote Originally Posted by SonsOfSauron View Post
    Thanks for the feedback! The spells are what I'm most concerned with, so I'm glad to hear some positive feedback on them. That's also a good point on Mind Stab. Would downgrading the damage dice to 3d4 be a suitable solution as well, you think?
    I think that's definitely a solid solution, but the part I'm most worried about is still the minute duration. It's probably not terribly unbalanced with the 3d4 save for none, but most of the spells with that kind of single target status effect duration seem to be second level. Crown of Madness, Hold Person, etc.
    Last edited by Flashy; 2015-05-11 at 06:04 PM.

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    BlackDragon

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    Default Re: 5e Swordmage (1/2 Casting) [PEACH]

    Quote Originally Posted by Flashy View Post
    I think that's definitely a solid solution, but the part I'm most worried about is still the minute duration. It's probably not terribly unbalanced with the 3d4 save for none, but most of the spells with that kind of single target status effect duration seem to be second level. Crown of Madness, Hold Person, etc.
    Hmm. Well, I've been looking for more 2nd-level spells (and I'd still like to design at least one or two more 1st-level). Perhaps something like this?

    Spoiler: Mind Stab v.2
    Show
    Mind Stab
    2nd-level illusion
    Casting Time: 1 action
    Range: 60 feet
    Components: V, S, M (one weapon to which you are bonded and wielding)
    Duration: instantaneous

    You point your weapon at your enemy, and their imminent death flashes across their thoughts. One creature in range must make a Wisdom saving throw. On a failed save, a target takes 5d4 psychic damage and is frightened for 1 minute. A creature can repeat this saving throw at the end of each of their turns, ending the condition on them on a success. On a successful save, a creature takes half as much damage and is not frightened.

    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each level above 2nd.


    Could also add an "until damaged" rider to the 1st-level version of the spell, in addition to downgrading to 3d4.

  27. - Top - End - #27
    Bugbear in the Playground
     
    Goblin

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    Default Re: 5e Swordmage (1/2 Casting) [PEACH]

    Quote Originally Posted by SonsOfSauron View Post
    Hmm. Well, I've been looking for more 2nd-level spells (and I'd still like to design at least one or two more 1st-level). Perhaps something like this?

    Spoiler: Mind Stab v.2
    Show
    Mind Stab
    2nd-level illusion
    Casting Time: 1 action
    Range: 60 feet
    Components: V, S, M (one weapon to which you are bonded and wielding)
    Duration: instantaneous

    You point your weapon at your enemy, and their imminent death flashes across their thoughts. One creature in range must make a Wisdom saving throw. On a failed save, a target takes 5d4 psychic damage and is frightened for 1 minute. A creature can repeat this saving throw at the end of each of their turns, ending the condition on them on a success. On a successful save, a creature takes half as much damage and is not frightened.

    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each level above 2nd.


    Could also add an "until damaged" rider to the 1st-level version of the spell, in addition to downgrading to 3d4.
    That seems entirely workable to me. Especially with the until damaged rider on the 1st level spell. I think that's quite good.

  28. - Top - End - #28
    Dwarf in the Playground
     
    BlackDragon

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    Default Re: 5e Swordmage (1/2 Casting) [PEACH]

    Alright, I've got 6 more spells for you all. I think I'm at happy number; I wanted several custom options at each level, and what I have are pretty cool. I'm worried on the balance, but I think they're all interesting enough at least ;D

    Feedback always appreciated!

    Spoiler: New Spells
    Show
    1,000 Blades
    3rd-level Conjuration

    Casting Time: 1 action
    Range: Self (30-foot cone)
    Components: V, S, M (one weapon to which you are bonded and wielding)
    Duration: Instantaneous

    You point your weapon at your foes, and one thousand miniscule clones of it erupt forth in a 30-foot cone. Each creature in the area must make a Dexterity saving throw, taking 12d4 damage on a failed save, or half as much on a successful one. The damage shares the damage type of the bonded weapon used to cast this spell.

    At Higher Levels. Whenever you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d4 for each level above 3rd.

    Aurora Stance
    5th-level transmutation

    Casting Time: 1 action
    Range: Self
    Components: V, S, M (one weapon to which you are bonded and wielding)
    Duration: Concentration, up to 1 minute

    You focus on your aegis, and arcane energy begins to radiate from your body. You begin to shimmer with different colors of light, leaving after images in the wake of your movements. These after images follow the gradient of the rainbow, and last for 1 second before harmlessly dissipating.

    Until the spell ends, whenever you hit a creature with a melee weapon attack, roll a d8 to determine which color blade affects it.

