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View Full Version : D&D 5e/Next Swordmage 1.1 (1/2 Caster, 5 Archetypes) [PEACH]



SonsOfSauron
2015-05-02, 02:41 AM
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
https://40.media.tumblr.com/6fbcd848d892ef54d12375995a330a7d/tumblr_nocbmzT1Ke1rkqhfbo1_1280.png

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

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.

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.



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. 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.

[B]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



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.

Leuku
2015-05-02, 04:51 AM
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?

Dhavaer
2015-05-02, 05:05 AM
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.

SonsOfSauron
2015-05-02, 05:33 AM
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!


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.


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.


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.


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.


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.


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.


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.


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.


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.

SonsOfSauron
2015-05-02, 06:28 PM
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.

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.

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.

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.

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.


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.

Blue_C.
2015-05-03, 12:57 AM
As an aside, PEACH stands for "Please Evaluate And Critique Honestly." There are some variations, but they basically mean "feedback requested."

SonsOfSauron
2015-05-03, 01:08 AM
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

BRKNdevil
2015-05-03, 12:46 PM
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

SonsOfSauron
2015-05-05, 12:40 AM
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.

pibby
2015-05-05, 11:52 AM
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.

SonsOfSauron
2015-05-05, 02:01 PM
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)

SonsOfSauron
2015-05-07, 05:29 PM
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!

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.


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.


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.

SonsOfSauron
2015-05-08, 06:29 PM
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.
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.
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.

Inchoroi
2015-05-09, 09:50 PM
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.


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.

SonsOfSauron
2015-05-09, 10:16 PM
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.


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.


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.


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.


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


D'oh! Thanks for pointing that out! -w-

Inchoroi
2015-05-09, 10:27 PM
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.

SonsOfSauron
2015-05-09, 10:31 PM
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.

DreamingGod05
2015-05-10, 10:56 AM
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

SonsOfSauron
2015-05-10, 01:17 PM
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.

DreamingGod05
2015-05-10, 02:32 PM
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

SonsOfSauron
2015-05-11, 04:59 AM
OOPs idk what this post used to look like but i updated the wrong one

Flashy
2015-05-11, 05:42 AM
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.

SonsOfSauron
2015-05-11, 03:58 PM
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?

SonsOfSauron
2015-05-11, 05:37 PM
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):

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.

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.

Flashy
2015-05-11, 05:50 PM
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.

SonsOfSauron
2015-05-11, 05:56 PM
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?

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.

Flashy
2015-05-11, 06:05 PM
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?

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.

SonsOfSauron
2015-05-11, 10:56 PM
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!

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.

SonsOfSauron
2015-05-12, 07:28 AM
I took another look at the Embrangler, and have gotten a flavor I am much happier with. Here's the finished* Arcane Discipline below.

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.

https://36.media.tumblr.com/34bee50e92dc0363448e3211cdb711f1/tumblr_no8l1uB2xm1rkqhfbo1_400.png

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.


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!

SonsOfSauron
2015-05-12, 11:40 AM
I took another look at the Embrangler, and have gotten a flavor I am much happier with. Here's the finished* Arcane Discipline below.

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.

https://36.media.tumblr.com/34bee50e92dc0363448e3211cdb711f1/tumblr_no8l1uB2xm1rkqhfbo1_400.png

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.


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:

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.

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.

SonsOfSauron
2015-05-12, 05:50 PM
Alright, looks like everything has been added to the main post. Added some more fluff to the beginning of the class section and starting equipment. I'd guess that things are just about good to go!

Inchoroi
2015-05-12, 09:50 PM
Alright, looks like everything has been added to the main post. Added some more fluff to the beginning of the class section and starting equipment. I'd guess that things are just about good to go!

I must have missed this...


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.

Why did you add this? Arcane Strike is the same as Paladin's Divine Strike, which does not have such a drawback.

SonsOfSauron
2015-05-12, 09:57 PM
I must have missed this...
I only added the fluff today, you didn't miss anything.


Why did you add this? Arcane Strike is the same as Paladin's Divine Strike, which does not have such a drawback.
Partially as a safety valve for some of the options that let you make a bunch of attacks (which I think are fine on their own otherwise), and partially as a ribbon to differentiate it from the Paladin.

The paladin gets their divine smites through their deity, and as such they are more easily able to use it. The flavor is that the arcane strike is more... forced out by the swordmage, and doing so repeatedly in a short time span can really put a strain on their body.

I understand you don't want to punish players for doing things they naturally want do do with a class, but I felt like it was solid flavor. And the first time you roll, the risk is low enough that it adds a bit of excitement for the gamblers out there.

Inchoroi
2015-05-12, 10:15 PM
I only added the fluff today, you didn't miss anything.


Partially as a safety valve for some of the options that let you make a bunch of attacks (which I think are fine on their own otherwise), and partially as a ribbon to differentiate it from the Paladin.

The paladin gets their divine smites through their deity, and as such they are more easily able to use it. The flavor is that the arcane strike is more... forced out by the swordmage, and doing so repeatedly in a short time span can really put a strain on their body.

I understand you don't want to punish players for doing things they naturally want do do with a class, but I felt like it was solid flavor. And the first time you roll, the risk is low enough that it adds a bit of excitement for the gamblers out there.

Hm. I guess I can go with that. I'm just not fond of Carrot vs. Stick mechanics that get the Stick end. I can't think of anything better at the moment, though. Trying to work on my next campaign, and drawing a blank, so no thoughts working in brain.

SonsOfSauron
2015-05-12, 10:24 PM
As a compromise, I can change it to the third or later use of the ability, so it doesn't (mostly) punish TWF and Extra Attack.

Or I can simply remove it and evaluate the balance of the Dervish's 15th-level feature. Could just remove arcane strikes from those, with the flavor that you are attacking too quickly to use the Arcane Strike. Need to keep an eye on Windborne Stikes as well in that regard, but at least you can't nova into the bbeg.

Inchoroi
2015-05-12, 10:29 PM
As a compromise, I can change it to the third or later use of the ability, so it doesn't punish TWF and Extra Attack.

Nah, keep it as is for now. If I think of something that might be better, I'll mention it, but it is balanced.

Actually, one thing that would intrigue me...using hit dice beyond the third or so use in a round.

EDIT: Rather, I should say, using hit dice after the 3rd or so use, in place of a spell slot entirely.

Flashy
2015-05-13, 03:15 AM
I find it's useful to actually make a character when designing new class features, and I took the liberty of doing so for the swordmage. I've put in my reflections on the character building/progression process at 1st, 3rd, 10th, 15th and 20th levels.

Here we have Waytoo M. Stabbington, Swordmage extraordinaire, nonvariant human soldier. Starting stats are strength 16, Dex 13, Con 12, Int 16, Wisdom 10, Charisma 10. This gives her acceptable starting AC, as well as providing reasonable modifiers for both sword and spell attacks. Con could stand to be higher, but there's not a lot that can be done about that. A d10 is big enough that HP isn't going to be the biggest problem in the universe. The dex is kept intentionally low to get the most out of an eventual Resilient: Dexterity feat.

I chose a greatsword and chain shirt from the starting equipment, and my cantrips were Firebolt and Prestidigitation. Skill Proficiencies are Athletics, Arcana, History, Intimidation. AC will be 15, eventually scaling up to a flat max at 18 after ASI's and whenever she gets her hands on half plate. She needs her ASI's too badly to spend one on medium armor master or heavy armor proficiency.

Reflections:While choosing my gear I realized that there's no good reason to start with a longsword (my intention was to do a greatsword anyway). You don't shield proficiency, and if you're going to be wielding a sword in both hands anyway you might as well choose the vastly superior greatsword. I get that it's there because some people might prefer the flavor, but I thought I'd mention it. The process so far has been solid, and the decision to give +1 AC from the Aegis keeps the AC generally reasonable. It's a solid first level melee fighter with some light magic ranged options.
This is a great level. Invocations, spells, arcane strike. My spells of choice were Boomerang Blade (An excellent spell) and Jump; my invocations were Dousing Blade (I love good divination magic, and this is genuinely quite powerful) and Stance of Tactical Withdrawl.
I'm selecting Dervish as my Arcane Discipline. Between the extra movement, at will Expeditious Retreat and Jump this is turning into a supremely mobile greatsword fighter. Waytoo would also make a solid Embrangler, with her reasonable spell save DC, but the Dervish appealed to me. The new spell would depend a lot on the party, with detect magic if no one else has it and Greenflame Blade if someone else does. Bladework Knowledge makes a nice ribbon.

Reflections:It hadn't occurred to me what a good dip for a melee rogue this class is until I tried making one. A two level dip gets you cantrips from a useful list, access to spells that work well for a rogue both in and out of combat, and two invocations that include things like advantage on initiative rolls and at will expeditious retreat. You even have Arcane Strike to mitigate lost sneak attack progression. I normally don't like to multiclass but if I were playing a melee rogue I'd seriously consider it.

Anyway, reflecting on the actual progression so far. Waytoo has mostly just come on line at this point, with the spells and the mobility focus. Everything seems solid so far, and I'd rate it thoroughly middle of the road balance wise. A lot of options, but neither too strong nor too weak.
Like most classes this is starting to slow down a little bit. Spend the ASI on a much needed +2 strength.
Who doesn't love a second attack? The second level spells are a nice feature too. Taking Magnetized Blade even though it precludes concentrating on expeditious retreat because it's genuinely quite good and will exceptional when combined with Uncountable Strikes. I couldn't help wondering, is frostfire blade supposed to have a duration instead of being instantaneous? A 2nd level slot for 2d6 damage is abominably bad, even of multiple types. I'd switch Jump out for Spider Climb but I've yet to have a character who could spider climb that used the ability even once.
New invocations are Leaping Blade and Aegis of Apparition. New Spell is Ice Spikes for her first real AoE damage/battlefield control potential. She can move 40 to 80 feet a round, so being able to position herself with maximum effect is not a problem.
The Greatsword becomes magical and Waytoo gets her second Dervish ability. This is probably the weakest of the archetype powers she gets, but acrobatics proficiency is nice and +1 AC while moving does something to obviate the need for the mobile feat (which she probably can't afford). The new spell is Heat Metal for some handy ranged damage.
At 8th Level I took Resilient: Dex to bring her up to 14. The +1 AC gets Waytoo to her AC max at 18, or 19 if she's moving.
Two shiny new 3rd level spell slots! The new spell of choice is definitely 1000 Blades, and I swapped Greenfire Blade for Lightning Thrust. The damage type on 1000 blades is unspecified. Is it force or whatever the weapon damage is? If not force then I'd probably just take Lightning Thrust and keep Greenfire Blade.
The new Invocations are Blade of the Unending Moment and Mercurial Stance. Who doesn't love haste and slow at the same time? New Cantrip is Ray of Frost for a little at will battlefield control.

Reflections:Waytoo is an incredibly mobile character. I've been genuinely surprised by how flexible this class is. I set out to make a terrifyingly mobile combat control/burst character who could pop in and out of combat smacking things with a greatsword and it has turned out WAY better than I had hoped. Waytoo has at will Expeditious Retreat, 40 feet of standard movement, the ability to Misty Step once a short rest, the ability to Haste herself once a long rest, the ability to Slow an enemy once a short rest and that's without touching her spell slots at all. She doesn't even need to be standing next to an enemy to hit them. This is a class with strong at will magic, as well as a range of effective spell options.
Evasion! Most of the reason I took Resilient: Dex. The new spell is Fireball, because I like fireball and there isn't a lot of other intense synergy with the build a this spell level. More AoE is good.
Another +2 to Strength, finally arriving at 20.
Fourth level spells. The new spell known is obviously Windbourne Strikes.
New invocations are the obvious Improved Arcane Strike and Stance of Free Movement. Very straightforward, as I cannot imagine a world in which a player would not take Improved Arcane Strike and Free Movement is pretty much exactly what I'm trying to build.
Uncountable Strikes! Three attacks as a bonus action once a short rest is nothing to sneeze at even without modifier damage, especially considering Waytoo's attacks now hit for 2d6+1d8 damage. Combine with Windbourne Strikes for humorous burst. New spell is Wall of Fire for added battlefield control.

Reflections: The things I said at 10th level continue to be true. Improved Arcane Strike has substantially improved Waytoo's DPR, Freedom of Movement is nice and the last five levels have added both AoE and battlefield control spells to the arsenal. I'd continue to guess that this is on balance for the other classes, but we've started to move out of the range I've ever actually played. The new spell is Dimension Door.
I was horrendously torn on this ASI. +2 Int would be good, but Mobile combos SO WELL with Waytoo's spells and other abilities that I decided to take it. Her movement speed increases again and Windbourne Strikes has become devastatingly powerful. 50 feet of movement with no attacks of opportunity period.
Fifth Level Spells. My first spell of choice is Aurora Stance, because I apparently now make all my life decisions based on what combos well with Windbourne Strikes.
New Invocations are Blade Barrier and Blade of Truth. Blade Barrier continues the general progression of expanded spell slots for battlefield control and truesight is good enough that it's more than worth it.
The ASI is +2 Int for for improved spell saves, spell attack mod and more hits from Uncountable Strikes. New Spell is Wall of Force for the obvious reasons.
The capstone! End of the Road.

Final Reflections:Waytoo's final options are spectacular. Multiple wall spells a long rest, access to strong mobility options through class features and spells, powerful AoE options through spells, the ability to hit enemies at reach, two attacks a round for 2d6+1d8 damage each, and a speed of 100 feet most rounds.

Swordmage provides character options that do not exist otherwise. I can't thing of any other combination that would allow the creation of a character anything like Waytoo. It also solidly fits the 5e design ethos by progressing the character's power through weird and interesting new abilities rather than strict mechanistic improvements.

SonsOfSauron
2015-05-13, 04:01 AM
First of all Flashy, thank you SO MUCH for this! It's really appreciated; I hadn't even made a complete swordmage myself (this is my first homebrew class and I've been focused on getting more interesting things out there than just testing what I already had, but I'm definitely at a point to start refining what's here).


I find it's useful to actually make a character when designing new class features, and I took the liberty of doing so for the swordmage. I've put in my reflections on the character building/progression process at 1st, 3rd, 10th, 15th and 20th levels.

Solid advice! I had planned on testing the class out as some NPC adversaries in my campaign, so I'll be sure to look at it more critically.


Here we have Waytoo M. Stabbington, Swordmage extraordinaire, nonvariant human soldier. Starting stats are strength 16, Dex 13, Con 12, Int 16, Wisdom 10, Charisma 10. This gives her acceptable starting AC, as well as providing reasonable modifiers for both sword and spell attacks. Con could stand to be higher, but there's not a lot that can be done about that. A d10 is big enough that HP isn't going to be the biggest problem in the universe. The dex is kept intentionally low to get the most out of an eventual Resilient: Dexterity feat.

I chose a greatsword and chain shirt from the starting equipment, and my cantrips were Firebolt and Prestidigitation. Skill Proficiencies are Athletics, Arcana, History, Intimidation. AC will be 15, eventually scaling up to a flat max at 18 after ASI's and whenever she gets her hands on half plate. She needs her ASI's too badly to spend one on medium armor master or heavy armor proficiency.

Reflections:While choosing my gear I realized that there's no good reason to start with a longsword (my intention was to do a greatsword anyway). You don't shield proficiency, and if you're going to be wielding a sword in both hands anyway you might as well choose the vastly superior greatsword. I get that it's there because some people might prefer the flavor, but I thought I'd mention it. The process so far has been solid, and the decision to give +1 AC from the Aegis keeps the AC generally reasonable. It's a solid first level melee fighter with some light magic ranged options.

Yeah the longsword is definitely just there for those who prefer the flavor. I just wanted to make sure all the swords were available at character creation.


I'm selecting Dervish as my Arcane Discipline. Between the extra movement, at will Expeditious Retreat and Jump this is turning into a supremely mobile greatsword fighter. Waytoo would also make a solid Embrangler, with her reasonable spell save DC, but the Dervish appealed to me. The new spell would depend a lot on the party, with detect magic if no one else has it and Greenflame Blade if someone else does. Bladework Knowledge makes a nice ribbon.

Reflections:It hadn't occurred to me what a good dip for a melee rogue this class is until I tried making one. A two level dip gets you cantrips from a useful list, access to spells that work well for a rogue both in and out of combat, and two invocations that include things like advantage on initiative rolls and at will expeditious retreat. You even have Arcane Strike to mitigate lost sneak attack progression. I normally don't like to multiclass but if I were playing a melee rogue I'd seriously consider it.

Anyway, reflecting on the actual progression so far. Waytoo has mostly just come on line at this point, with the spells and the mobility focus. Everything seems solid so far, and I'd rate it thoroughly middle of the road balance wise. A lot of options, but neither too strong nor too weak.

Excellent. The swordmage won't really come into their own until 3rd level, when their Discipline really starts changing how the class plays.


Who doesn't love a second attack? The second level spells are a nice feature too. Taking Magnetized Blade even though it precludes concentrating on expeditious retreat because it's genuinely quite good and will exceptional when combined with Uncountable Strikes. I couldn't help wondering, is frostfire blade supposed to have a duration instead of being instantaneous? A 2nd level slot for 2d6 damage is abominably bad, even of multiple types. I'd switch Jump out for Spider Climb but I've yet to have a character who could spider climb that used the ability even once.

Hmm. I figured that having a minute of extra damage would pretty much invalidate Elemental Weapon. Increasing the damage dice would probably suffice, yeah? d12s would be cute, there haven't been any in the class yet ;P


The Greatsword becomes magical and Waytoo gets her second Dervish ability. This is probably the weakest of the archetype powers she gets, but acrobatics proficiency is nice and +1 AC while moving does something to obviate the need for the mobile feat (which she probably can't afford). The new spell is Heat Metal for some handy ranged damage.

Something's always gotta be at the bottom ;D


Two shiny new 3rd level spell slots! The new spell of choice is definitely 1000 Blades, and I swapped Greenfire Blade for Lightning Thrust. The damage type on 1000 blades is unspecified. Is it force or whatever the weapon damage is? If not force then I'd probably just take Lightning Thrust and keep Greenfire Blade.

Hmm, I'm pretty sure i specified the damage type as whatever your bonded weapon is. (So for Waytoo, it would deal slashing damage.) I felt like a Force cone would a bit too good (and tbh, magical slashing/piercing is still pretty dang useful).


The new Invocations are Blade of the Unending Moment and Mercurial Stance. Who doesn't love haste and slow at the same time? New Cantrip is Ray of Frost for a little at will battlefield control.

Reflections:Waytoo is an incredibly mobile character. I've been genuinely surprised by how flexible this class is. I set out to make a terrifyingly mobile combat control/burst character who could pop in and out of combat smacking things with a greatsword and it has turned out WAY better than I had hoped. Waytoo has at will Expeditious Retreat, 40 feet of standard movement, the ability to Misty Step once a short rest, the ability to Haste herself once a long rest, the ability to Slow an enemy once a short rest and that's without touching her spell slots at all. She doesn't even need to be standing next to an enemy to hit them. This is a class with strong at will magic, as well as a range of effective spell options.

Excellent! I'm a little concerned that the Invocations are going to be too strong, but we'll see as we test. If it wasn't obvious, I'm not writing my replies in order and I am incredibly sleep deprived, so apologies on any repetition -w-


New invocations are the obvious Improved Arcane Strike and Stance of Free Movement. Very straightforward, as I cannot imagine a world in which a player would not take Improved Arcane Strike and Free Movement is pretty much exactly what I'm trying to build.