    1. Red. The target takes an additional 1d10 fire damage.
    2. Orange. The target takes an additional 1d10 acid damage.
    3. Yellow. The target takes an additional 1d10 lightning damage.
    4. Green. The target takes an additional 1d10 poison damage.
    5. Blue. The target takes an additional 1d10 cold damage.
    6. Indigo. The target takes an additional 1d10 psychic damage.
    7. Violet. The target takes an additional 1d10 force damage.
    8. Special. The target takes an additional 1d10 radiant damage, and is affected by another color blade. Roll once more, rerolling any 8.

    Once you have hit with 7 color blades, the spell ends.

    Displaced Strike
    3rd-level conjuration

    Casting Time: 1 action
    Range: 90 feet
    Components: V, S, M (one weapon to which you are bonded and wielding)
    Duration: Instantaneous

    You send the tip or edge of your blade through a pocket dimension, and you strike your foe from afar. Make a melee weapon attack against a target in range using your bonded weapon. The weapon deals an additional 1d6 force damage on a hit.

    Frostfire Blade
    2nd-level evocation

    Casting Time: 1 action
    Range: Touch
    Components: V, S, M (one or two weapons to which you are bonded and wielding)
    Duration: Instantaneous

    If you cast this spell using one weapon, it begins to vacillate between burning frost and freezing flame. Make a melee weapon attack using this weapon. On a hit, it deals an additional 1d6 fire damage plus 1d6 cold damage.

    Alternatively if you cast this spell using two weapons, one glows with flame and chilling frost forms on the other. Make a melee weapon attack with each weapon. You can move between these attacks. On a hit, each weapon deals an additional 1d6 fire or cold damage, respectively.

    Poisonous Blade
    1st-level conjuration

    Casting Time: 1 action
    Range: Self (5-foot-radius)
    Components: V, S, M (one weapon to which you are bonded and wielding)
    Duration: Concentration, up to 1 minute

    Poisonous gas emanates from your blade, and the weapon deals an additional 1d4 poison damage on a hit for the duration. A 5-foot-radius translucent cloud of poison surrounds you, and follows you as you move. The poison lingers in the air behind you for 1 round. Creatures and objects within the cloud are lightly obscured.

    The first time another creature enters the poison’s area on a turn or starts its turn there, it must make a Constitution saving throw, taking 1d4 poison damage on a failed save.

    At Higher Levels. Whenever you cast this spell using a spell slot of 2nd-level or higher, the damage dealt by the poisonous cloud increases by 2d4 for each spell slot above 1st.

    Voidstrike
    4th-level necromancy

    Casting Time: 1 action
    Range: Touch
    Components: V, S, M (one slashing weapon to which you are bonded and wielding)
    Duration: Instantaneous

    With an incantation the blade in your hand turns as black as void, and the air cackles at its raw destructive power. Make a melee weapon attack using this weapon. You treat the target’s armor class as 10 + their Dexterity modifier, ignoring any natural or worn armor.

  29. - Top - End - #29
    Dwarf in the Playground
     
    BlackDragon

    Join Date
    Apr 2015

    Default Re: 5e Swordmage (1/2 Casting) [PEACH]

    I took another look at the Embrangler, and have gotten a flavor I am much happier with. Here's the finished* Arcane Discipline below.

    Spoiler: The Embrangler
    Show
    The embrangler is a peculiar swordmage, whose aegis takes the form of spectral chains extending from their blade. With a thought, they can ensnare creatures as they strike at them in combat, and are adept at maneuvering them around the battlefield. Embranglers make excellent guards, bounty hunters, and monster slayers, able to ensnare and subdue the staunchest foes.

    Aegis of Chains
    You are able to phsyically manifest your aegis as an extension of your sword in the form of spectral chains. Whenever you hit a Medium or smaller creature with your bonded weapon, you can force them to make a Strength or Dexterity save (the creature’s choice) against your spell save DC. On a failed save, the creature is grappled by your weapon.

    While grappled in this way, you can’t attack other creatures with the grappling bonded weapon. You can use this ability a number of times equal to your Intelligence modifier (minimum once). You regain expended uses of this ability when you finish a long rest.

    Effortless Embranglement
    Beginning when you reach 7th level, you regain all of your expended uses of your Aegis of Chains when you finish a short or long rest.

    Chain Jail
    By 11th level, your aegis allows you to exert masterful control over those you’ve embroiled with your blade. When dragging a creature grappled by your bonded weapon, your speed is halved unless the creature is at least one size smaller than you.

    Aegis of the Olympean
    By 15th level you have learned to leverage your weight and can attempt to toss creatures grappled by your Aegis of Chains. As an action, make a Strength (Athletics) check contested by the grappled creature’s Strength (Athletics) check. A willing creature can automatically fail this check. On a success, you can toss the creature a number of feet as indicated in the table below, rounded down.



    A thrown creature must make a Dexterity saving throw against your spell save DC, or land prone. If the thrown creature would hit another creature, both must make this saving throw or be knocked prone.

    Transmute Blade: Dancing
    At 20th level, your aegis allows you to transform your sword into a legendary weapon as a bonus action on your turn. The sword retains its properties, except it has the abilities listed below. The transformation lasts for 1 minute or until you sheathe the weapon. You can’t use this feature again until you finish a long rest.

    You gain a +3 bonus to attack and damage rolls with this magic weapon. This bonus doesn’t stack with any enhancement bonuses the sword already has. You can use your Aegis of Chains and Chain Jail features using this weapon, though you cannot use your Aegis of the Olympean feature unless you are holding the weapon.

    You can use a bonus action to toss the weapon into the air. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.

    While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.

    At the end of the duration, the sword flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.


    Spoiler: New Sword Invocations
    Show
    Aegis of Imprisonment. Prerequisites: 18th level, Aegis of Chains feature. Creatures grappled by your bonded weapon are also restrained.

    Aegis Scourge. Prerequisites: 6th level, Aegis of Chains feature. As an action, you can expend a use of your Aegis of Chains feature and make one of the following attacks.

    Corporal Punishment. A creature grappled by your bonded weapon takes 2d8 bludgeoning damage.

    Spectral Scourge. Make a melee weapon attack using your bonded weapon. The weapon’s reach increases by 5 feet for this attack. On a hit, a target is lashed with spectral chains, taking bludgeoning damage equal to 3d4 plus your ability score modifier.

    Superior Embranglement. Prerequisites: 14th level, Aegis of Chains feature. The size of creatures affected by your Aegis of Chains and Chain Jail features increases by one. You can take this invocation a second time at 18th level, increasing the size of creatures affected by these features by two.

    Aegis of Imprisonment. Prerequisites: 10th level, Chain Jail feature. You may expend a use of your Aegis of Chains feature and a spell slot of 3rd-level or higher to cast the slow spell on a creature grappled by your bonded weapon.

    *is anything every finished with this homebrew? lol

    I'm still not entirely happy with Transmute Blade: Dancing Sword. :\ I'm definitely open to suggestions and really appreciate all the feedback I've gotten so far. Thanks y'all!

  30. - Top - End - #30
    Dwarf in the Playground
     
    BlackDragon

    Join Date
    Apr 2015

    Default Re: 5e Swordmage (1/2 Casting) [PEACH]

    Quote Originally Posted by SonsOfSauron View Post
    I took another look at the Embrangler, and have gotten a flavor I am much happier with. Here's the finished* Arcane Discipline below.

    Spoiler: The Embrangler
    Show
    The embrangler is a peculiar swordmage, whose aegis takes the form of spectral chains extending from their blade. With a thought, they can ensnare creatures as they strike at them in combat, and are adept at maneuvering them around the battlefield. Embranglers make excellent guards, bounty hunters, and monster slayers, able to ensnare and subdue the staunchest foes.

    Aegis of Chains
    You are able to phsyically manifest your aegis as an extension of your sword in the form of spectral chains. Whenever you hit a Medium or smaller creature with your bonded weapon, you can force them to make a Strength or Dexterity save (the creature’s choice) against your spell save DC. On a failed save, the creature is grappled by your weapon.

    While grappled in this way, you can’t attack other creatures with the grappling bonded weapon. You can use this ability a number of times equal to your Intelligence modifier (minimum once). You regain expended uses of this ability when you finish a long rest.

    Effortless Embranglement
    Beginning when you reach 7th level, you regain all of your expended uses of your Aegis of Chains when you finish a short or long rest.

    Chain Jail
    By 11th level, your aegis allows you to exert masterful control over those you’ve embroiled with your blade. When dragging a creature grappled by your bonded weapon, your speed is halved unless the creature is at least one size smaller than you.

    Aegis of the Olympean
    By 15th level you have learned to leverage your weight and can attempt to toss creatures grappled by your Aegis of Chains. As an action, make a Strength (Athletics) check contested by the grappled creature’s Strength (Athletics) check. A willing creature can automatically fail this check. On a success, you can toss the creature a number of feet as indicated in the table below, rounded down.



    A thrown creature must make a Dexterity saving throw against your spell save DC, or land prone. If the thrown creature would hit another creature, both must make this saving throw or be knocked prone.

    Transmute Blade: Dancing
    At 20th level, your aegis allows you to transform your sword into a legendary weapon as a bonus action on your turn. The sword retains its properties, except it has the abilities listed below. The transformation lasts for 1 minute or until you sheathe the weapon. You can’t use this feature again until you finish a long rest.

    You gain a +3 bonus to attack and damage rolls with this magic weapon. This bonus doesn’t stack with any enhancement bonuses the sword already has. You can use your Aegis of Chains and Chain Jail features using this weapon, though you cannot use your Aegis of the Olympean feature unless you are holding the weapon.