I can think of a couple of builds that might not concern themselves with Improved Arcane Strike; but if it's generally a default choice, then I'm not sure if it's worth putting as an Invocation. Granted, not everyone builds for power, and people will enjoy having as many options as possible.


Uncountable Strikes! Three attacks as a bonus action once a short rest is nothing to sneeze at even without modifier damage, especially considering Waytoo's attacks now hit for 2d6+1d8 damage. Combine with Windbourne Strikes for humorous burst. New spell is Wall of Fire for added battlefield control.

Reflections: The things I said at 10th level continue to be true. Improved Arcane Strike has substantially improved Waytoo's DPR, Freedom of Movement is nice and the last five levels have added both AoE and battlefield control spells to the arsenal. I'd continue to guess that this is on balance for the other classes, but we've started to move out of the range I've ever actually played. The new spell is Dimension Door.

Glad to hear, I too have not really experienced much beyond mid-level play.


Fifth Level Spells. My first spell of choice is Aurora Stance, because I apparently now make all my life decisions based on what combos well with Windbourne Strikes.

Hmm, would you say that Windborne Strikes is too powerful? ;D


The capstone! End of the Road.

Final Reflections:Waytoo's final options are spectacular. Multiple wall spells a long rest, access to strong mobility options through class features and spells, powerful AoE options through spells, the ability to hit enemies at reach, two attacks a round for 2d6+1d8 damage each, and a speed of 100 feet most rounds.

Swordmage provides character options that do not exist otherwise. I can't thing of any other combination that would allow the creation of a character anything like Waytoo. It also solidly fits the 5e design ethos by progressing the character's power through weird and interesting new abilities rather than strict mechanistic improvements.

Glad to hear! I'm a little worried there might be too many toys and that the balance could get out of hand, but at the same time I've only ever built like 2 20th-level characters haha.

Flashy
2015-05-13, 05:05 AM
Excellent. The swordmage won't really come into their own until 3rd level, when their Discipline really starts changing how the class plays.
This is definitely my impression. I can't imagine any of the other Disciplines play anything like how the Dervish would play.


Hmm. I figured that having a minute of extra damage would pretty much invalidate Elemental Weapon. Increasing the damage dice would probably suffice, yeah? d12s would be cute, there haven't been any in the class yet ;P
That seems to solve it well enough. 2d6 just seemed a bit on the iffy side. You'd be better off burning the slot for an Arcane Strike since it'd do more damage and you know you won't lose it by missing.


Hmm, I'm pretty sure i specified the damage type as whatever your bonded weapon is. (So for Waytoo, it would deal slashing damage.) I felt like a Force cone would a bit too good (and tbh, magical slashing/piercing is still pretty dang useful).
You totally did, I just didn't read the spell closely enough. My bad! I do agree that force would be too powerful.


Excellent! I'm a little concerned that the Invocations are going to be too strong, but we'll see as we test.
They definitely work to expand the casting options. At the end Waytoo functionally had a 2nd level slot (which recharged on a short rest), two 3rd level slots, a 4th level slot and a sixth level slot beyond the normal half caster progression. I also thought at will expeditious retreat was amazing, but I'd have to see it in action to decide how broken I thought it really was. Longstrider might be a less powerful choice, if you decide that's necessary. On the other hand, Longstrider would have improved her Windbourne Strikes even further. Speaking of which...


Hmm, would you say that Windborne Strikes is too powerful? ;D
Actually no, I think it's perfectly fine as written. It was what I wound up basing much of Waytoo's later levels on because it's a spell that perfectly complimented her playstyle. It was powerful, but that was because by the end she was fueling it with an archetype feature, a feat, an invocation and sometimes an additional 5th level spell. It'd be like deciding the balance of fireball based on how it worked for a red dragon sorcerer with elemental affinity and the careful/empowered metamagics. Sure it's amazing, but that's because it's what the character is built to do. You've already eliminated the only two possible exploits I could think of (dancing back and forth to get the attacks off on the same target and using Leaping Blade to extend the reach). I really wouldn't change it on the basis of Waytoo alone.

SonsOfSauron
2015-05-13, 05:14 AM
I'm currently working through a couple of the archetypes myself, and have fallen in love with Sharpen + Great Weapon Master, which is also lovely with Voidstrike.

SonsOfSauron
2015-05-13, 07:15 AM
Much in the style of Flashy's Waytoo, I'll try and work through the rest of the archetypes and get a feel for areas of weakness in the class design.

First up, we have Edge Sharpton, a Vanguard.

Edge Sharpton is a non-variant human of questionable morality and references. Edge isn't a particularly fun gal to be around, and doesn't really pay much mind to her surroundings, so we're going to go with a spread of 15 12 13 15 8 8, for a total level 1 stat spread of 16 13 14 16 9 9. Edge'll be wielding her trusty greatsword Gloria, and will don a chain shirt. Her starting cantrips will be Acid Splash and Ray of Frost; she doesn't really have the common sense to realize that not everything can be solved with damage. Her starting skills will be Arcana, Athletics, Investigation, and Perception.
At 2nd level, Edge obtains a lot of her core features: invocations, spells, and arcane strike. She chooses Sharpen and Awareness for her invocations, and Greenflame Blade and Poisonous Blade for her spells. Sharpen plays really nicely with Great Weapon Master, which is definitely something Edge plans to pick up ASAP.
At 3rd level, Edge focuses her arcane discipline on that of the Vanguard: she wants to smash things to bits with Gloria as her witness (and instrument). She gains the Aegis of Assault feature, which improves her damage output; she also takes Boomerang Blade as her next spell, to give her a bit more ranged versatility.
DPR: 2d6+5 (+2d8)Arcane Strike = 12 (21)
At 4th level, Edge takes Great Weapon Master. The risk is mitigated when combined with Sharpen, and it has the potential to really accelerate her damage potential.
DPR: 2d6+15GWM (+2d8) = 22 (31)
Yay Extra Attack! Also, 2nd-level spells. Edge takes Magnetized Blade, which is a HUGE boon along with GWM.
DPR: 4d6+30 (+4d8) = 44 (61)
Edge takes the Stance of Blurred Movement and Giant's Stance invocations. The former helps mitigate her middling armor class, while the latter lets her keep up with some additional DPR.
7th level is solid for Edge. She gains proficiency in the Intimidation skill, and gets a really potent movement option in Aggressive. She takes Misty Step as her spell, to further improve her mobility.
+2 strength brings Edge to 18, and helps increase her DPR and accuracy.
DPR: 4d6+32 (+4d8) = 46 (63)
At 9th level, Edge takes the Displaced Strike spell, which allows her to take advantage of GWM at extreme range.
Mercurial Stance is incredibly powerful, giving Edge even more maneuverability and opportunities to attack. Edge also decides to take Leaping Blade, to further improve her battlefield placement.
DPR: 4d6+32 (+4d8) [2d6+16+2d8]Haste = 46 (64) [96]

At 11th level, Edge takes Blink to give her some defensive help that doesn't eat up her concentration. She also gains what is essentially the Great Weapon Fighting style, improving her average damage. Which I'm not going to bother adding into my little DPR notes lmao
+2 Strength = 20 strength, and Edge is feelin' beefy.
DPR: 4d6+34 (+4d8) = 48 (66) [99]
Edge takes Windborne Strikes at 13th level, giving her the ability to make a lot of attacks and potentially put a lot of damage onto a lot of different targets.
At level 14, Edge gets an incredibly potent boost in power. She takes Improved Arcane Strike and Improved Aegis of Assault, giving her 1d8 + 1 extra damage per attack. She also replaces Giant's Stance with Intuitive Blade Magic: Magnetized Blade, to allow her as much leeway with her spell slots as possible.
DPR: 4d6+36+1d8 (+4d8) [+2d6+18+3d8] = 54.5 (62.5) [101]
Edge takes Voidstrike at 15th level, which gives her the opportunity to pretty much negate GWM's downside for an attack.
Edge improves her Intelligence by +2, giving her some extra value out of Sharpen and improving the potency of her spells.
At 17th level, Edge takes Aurora Stance, which can let her deal some impressive damage in addition to her other features.
18th level sees a significant upgrade to sword invocations. She takes Arcane Overload and Blade of Truth.
19th level sees Edge's Intelligence reach a score of 20, giving her about as much value as she's going to get out of Sharpen. She also chooses the Thunder Blade spell, since she wants something to really hammer a big bad with.
And finally we reach 20th level! Edge's capstone is Transmute Blade: Vorpal Sword, turning Gloria into a +3 Vorpal weapon. Let's have some fun, shall we?

Assuming that the most egregious things are about to happen to this poor end-game boss, Edge steps up and makes two attacks with Gloria. The BBEG is too awkward to decapitate, so on the off-chance Edge rolls a -

Nat 20.

Alright, so Edge burns a 3rd-level slot and proceeds to roll 6d6Gloria + 21+3, Str, GWM + 15d8Arcane Strike + 18d8Vorpal for a respectable average damage of 190.5. Annoyed, the DM grumbles and allows Edge her second attack, and hopefully the dice aren't so -

Nat 20. Edge grins, and deals out a modest 381 damage (on average) to our BBEG. Basically, Arcane Overload is awesome, you should take it, roll all the dice.

Edge doesn't have the mobility of Waytoo, but makes up for it in a consistently powerful outpouring of damage. Edge is generally better at handling really tough targets, whereas Waytoo can move about and deal with hordes with extreme prejudice. I'll be looking at the one of the other archetypes next, after I get some much-needed snooze. I'll be sure to look over Edge again and get some actual insight about her features.

Inchoroi
2015-05-13, 01:10 PM
I think that I'll be bringing in a GMPC for my game at some point soon, because this is just too cool a class not to play.

Gr7mm Bobb
2015-05-13, 01:30 PM
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.

As far as other arcane 1/2 caster ideas, there's heavyfuel's 5e Duskblade: http://www.giantitp.com/forums/showthread.php?399246-Duskblade-class-with-Magus-and-Swiftblade-archetypes

And then there's also my take on his work that was retested and rebalanced here: https://docs.google.com/document/d/1YRQfmP5tGobK-umGO0GzXeCWzRxt4f7x2GtkpIAHKSI/edit?usp=sharing

That being said I like the idea's that you've presented here Sonsofsauron, At first glance it was a bit intense, but I will definitely take a closer look what you have in your first post before I give my specific opinions.

SonsOfSauron
2015-05-13, 04:11 PM
I think that I'll be bringing in a GMPC for my game at some point soon, because this is just too cool a class not to play.
Awesome, I'm excited to hear your opinions on it! :D


That being said I like the idea's that you've presented here Sonsofsauron, At first glance it was a bit intense, but I will definitely take a closer look what you have in your first post before I give my specific opinions.
Thanks, I appreciate any feedback you can give me!

Let's look at building another archetype, the Arcanist.

Maggie Missile is an aspiring non-variant-human swordmage. She isn't really that interested in stabbing people, but exploring the power of the aegis created by her swordbond. Maggie is scholarly and not terribly athletic, but she's got some fencing training under her belt and can take a hit, so we go with a stat layout of 8 15 13 15 11 9, for a total starting array of 9 16 14 16 12 10. With her fencing training, she decides to take a rapier, and she can't really carry much so she sticks with leather armor. Her starting skills are Arcana, History, Investigation, and Perception. She chooses Blade Ward and Ray of Frost for her cantrips, with the goal of keeping things from getting too close, or getting away with minimal harm done.
Maggie really gets into the groove with her Aegis. She takes the Aegis Armor and Dousing Blade invocations; she doesn't want to be caught out in the open without some measure of protection, and she would rather avoid combat if possible. For her starting spells she takes Boomerang Blade and Mind Stab.
Maggie finds her calling with the Arcanist. Her Aegis of Recovery gives her a lot of flexibility with her casting, and can give her some spot DPS with extra Arcane Strikes throughout the day. Adept at learning magic, she takes the Detect Magic and Thunderwave spells.
Maggie is focused on improving the potency of her spells. She improves her Intelligence score by 2, giving her a stat spread of 9 16 14 18 12 10.
Extra Attack! Maggie's surprised at how well she can poke at folks with a rapier. She takes the Heat Metal spell, which will give her some nice support (and make it harder for jerks to smash at her with things).
Sword Invocations! Maggie's gotten really good with sword magic; she takes Intuitive Blade Magic (Boomerang Blade), and Aegis of Reflections. She can now cast Boomerang Blade at-will once a rest.This is something I'm worried about with Intuitive Blade Magic; however, it's limited to 1st-level spells until 14th level, and then it's 2nd-level spells. We'll see.
Maggie gets an additional spell and invocation at this level due to her higher magical capabilities. She takes Intuitive Blade Magic (Mind Stab), Shatter, and Misty Step.
Maggie decides that if she's going to be in the thick of things, she'll need to maintain concentration on her spells as often as possible. She takes the War Caster feat.
Maggie gets 3rd-level spells! Huzzah! She takes Fireball to start, giving her very solid AOE and firepower.
Maggie decides that the party needs some magical defense; she takes Dispelling Blade, and Blade of the Unending Moment to help with anyone that gets too close.
Maggie is feeling very wizardly with her spell choices. She takes Lightning Bolt and Counterspell, to give her group even more magical support.
Maggie takes a +2 Dex ASI, bringing her stats to 9 18 14 18 12 10. She now has an AC of 18 with mage armor, which is nothing to sneeze at for someone pretending to be a wizard.
Maggie takes Wall of Fire! She really focuses on battlefield control with her spells, as well as spells that can be defensive in nature.
Maggie takes Improved Arcane Strike to let her keep up the damage, but also not have to sacrifice her higher-level spell slots to do so. She also takes Intuitive Blade Magic (Magnetized Blade).
Maggie gets a lot of toys this level too! She takes Fire Shield and Windborne Strikes, which discourages foes from attacking her and helps her get out of trouble while still dealing some damage. She takes the Free-Movement Stance invocation as well.
Maggie improves her Intelligence again, giving her stats of 9 18 14 20 12 10.
Maggie takes Wall of Force as her first 5th-level spell. She really enjoys the more defensive/controlling spells.
Maggie takes Blade Barrier and Blade of Truth, giving her some extra battlefield control and more magical support.
Maggie raises her dexterity to 20, and she now has an AC of 19 with mage armor (13 + 5 + 1). Her stats are 9 20 14 20 12 10.
Maggie's reached the top! She learns how to transmute her rapier into a conduit of pure blademagic: the Purespell Blade!
The Arcanist plays a lot like a tanky wizard truth be told. They get a bit more out of their spell slots than other swordmages, at the cost of not really getting any improvements to combat. The extra invocations and spells are really helpful for her versatility, though.

SonsOfSauron
2015-05-13, 06:15 PM
I think the invocations definitely need some tuning. There don't feel like enough at the higher levels, especially at 18th (though only one or two more would help I think).

I also wonder if a fighting style should be included somewhere. It would really help with making the Longsword a more viable option, but it's the only one at the moment that isn't really all that desirable. Maybe there could be invocations that are tied to each weapon so that someone can get a cool buff depending on the flavor of their weapon.

Flashy
2015-05-13, 06:47 PM
I think the invocations definitely need some tuning. There don't feel like enough at the higher levels, especially at 18th (though only one or two more would help I think).

I also wonder if a fighting style should be included somewhere. It would really help with making the Longsword a more viable option, but it's the only one at the moment that isn't really all that desirable. Maybe there could be invocations that are tied to each weapon so that someone can get a cool buff depending on the flavor of their weapon.

Maybe tie sharpen to Longsword? It would make it substantially more powerful.

SonsOfSauron
2015-05-13, 07:09 PM
Maybe tie sharpen to Longsword? It would make it substantially more powerful.

Hmm, I like that. You're already dealing a ton of damage with greatsword, and making longsword more accurate is pretty cool. Maybe adding a faster recharge on the ability (perhaps with an "improved sharpen" or something at a higher level) would be good.

Gr7mm Bobb
2015-05-13, 08:07 PM
Hmm, I like that. You're already dealing a ton of damage with greatsword, and making longsword more accurate is pretty cool. Maybe adding a faster recharge on the ability (perhaps with an "improved sharpen" or something at a higher level) would be good.

so this is a sword feat that is being passed around, sadly i cannot cite the source atm:

MASTER SWORDSMAN Prerequisite:
Proficiency with martial weapons, Strength 13 or higher In your hands, a sword is a truly versatile and defensive weapon. You gain the following benefits:

* If wielding either a greatsword or longsword, you can use an action on your turn to adopt a semi-defensive posture. You can make one melee weapon attack this turn with disadvantage, and melee weapon attacks against you also suffer disadvantage. This lasts until the beginning of your next turn.

* You can use Dexterity instead of Strength for the attack and damage rolls of a longsword used one-handed, and you can also use a longsword one-handed to deal Sneak Attack damage.

* If you are wielding a greatsword, longsword or shortsword and take the Attack action on your turn, one of your attacks this turn can deliver your choice of either slashing or piercing damage.

* On your turn, if you score a critical hit with a melee weapon attack using either a greatsword or longsword, you can choose to impale the creature. While impaled, the target is effectively grappled, and you can't attack again with this weapon until the grapple ends.

dleto
2015-05-13, 08:25 PM
I am planning on playing this in a campaign that I am starting soon. After building out the character multiple different ways to 20 I am inclined to agree that there needs to either be a fighting style or more likely the option to choose invocations that simulate fighting styles for specific weapons or types of weapons.

Just some possible types based off existing fighting styles and the weapons allowed to the sword-mage

Arcane Duelist - while you are conscious and holding a weapon to which you are bonded that is a longsword or rapier in one hand and no other weapon, you aren’t wearing heavy armor, and you are not using a shield you gain a +2 bonus to damage rolls with that weapon.

Great Sword Specialist - when you roll a 1 or 2 on a damage die for an attack you make with a bonded greatsword that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is 1 or 2. You must not be wearing heavy armor or a shield to gain this benefit.

Arcane Protector - when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be a Defender Arcane Disciple to gain this style.

Dual Sword Bond - When you engage in two-weapon fighting you can add your ability modifier to the damage of the second attack. You must be wielding two bonded weapons that are short swords, scimitars, or rapiers to gain this benefit.

Also I noticed that at low and high levels the aegis +1 to ac doesn't adequatley simulate the same level of defense that an actual shield user can get at equivalent levels not even including the extra advantage that a shield user with the shield master feat can achieve. However it would obviously not be correct to allow someone using a two-handed weapon to get the full benefits. I propose therefore that the aegis should reflect the type of weapon used. It should remain a +1 bonus if using a greatsword or duel wielding. If the sword mage uses a one handed weapon and nothing in the offhand it should become a +2 bonus to simulate using a shield more accuratley. The defender bonus could either scale it up to a +2/+3 total or perhaps have some other defensive trait in place of boosting it by 1 ac.

SonsOfSauron
2015-05-13, 08:33 PM
I am planning on playing this in a campaign that I am starting soon. After building out the character multiple different ways to 20 I am inclined to agree that there needs to either be a fighting style or more likely the option to choose invocations that simulate fighting styles for specific weapons or types of weapons.