    You can use a bonus action to toss the weapon into the air. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.

    While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.

    At the end of the duration, the sword flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.


    Spoiler: New Sword Invocations
    Show
    Aegis of Imprisonment. Prerequisites: 18th level, Aegis of Chains feature. Creatures grappled by your bonded weapon are also restrained.

    Aegis Scourge. Prerequisites: 6th level, Aegis of Chains feature. As an action, you can expend a use of your Aegis of Chains feature and make one of the following attacks.

    Corporal Punishment. A creature grappled by your bonded weapon takes 2d8 bludgeoning damage.

    Spectral Scourge. Make a melee weapon attack using your bonded weapon. The weapon’s reach increases by 5 feet for this attack. On a hit, a target is lashed with spectral chains, taking bludgeoning damage equal to 3d4 plus your ability score modifier.

    Superior Embranglement. Prerequisites: 14th level, Aegis of Chains feature. The size of creatures affected by your Aegis of Chains and Chain Jail features increases by one. You can take this invocation a second time at 18th level, increasing the size of creatures affected by these features by two.

    Aegis of Imprisonment. Prerequisites: 10th level, Chain Jail feature. You may expend a use of your Aegis of Chains feature and a spell slot of 3rd-level or higher to cast the slow spell on a creature grappled by your bonded weapon.

    *is anything every finished with this homebrew? lol

    I'm still not entirely happy with Transmute Blade: Dancing Sword. :\ I'm definitely open to suggestions and really appreciate all the feedback I've gotten so far. Thanks y'all!
    The answer is NO, nothing is ever finished. I was really unhappy with the capstone and Aegis of the Olympean, which I've re-worked (again!!) and I've FINALLY got something satisfying to me. I've also axed most of the invocations, since they're redundant. The updated Embrangler is here:

    Spoiler: The Embrangler (final, hopefully)
    Show
    The embrangler is a peculiar swordmage, whose aegis takes the form of a spectral chain extending from their blade. With a thought, they can ensnare creatures as they strike at them in combat, and are adept at maneuvering them around the battlefield. Embranglers make excellent guards, bounty hunters, and hunters, able to ensnare and subdue the staunchest foes.

    Aegis of Chains
    You are able to phsyically manifest your aegis as an extension of your sword in the form of a spectral chain. Whenever you hit a Medium or smaller creature with your bonded weapon, you can force them to make a Strength or Dexterity save (the creature’s choice) against your spell save DC. On a failed save, the creature is grappled by your weapon.

    While grappled in this way, you can’t attack other creatures with the grappling bonded weapon. You can use this ability a number of times equal to your Intelligence modifier (minimum once). You regain expended uses of this ability when you finish a long rest.

    Effortless Embranglement
    Beginning when you reach 7th level, you regain all of your expended uses of your Aegis of Chains when you finish a short or long rest.

    Empowered Chains
    By 11th level, your aegis allows you to exert masterful control over those you’ve embroiled with your blade. When dragging a creature grappled by your bonded weapon, your speed is halved unless the creature is at least one size smaller than you.

    Chain Jail
    Beginning at 15th level, whenever a creature fails its saving throw against your Aegis of Chains feature, you can expend another use of that feature. If you do, the target is restrained as long as it’s grappled.

    Transmute Blade: Dancing Chains
    At 20th level, your aegis allows you to transform your sword into a legendary weapon as a bonus action on your turn. The sword retains its properties, except it has the abilities listed below. The transformation lasts for 1 minute or until you sheathe the weapon. You can’t use this feature again until you finish a long rest.

    You gain a +3 bonus to attack and damage rolls with this magic weapon. This bonus doesn’t stack with any enhancement bonuses the sword already has.

    The tip of your blade ends in three spectral chains. As an action, you can direct each chain to attack a creature within 15 feet of you. For each chain, make a melee weapon attack roll using your bonded weapon. These attacks deal bludgeoning damage instead of the weapon’s normal damage type. If you hit a target with all three tentacles, it must make a Constitution saving throw. On a failed save, it suffers the effect of the slow spell for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    Spoiler: Re-worked Embrangler invocations
    Show
    Aegis Scourge. Prerequisites: 6th level, Aegis of Chains feature. As an action, you can expend a use of your Aegis of Chains feature to lash your foe with a spectral chain. For 1 minute, the reach of your bonded weapon increases by 5 feet, and it deals bludgeoning damage instead of its normal damage type.

    Superior Embranglement. Prerequisites: 14th level, Aegis of Chains feature. The size of creatures affected by your Aegis of Chains and Empowered Chains features increases by one. You can take this invocation a second time at 18th level, increasing the size of creatures affected by these features by two.

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