Just some possible types based off existing fighting styles and the weapons allowed to the sword-mage

Arcane Duelist - while you are conscious and holding a weapon to which you are bonded that is a longsword or rapier in one hand and no other weapon, you aren’t wearing heavy armor, and you are not using a shield you gain a +2 bonus to damage rolls with that weapon.

Great Sword Specialist - when you roll a 1 or 2 on a damage die for an attack you make with a bonded greatsword that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is 1 or 2. You must not be wearing heavy armor or a shield to gain this benefit.

Arcane Protector - when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be a Defender Arcane Disciple to gain this style.

Dual Sword Bond - When you engage in two-weapon fighting you can add your ability modifier to the damage of the second attack. You must be wielding two bonded weapons that are short swords, scimitars, or rapiers to gain this benefit.

Also I noticed that at low and high levels the aegis +1 to ac doesn't adequatley simulate the same level of defense that an actual shield user can get at equivalent levels not even including the extra advantage that a shield user with the shield master feat can achieve. However it would obviously not be correct to allow someone using a two-handed weapon to get the full benefits. I propose therefore that the aegis should reflect the type of weapon used. It should remain a +1 bonus if using a greatsword or duel wielding. If the sword mage uses a one handed weapon and nothing in the offhand it should become a +2 bonus to simulate using a shield more accuratley. The defender bonus could either scale it up to a +2/+3 total or perhaps have some other defensive trait in place of boosting it by 1 ac.

I like fighting-style invocations a lot. I'm okay with the Aegis being weaker than the shield for the most part, I felt that a +2 was too strong and I think a single +1 is just simpler and more elegant than having it care about your weapon. Plus it's a unique feature that differentiates it from other classes.

Gr7mm Bobb
2015-05-13, 10:29 PM
Great Sword Specialist - when you roll a 1 or 2 on a damage die for an attack you make with a bonded greatsword that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is 1 or 2. You must not be wearing heavy armor or a shield to gain this benefit.
.

I don't see how my encumbrance with a shield in my swings is going to help me. And the heavy armor stipulation seems steep considering that you have to use one of your bonded weapons the begin with (yes i know it can manifest into you hands). Honestly the class is very much starting to resemble the 3.5 prestige Kensai, which was a fun roleplaying class, but offered little in game play outside of combat.

If you want to be able to allow the class to defend itself better, why not add an invocation that allows you to remove your proficiency to you attacks and add it to your AC.
-or-
When you take the dodge action and one of your attackers is in reach when they miss you can use your reaction to attack them.
-or-
When you take the dodge action and an enemy lands an attack on you, you can use your reaction to make an attack at them at the advantage.

This allows you to still keep the greatsword swingers in check, but offer a give and take to their swordplay

If you feel that handing out a +6AC bonus by level 17 is a bit much, then make it so they can only move 1/2 of their prof bonus towards their AC. But with all of the sword art invocations and other class features, i would recommend keeping a careful eye on what spells they get and how often.

For a defensive specialized individual who tends to care more about others more than himself, I recommend maybe something that allows them to use their reaction to take the blow that was meant for an ally.
When an ally within 5ft of you is attacked from a source that you can see you can use your reaction to transpose yourself between harm and its intended target. The attack is instead rolled against your AC at the advantage.
-or-
When an ally within __ft of you would take damage, you can use you reaction to channel their injuries to be your own/or split the total damage taken.

Things that maximize action economy, add dice to your critting potential, or just give flat static bonuses are VERY powerful in this edition. As far as making a weapon magical and it handing out bonuses to the player, I would consult the DMG and see at what levels those kinds of bonuses are available on gear. A good jumping point for determining at what point you should hand out the ability to overcome nonmagical resistance and immunity would be the monk.

These are some of the challenges I've stumbled across through my groups brewing. But one of the most important things to try to do is find ways to keep the features simple and easily tracked so you don't have to detract from the flow of the group to do a basic function of your class.

dleto
2015-05-13, 10:33 PM
I like fighting-style invocations a lot. I'm okay with the Aegis being weaker than the shield for the most part, I felt that a +2 was too strong and I think a single +1 is just simpler and more elegant than having it care about your weapon. Plus it's a unique feature that differentiates it from other classes.

Yeah, I understand your concern with the Aegis I got the idea for the flexible aegis from this other homebrew sword-mage

http://community.wizards.com/forum/product-and-general-dd-discussions/threads/4206841

Sword-mage Warding
While you are wielding your bound weapon and are not using a shield, you may use your mystical power to generate an arcane ward. You gain a +1 bonus to AC. If you have a hand free to actively direct the ward, the bonus increases to +2. You may use that hand for somatic components without disrupting the ward.

For the campaign, I am playing in I think I will substitute this in and test to see how it compares i.e. is it too powerful or is simply like using an invisible shield. I will also let you know how the fightying style invocations go.

On another related note I was comparing the invocations to the warlock which is where I assume you got the idea. It appears as though the sword-mage gets even more invocations than the warlock namely 11 vs 8. It's possible the sword-mage should use a similar invocation gain and totals to the warlock. Even the battlemaster fighter only gains 9 maneuvers for further comparison.

I will also be testing the invocation gain at 8 capped with a similar progression to the warlock.

SonsOfSauron
2015-05-14, 01:10 AM
On another related note I was comparing the invocations to the warlock which is where I assume you got the idea. It appears as though the sword-mage gets even more invocations than the warlock namely 11 vs 8. It's possible the sword-mage should use a similar invocation gain and totals to the warlock. Even the battlemaster fighter only gains 9 maneuvers for further comparison.

I will also be testing the invocation gain at 8 capped with a similar progression to the warlock.

Yeah looking back, 10 might be just a tad too many. I've got some invocations in mind to alleviate the lack of a fighting style, and make some more appealing than others. I'll look at how the class levels can be adjusted, and look into adding more exploration/interaction pillar features.

Aegis Resonance. Your aegis reacts more strongly to certain weapons than others. When you take this invocation, choose one of the following options.

Cleaving Aegis. If you are wielding a greatsword to which you are bonded, you can attempt to cleave from one creature into another. Once per turn when you reduce a creature to 0 hit points, choose a creature within 5 feet of that creature within reach of your weapon. If the attack would hit the second target, you deal any remaining damage from that attack to that creature.
Taken from the DMG's optional cleave rules, I think it works well as a once-per-turn ability. The wording as-is makes it work only on your turn, but I'd be okay with it on opportunity attacks too (if it was the only time you used it). Works well with the Vanguard as they get a damage bonus built-in, and works with the Dervish as they get a lot of attacks at certain times.

Dual Aegis. If you are wielding two light swords to which you are bonded, the AC bonus provided by your Aegis increases by +1.
Nearly identical to the Dual Wielder feat's AC bonus, except you can only be wielding shortswords or scimitars. If you want to get dual wielder in addition, you don't get nearly as strong a damage die, and I'm okay with that. This opens the door to some pretty strong AC boosts but will mostly benefit the Dervish and Defender archetypes I feel.

Honing Aegis. If you are wielding a longsword or rapier to which you are bonded in one hand and no other weapon, you gain a +2 bonus to attack rolls with that weapon.
I chose +2 for this modeling it after the Archery fighting style, although that style doesn't get access to Arcane Strikes :V. I figure if you're only getting it for a d8 weapon it isn't so bad, as you lose access to the versatile damage boosts and the Great Weapon Master feat. This really favors a swordmage that prefers precision, and I'm fine with that tbh. Also helps the Arcanist and Embrangler focus more on their Int, since they don't get a huge accuracy penalty by not pumping Str/Dex as they level. Would more than likely remove the Sharpen invocation if this were implemented.

I'm also debating removing the Improved Arcane Strike invocation. Mainly because:
a) it's so strong that it's really only the illusion of choice; it's almost always the correct option to take, and if it's an auto-pick it isn't really a choice.
b) it adds another similarity between the paladin and swordmage, which I would like to reduce if possible.
c) it greatly improves the damage output of the class, but I'm okay with letting archetypes get that bonus rather than everything get that bonus.

If I removed it as an invocation, I would probably not bother adding it to the core class abilities, to address points b and c.

Thoughts?

dleto
2015-05-14, 02:01 AM
Yeah looking back, 10 might be just a tad too many. I've got some invocations in mind to alleviate the lack of a fighting style, and make some more appealing than others. I'll look at how the class levels can be adjusted, and look into adding more exploration/interaction pillar features.

Aegis Resonance. Your aegis reacts more strongly to certain weapons than others. When you take this invocation, choose one of the following options.

Cleaving Aegis. If you are wielding a greatsword to which you are bonded, you can attempt to cleave from one creature into another. Once per turn when you reduce a creature to 0 hit points, choose a creature within 5 feet of that creature within reach of your weapon. If the attack would hit the second target, you deal any remaining damage from that attack to that creature.
Taken from the DMG's optional cleave rules, I think it works well as a once-per-turn ability. The wording as-is makes it work only on your turn, but I'd be okay with it on opportunity attacks too (if it was the only time you used it). Works well with the Vanguard as they get a damage bonus built-in, and works with the Dervish as they get a lot of attacks at certain times.

Dual Aegis. If you are wielding two light swords to which you are bonded, the AC bonus provided by your Aegis increases by +1.
Nearly identical to the Dual Wielder feat's AC bonus, except you can only be wielding shortswords or scimitars. If you want to get dual wielder in addition, you don't get nearly as strong a damage die, and I'm okay with that. This opens the door to some pretty strong AC boosts but will mostly benefit the Dervish and Defender archetypes I feel.

Honing Aegis. If you are wielding a longsword or rapier to which you are bonded in one hand and no other weapon, you gain a +2 bonus to attack rolls with that weapon.
I chose +2 for this modeling it after the Archery fighting style, although that style doesn't get access to Arcane Strikes :V. I figure if you're only getting it for a d8 weapon it isn't so bad, as you lose access to the versatile damage boosts and the Great Weapon Master feat. This really favors a swordmage that prefers precision, and I'm fine with that tbh. Also helps the Arcanist and Embrangler focus more on their Int, since they don't get a huge accuracy penalty by not pumping Str/Dex as they level. Would more than likely remove the Sharpen invocation if this were implemented.

I'm also debating removing the Improved Arcane Strike invocation. Mainly because:
a) it's so strong that it's really only the illusion of choice; it's almost always the correct option to take, and if it's an auto-pick it isn't really a choice.
b) it adds another similarity between the paladin and swordmage, which I would like to reduce if possible.
c) it greatly improves the damage output of the class, but I'm okay with letting archetypes get that bonus rather than everything get that bonus.

If I removed it as an invocation, I would probably not bother adding it to the core class abilities, to address points b and c.

Thoughts?

As far as the invocations and their spacing I did some basic tweaking and the existing invocation increase levels still work if you increase them at a rate of 2 at 2nd, 3 at 6th, 5 at 10th, 6 at 14th, and 8 at 18 which comes very close to matching the warlocks progression. It's actually slightly slower which is probably appropriate.

As far as the new inovcations go my only concerns are that they make the feats redundant for the most part which is never a good thing IMO since it reduces choice (assuming feats are allowed of course). Also, the +2 to hit invocation is extremely strong in a system with bounded accuracy there is a reason the only fighting style is archery. I think it might be simpler for both wordiness and consistency to make one of the invocations give a basic fighting style the same as both half-casters (paladin and ranger) get or perhaps to simply give them the fighting style feature at 2nd level to maintain consistency in design among half-casters (which incidentally encourages them to be balanced).

Regarding the improved arcane strike invocation I agree it's essentially mandatory and, therefore, is probably better served as a class feature. However, I do not think its removal is wise for two reasons. First as it stands, the invocation cannot be taken till lvl 14 which is 3 levels after both the paladin and ranger pick up their equivalent abilities. Secondly both those half-casters need those abilities at LVL 11 to increase damage output to maintain pace with the fighter's 3rd extra attack. If anything it should probably just become the baseline LVL 11 ability in place of increasing the discipline currently associated at LVL 11 which are more commonly increased at 3, 7, 15, and 20. This would match the progression format for half-casters for both the ranger and paladin i.e. improved divine smite and multi-attack respectively.

SonsOfSauron
2015-05-14, 02:34 AM
As far as the invocations and their spacing I did some basic tweaking and the existing invocation increase levels still work if you increase them at a rate of 2 at 2nd, 3 at 6th, 5 at 10th, 6 at 14th, and 8 at 18 which comes very close to matching the warlocks progression. It's actually slightly slower which is probably appropriate.

Hmm. Possibly. I still think that the Warlock's access to normal caster progression and 6th-9th level spells makes their 8 invocations okay, and the Swordmage's lack of those features makes their 10 invocations more fair.


As far as the new inovcations go my only concerns are that they make the feats redundant for the most part which is never a good thing IMO since it reduces choice (assuming feats are allowed of course). Also, the +2 to hit invocation is extremely strong in a system with bounded accuracy there is a reason the only fighting style is archery. I think it might be simpler for both wordiness and consistency to make one of the invocations give a basic fighting style the same as both half-casters (paladin and ranger) get or perhaps to simply give them the fighting style feature at 2nd level to maintain consistency in design among half-casters (which incidentally encourages them to be balanced).

Do they make the feats redundant? Cleave complements GWM extremely well; Dual Aegis gives a more restrictive version of Dual Wielder's AC bonus, but still works with that feet if the player so chooses (though just going for a Dex increase is probably better anyway); and yes, I'm a little concerned with Honing Aegis's bonus, especially now that I'm thinking of how other classes can easily dip into it for a huge boon.

And that's a great point on the fighting styles helping to maintain balance amongst the half-casters.


Regarding the improved arcane strike invocation I agree it's essentially mandatory and, therefore, is probably better served as a class feature. However, I do not think its removal is wise for two reasons. First as it stands, the invocation cannot be taken till lvl 14 which is 3 levels after both the paladin and ranger pick up their equivalent abilities. Secondly both those half-casters need those abilities at LVL 11 to increase damage output to maintain pace with the fighter's 3rd extra attack. If anything it should probably just become the baseline LVL 11 ability in place of increasing the discipline currently associated at LVL 11 which are more commonly increased at 3, 7, 15, and 20. This would match the progression format for half-casters for both the ranger and paladin i.e. improved divine smite and multi-attack respectively.

Hmm. I feel like if it's a class feature, I'd like to consider reducing the damage die to d6s to compensate for the more powerful damage type.

dleto
2015-05-14, 04:29 AM
Hmm. I feel like if it's a class feature, I'd like to consider reducing the damage die to d6s to compensate for the more powerful damage type.

I don't actually know that radiant vs force is that much of an advantage for force. From this link

http://www.giantitp.com/forums/showthread.php?379165-MM-Resistances-Immunities-Vulnerabilities-and-Damage

Force has 0 resistances, 1 immunity, and no vulnerabilities for monsters.
Radiant has 4 resistances, 0 immunities, and 1 vulnerabilities.

Also an addendum radiant has an advantage not conveyed that is shuts down regeneration for certain creatures and force has particular weakness against certain creatures (Rakshasha).

They are both generally speaking the two best damage types in the abstract.

SonsOfSauron
2015-05-14, 04:51 AM
I don't actually know that radiant vs force is that much of an advantage for force. From this link

http://www.giantitp.com/forums/showthread.php?379165-MM-Resistances-Immunities-Vulnerabilities-and-Damage

Force has 0 resistances, 1 immunity, and no vulnerabilities for monsters.
Radiant has 4 resistances, 0 immunities, and 1 vulnerabilities.

Also an addendum radiant has an advantage not conveyed that is shuts down regeneration for certain creatures and force has particular weakness against certain creatures (Rakshasha).

They are both generally speaking the two best damage types in the abstract.

Hmm, fair point.

SonsOfSauron
2015-05-14, 07:28 AM
Alright, so I've been working on some potential changes to the class, shown below.

New class table:
https://40.media.tumblr.com/6fbcd848d892ef54d12375995a330a7d/tumblr_nocbmzT1Ke1rkqhfbo1_1280.png

The biggest changes here are the addition of Fighting Style at 2nd level, Invocations of the Blade starting at 3rd instead of 2nd level, the removal of the 11th-level Arcane Discipline feature for Improved Arcane Strike, and the reduction of invocations to 9 at 18th level.

There have also been some significant changes to the arcane discipline features, which I'll detail momentarily.

Dueling, Great Weapon Fighting, Two-Weapon Fighting as the Fighter, Paladin, Ranger.

New name that I think feels a bit more arcane. I've removed some of the invocations, renamed others, and added new ones.

Removed Invocations
Cleaving Blade, Elemental Empowerment, Improved Arcane Strike, Superior Embranglement

Renamed Invocations
Improved Aegis of Assault -> Aegis of the Ravager
Improved Aegis of Defense -> Aegis of the Bastion
Improved Aegis of Mobility -> Aegis of the Wind
Dispelling Blade -> Blade of Dispelling

New and/or updated Invocations
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.
Recharges on short or long rest now.

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.
**New**

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.
**New**, a heavily re-worked Superior Embranglement.

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.
**New**

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. You must target that creature.
Now you can cast it as long as you have a spell slot. Figured that would be a solid flavor for the 'Blade' invocations.

Blade of Lingering Anguish. Prerequisite: 6th level. Whenever you hit a creature with a melee weapon attack using your bonded weapon, 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 that creature.
**New**

Blade of the Unending Moment. Prerequisite: 10th level. Whenever you hit a creature with a melee weapon attack using your bonded weapon, you may cast the slow spell as a bonus action, using a swordmage spell slot. You must target that creature.
Now requires that you expend a spell slot.

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.
**New**

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.
**New**

Heroic Stance. You can cast the heroism spell at-will without expending a spell slot, but you can only target yourself.
Made it at-will. Heroism isn't particularly egregious when a) it only targets you, b) the temporary hit points vanish when the spell goes off, and c) it's only 3-5 temporary hit points. Could probably coin a better name, like 'Stance of Valor.'

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.
Reworked so that it's still useful in general, but now it has cool flavor specifically for swords.

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

Warrior’s Bond. Prerequisite: 14th level. You can cast the locate creatue 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
**New**



Here are the changes to the arcane disciplines.
Now gains Bladework Knowledge at 3rd level, instead of the core class.

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.
Adjusted to work around the addition of Bladework Knowledge and the removal of the 11th-level feature. Might be too sloppy, but I still like the Arcanist getting more spell versatility.

Aegis of Composure replaced with Luring Aegis.

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.
I didn't want to have free marking, so I figured I'd tie it into a bonus action.

Aegis of Elemental whatever has been nixed. Might find itself reincarnated into an invocation of the blade.

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.
Aegis of mobility nixes the Difficult Terrain text and folds the AC bonus from the now-defunct Aegis of Fleetness.

Aegis of Fleetness removed, Evasion moved to 7th level.

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 long rest.
Changed to 1/day. Seemed too powerful to get every short rest. Should still allow for some cool gameplay.

Empowering Chains removed, folded into the Aegis of the Warden invocation of the blade.

Aegis of Aggression replaced with Aegis of Regeneration.

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.
I wanted something that would encourage really brazen activity, but not necessarily be immediately rewarded for it. Intended to work with individual hit dice and external healing. (Also amusingly encourages really risky behavior out of combat ("Sure, I'll jump off the roof to tackle the wererats!"))

Empowering Aegis removed, as it literally was Great Weapon Fighting but for the Vanguard's weapons.

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.
Added a thing about spells, probably too good but this ability is mostly a ribbon otherwise, unless you're literally only fighting ochre jellies / black puddings.

Inchoroi
2015-05-14, 11:34 AM
I like the changes, especially Apocalypse Blade.

SonsOfSauron
2015-05-14, 06:38 PM
Alright, decided to try out the new features and build a character. I'm going to go with the Embrangler for this build.

Allison Chains is a non-variant human acolyte, has a Tragic Backstory™, and is looking for a particular group of people. She has a modicum of fencing experience, and is absolutely dedicated to catching and destroying those that destroyed her life.

Str 10 Dex 16 Con 14 Int 16 Wis 12 Cha 9
Starting Equipment: 1 rapier, hide armorGoing to downgrade starting armor from chain to hide, I think.
Skills: Insight, Investigation, Perception, Religion

Allison chooses the Blade Ward and Ray of Frost cantrips. The former allows her to attempt to subdue folks non-violently, and the latter gives her a measure of battlefield control that also makes it harder for people to escape her.

AC: 15 (12Hide armor + 2Dex + 1Aegis)
Allison starts to become more competent in her combat abilities, and her aegis fully awakens her ability to cast arcane magic. Allison takes the Dueling style to complement her fencing proficiency, and chooses Boomerang Blade and Detect Magic as her 1st-level spells. She's aiming more for versatility, and hasn't quite found her focus - but she's close.
Allison's quest for vengeance and the apprehension of her mortal foes has transformed her aegis into the Aegis of Chains - she is an Embrangler, a swordmage who specializes in containment. To support her embrangling, she takes Mind Stab, which can subdue foes subject to her aegis of chains.

She also discovers the ability to invoke magic from her blade itself. She takes the Dousing Blade and Stance of Tactical Withdrawl invocations, giving her mobility and the ability to help track down her hated foes.

AC: 17 (14 Scale mail + 2 Dex + 1 Aegis)
Allison's progression slows down a bit here. She takes an improvement of +2 Int to increase the number of times she can use her Aegis of Chains feature, and to make it harder to escape her grasp.

Str 10 Dex 16 Con 14 Int 18 Wis 12 Cha 9

At the end of the first tier of play, Allison is a fairly versatile fighter, with no outstanding specialties. Her AC is fairly good, allowing her a lot of leeway to how she approaches battle. Her Aegis of Chains also allows her to work marvelously with her teammates, forcing certain foes to pay attention to her, or keeping high-priority targets from escaping.
Allison's martial training has allowed her to attack multiple times in quick succession. She also begins to develop stronger arcane magic. She takes Heat Metal, to support her allies and make her embrangled targets squirm.
Allison begins to focus her abilities on punishing those embrangled by her, as well as to better increase the versatility of her weapons. She takes the Blade of Lingering Anguish and Aegis Scourge invocations.
Allison's ability to utilize her Aegis of Chains increases drastically with the acquisition of Effortless Embranglement. She can much more freely make use of the ability in a given situation, giving her more tactical freedom in its application. She also takes the Magnetized Blade spell, to increase the accuracy of her weapon strikes.
Allison takes a +2 bonus to her Dexterity, increasing her damage output and accuracy.

Str 10 Dex 18 Con 14 Int 18 Wis 12 Cha 9
At 9th level Allison learns Counterspell, to better support her allies against magical foes.
With 10th level, Allison gains access to her 3rd cantrip, choosing Firebolt for its range. Her invocations of choice are Chains of the Confessor and Blade of the Unending Moment, each with the ability to harass her embrangled foes.

By this point it can be assumed Allision has access to half plate, and her AC tops out at 18. Her spells and abilities are more heavily focused on subduing and harassing a single foe at a time, allowing her companions to focus on other threats.

AC: 18 (15 Half plate + 2 Dex + 1 Aegis)
At the beginning of the third tier of play, Allison's weapon attacks increase in potency, as does her Arcane Strike. She chooses the 1,000 Blades spell, to give her a bit more of a focused area of effect.
Allison improves her Dexterity to 20, maximizing the accuracy and damage of her rapier.

Str 10 Dex 20 Con 14 Int 18 Wis 12 Cha 9
Allison takes the Void Strike spell; when facing heavily armored foes, she's not concerned initially with damage, but with subduing them with her Aegis of Chains. Voidstrike allows her the ability to ignore even the thickest armor.
Allison takes the Aegis of the Warden and Leaping Blade invocations. Combined with her Aegis Scourge, she can now achieve a reach of 15 feet with her rapier, which lets her move about with extreme ease. Aegis of the Warden also makes it much easier for her to move foes caught in her chains around.
Allison's Aegis of Chains increases drastically with her access to Chain Jail; foes caught by this ability are much less likely to escape, and are incredibly easy to harass. She also takes Otiluke's Resilient Sphere, to aid her in catching foes too far for her to reach.
Allison finally raises her Intelligence to 20, maximizing both her Spell Save DC and number of uses of her Aegis of Chains. She is truly a force to be reckoned with, as few can escape her grasp.

Str 10 Dex 20 Con 14 Int 20 Wis 12 Cha 9

At the end of the third tier of play, se see Allison acquiring her most potent feature, Chain Jail. Grappled foes are restrained, and with a save DC of 21 and disadvantage, most creatures will find a hard time escaping her grasp. She is also able to maneuver them around without penalty to her speed, capable of isolating foes of importance with ease.
Allison's first 5th-level spell is Thunder Blade, chosen specifically to aid in subduing those she has embrangled.
Allison's final invocation of the blade is the Blade of Truth, allowing her to see through illusions that would hamper her ability to catch her most hated adversaries.
Allison chooses Shockwave Slash as her final spell, giving her the ability to have a highly-specialized area of effect that can easily include foes she's embrangled.
At the capstone, Allison's aegis of chains allows her to strike at multiple opponents at will, and effortlessly subdue those she focuses on.

Final Thoughts At the end of the day, the Embrangler specializes in controlling one or two enemies throughout the course of a battle. Later invocations give them additional reach to help them maneuver around, and invocations such as Chains of the Confessor give her a lot of power outside of combat. Once she takes the Aegis of the Warden feature, she can very easily move creatures around, possibly escaping with a high-priority target with ease.

SonsOfSauron
2015-05-15, 04:02 AM
Given the power of the Dervish's 15th-level ability, I'm wondering if there should be a rider about Arcane Strike. I think the ability is super cool, but it applies way too well when you add in something like Piercing Aegis (which I think is innocuous enough on its own). With magnetized blade, you have a 20% chance of rolling a critical hit; and it's easy to make at least 5-7 attacks in a single round with Uncountable Strikes. So I'm considering the following line:

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 modifier. You don't add your ability score modifier to the damage of these attacks, and can't expend spell slots for your Arcane Strike feature for these attacks.

Once you've used this ability, you can't do so again until you finish a long rest. Is returning to 1/rest too much given the limitations added here?

SonsOfSauron
2015-05-15, 08:40 AM
Wanted to look at some of the average damage progression options for different builds/fighting styles.

Arcanist: dueling, rapier, dex 16-17
Defender: dueling, rapier, dex 16-17
Dervish: TWF, shortswords, dex 16-17
Embrangler: dueling, rapier, dex 16-17
Vanguard: GWF, greatsword, str 16-17
As an aside, i'm not really versed on how to account for GWF in the average damage of the Vanguard, so the numbers are probably slightly higher.

Arcanist: 1d8 + 3 + 2 = 9.5
Defender: 1d8 + 3 + 2 = 9.5
Dervish: 2d6 + 6 = 13
Embrangler: 1d8 + 3 + 2 = 9.5
Vanguard: 2d6 + 3 = 10

Arcane Strike: +2d8 = +9
Assuming a stat increase to Dex for the first four archetypes and the Great Weapon Master feat for Vanguard at 4th level.
Arcanist: 2d8 + 8 + 4 = 21
Defender: 2d8 + 8 + 4 = 21
Dervish: 3d6 + 12 = 22.5
Embrangler: 2d8 + 8 + 4 = 21
Vanguard: 4d6 + 6 + 4 (+20) = 24 (44)

Arcane Strike: +3d8 = +13.5
Assuming stat increases across the board.
Arcanist: 2d8 + 10 + 4 = 23
Defender: 2d8 + 10 + 4 = 23
Dervish: 3d6 + 15 = 25.5 An important note is that there's a solid chance that a dervish using shortswords takes the Piercing Aegis invocation, which gives them a crit range of 19-20. With the most attacks out of the group (usually), it's something to keep in mind.
Embrangler: 2d8 + 10 + 4 = 23
Vanguard: 4d6 + 8 + 4 (+20) = 26 (46)

Arcane Strike: +3d8 = +13.5
11th level sees the acquisition of Improved Arcane Strike. At 10th level many characters will take Mercurial Stance as well, upping their attacks by 1 (included in the rest of the analysis).
Arcanist: 6d8 + 15 + 6 = 48
Defender: 6d8 + 15 + 6 = 48
Dervish: 4d6 + 20 + 4d8 = 52
Embrangler: 6d8 + 15 + 6 = 48
Vanguard: 6d6 + 12 + 6 + 3d8 (+30) = 52.5 (72.5)

Arcane Strike: +4d8 = +18
12th level sees the acquisition of +5 for the Vanguard, 14th the Aegis of the Ravager invocation, and 15th sees the Dervish access Uncountable Strikes 1/day.
Arcanist: 6d8 + 15 + 6 = 48
Defender: 6d8 + 15 + 6 = 48
Dervish: 4d6 + 20 + 4d8 (+4d6 + 4d8) = 52 (84)
Dervish: 6d6 + 15 + 3d8 (+8d6 + 4d8 + 40) = 49.5 (135.5) Greatsword + GWF... GOODNESS. p(ón ò )
Embrangler: 6d8 + 15 + 6 = 48
Vanguard: 6d6 + 15 + 9 + 3d8 (+30) = 58.5 (88.5)

Arcane Strike: +4d8 = +18
20th level sees each class gain access to their +3 capstone.
Arcanist: 6d8 + 15 + 6 + 9 = 57
Defender: 6d8 + 15 + 6 + 9 = 57
Dervish: 4d6 + 20 + 4d8 + 12 (+4d6 + 4d8 + 12) = 64 (108)
Dervish: 6d6 + 15 + 3d8 + 9 (+8d6 + 4d8 + 40) = 58.5 (144.5) Greatsword + GWF... GOODNESS. p(ón ò )
Embrangler: 6d8 + 15 + 6 + 9 = 57
Vanguard: 6d6 + 15 + 9 + 3d8 + 9 (+30) = 67.5 (97.5) The Vanguard's capstone is also a vorpal blade, so they have the chance to outright kill things, or at least maim them for an additional 6d8.

Arcane Strike: +4d8 = +18

Generally the Dervish and Vanguard keep up pretty well with each other; the former getting volume of attacks over the latter's raw power of attacks. (The Dervish's output drops if they go with Dueling or GWF). The Vanguard still edges out because of GWF throughout most of the day.

Once the Dervish unlocks Uncountable Strikes though, they can REALLY get some impressive burst damage (that keeps up with the GWM's +10 damage fairly well). (Also of note: anyone that takes Arcane Overload has REALLY explosive turns when they crit.) And if they have a greatsword with the GWM feat... oof.

Anything that adds damage to an attack (Poisonous Blade, Aurora Stance) will improve the Dervish's output faster than anyone else as well.

I'm not sure if these numbers are way out of line w.r.t. other classes at these levels (except the Dervish is definitely way higher with GWM), but I wanted them out here. Let me know if I've messed up any of the numbers, I've been up since 3:30 lmao ( - w-)b

EDIT: Maybe something like this would be more balanced for Uncountable Strikes.

Uncountable Strikes
By 15th level, you have learned to tap into your aegis to give you incredible bursts of speed. As an action, you can make a number of attacks up to your Intelligence modifier (minimum one). You don't add your ability to modifier to the damage of these attacks, and can't expend spell slots using your Arcane Strike feature.

Once you've used this feature, you can't do so again until you finish a short or long rest.
This lets you get a ton of attacks in one round, but not so many that it should outmode the fighter of a comparable level, even with the extra d8 from Improved Arcane Strike. Plus, once the fighter gets two Action Surges/rest, they won't really be in the dark so much. The flavor btw is that the speed of the attacks keeps you from doing anything but the minimum with them - though you can still utilize the Great Weapon Master feat, for instance.

Also, as a thought: what if this could either improve your movement speed for a turn OR give you extra attacks, to really get the flavor that you're supercharging your magic.

Actually thought of something else that I think makes a good alternative to the ability.

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 don’t add your ability modifier to the damage, and can’t expend spell slots using your Arcane Strike feature.
This is slightly weaker than a fighter's attack at 15th level with Action Surge (6 attacks with a +4 or +5 bonus most likely, versus 4-5 attacks with a +4.5 bonus on average), though it's better with a crit since you're rolling dice with Improved Arcane Strike. And a lot of the spells the Dervish can cast can help improve this (though the Fighter gets to use their Action Surge for more things, and twice/rest at higher levels).

Godspeed. You may freely use the Dash action a number of times equal to your Intelligence modifier (minimum once).
A HUGE burst of speed, but unlikely to really do much besides get you a really cool cinematic scene (with Mercurial stance, running 700 feet in a single round to stab the big bad in the face would be so great). Strong but honestly more of an exploration feature I feel, which the class desperately needs more of in its archetypes.

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

Inchoroi
2015-05-15, 07:45 PM
Wanted to look at some of the average damage progression options for different builds/fighting styles.

Did you compare to Fighter and Paladin for damage?

SonsOfSauron
2015-05-15, 08:46 PM
Did you compare to Fighter and Paladin for damage?

https://41.media.tumblr.com/8567448d72ad796ec547e2c843535338/tumblr_nof5vzXD6k1rkqhfbo1_1280.png

Assumptions: Raging barbarian, () for fighter is Action Surge, ASIs where relevant, and capstones when relevant. Didn't apply anything beyond what is automatically added when you attack.

I didn't bother doing the Dervish, since their 15th-level ability is a 1/rest kinda deal.

We see the vanguard keeps up with the fighter very well, unless the fighter uses Action Surge. Raging Barbarian out-damages them both over the long term I believe (10 rounds of rage versus 2 rounds of Action Surge, though Arcane Strikes are a variable for sure).

Paladin doesn't really keep up with anything, especially since they don't get Two-Weapon Fighting. They do have a leg-up on the swordmage through their healing, buffs, oath spells, and general sturdiness.

I was considering closing the gap between the two and making the Swordmage a d8 hit die; you're able to hit very hard, especially with the value of your spells, but you just don't have the longevity of the other classes here. Just a thought.

SonsOfSauron
2015-05-16, 10:06 AM
Alright, have a few tweaks with which I'm going to update the main post.
Dervish's Uncountable Strikes will become Impulse, as shown above.

Stance of Tactical Withdrawal is gaining a 10th-level prerequisite.

Also, 4 new invocations. I think this is a good number; there are several invocations at each tier to choose from now, which should hopefully allow for multiple playstyles to shine through (and hopefully there shouldn't be auto-picks, though certainly some abilities are stronger than others).
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.

Blade of Enduring Terror. Prerequisite: 14th level. Whenever hit a creature with a 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.

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.

Stance of the Crucible of Worlds. 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.

Inchoroi
2015-05-16, 10:33 AM
https://41.media.tumblr.com/8567448d72ad796ec547e2c843535338/tumblr_nof5vzXD6k1rkqhfbo1_1280.png

Assumptions: Raging barbarian, () for fighter is Action Surge, ASIs where relevant, and capstones when relevant. Didn't apply anything beyond what is automatically added when you attack.

I didn't bother doing the Dervish, since their 15th-level ability is a 1/rest kinda deal.

We see the vanguard keeps up with the fighter very well, unless the fighter uses Action Surge. Raging Barbarian out-damages them both over the long term I believe (10 rounds of rage versus 2 rounds of Action Surge, though Arcane Strikes are a variable for sure).

Paladin doesn't really keep up with anything, especially since they don't get Two-Weapon Fighting. They do have a leg-up on the swordmage through their healing, buffs, oath spells, and general sturdiness.

I was considering closing the gap between the two and making the Swordmage a d8 hit die; you're able to hit very hard, especially with the value of your spells, but you just don't have the longevity of the other classes here. Just a thought.

Awesome. I am also stealing the table, so I can have a reference if I need to balance anything else in the future.

I think the swordmage is fine as a d10 hit die.

SonsOfSauron
2015-05-16, 11:07 AM
I actually shortchanged the 20th-level Barbarian; 24 strength is a +7 modifier, not +6. They deal an extra 3 damage on average ;D EDIT: And just realized the longsword paladin doesn't have the dueling damage added. Amazing.

Updated the main post, change log below (because it is now too big to include the change log lmao.)

EDIT 1:
Removed artifact/sentient rider.

Changed from singular weapon to up to two weapons.

Aegis of Defense changed from Int-based bonus to flat +3.

Aegis of Protection clarified to "start of your next turn."

Aegis of Assault extra damage changed to flat +2.

Empowering Aegis no longer applies to spells.

Old 7th-level feature of Vanguard: Aegis of Kinestics. Starting at 7th level, your aegis allows you to take advantage of your opponent. When you make your first attack on your turn, you can attempt to magically read a creature’s body language. To do so, make an Intellginece check contested by the creature’s Intellignece. If you succeed, you gain advanatge on melee weapon attack rolls against that creature this turn.

EDIT 2:
Old 7th-level feature of Defender: Aegis of Protection
At 7th level, you are able to manifest your aegis to protect your allies. Whenever a creature within 10 feet of you is hit by an attack, you can extend your aegis as a reaction. The target, instead of you, gains your aegis’s bonus to their AC, including against the triggering attack, until the start of your next turn.

Old 7th-level feature of Vanguard: 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.

Changed the non-spell Stances to require concentration for balance and mechanical cohesion.

Added new invocations: Cleaving Blade, Dousing Blade, History of the Blade, Improved Aegis of Assault, Riposte Stance.

Added new spells: Ice Spikes, Lightning Thrust, Magnetized Blade

EDIT 3:
Adjusted Aegis to give a +1 instead of +2 bonus
Aegis of Defense now upgrades to +2 bonus to AC.

Adjusted the 7th-level features to be more similar across the board (skill proficiency + a benefit related to Composure, Aggression, or Fleetness)

Added the Dervish arcane discipline, which focuses on mobility and at the high end quick attacks.

Added Mind Stab, Shockwave Slash, and Windborne Strikes spells

EDIT 4:
Changed the Devish's capstone to Transmute Blade: Sword of Speed

EDIT 5:
Added the Arcanist and Embrangler arcane traditions

Added the 1,000 Blades, Aurora Stance, Displacement Strike, Frostfire Blade, Poisonous Blade, and Voidstrike spells

Added the Aegis Scourge and Superior Embranglement sword invocations

EDIT 6:
This is a big one.

New Swordmage table, introducing Fighting Styles, invocations at 3rd level, and Improved Arcane Strike as a class feature, as well as some renamed and slightly adjusted features.

Removed the penalty for Arcane Strike, as I added a rider to the one thing that initially inspired it. It's more of a copy/paste, but I'd rather axe the ability entirely at this point than make it a slightly-worse Divine Smite. (Or, you know, find a nice balance in its implementation. It's solid as it is now though.)

Each Arcane Discipline receives a fairly substantial update as well, losing their 11th-level feature and gaining heavily modified 7th and in some cases 15th-level features.

New and updated Invocations of the Blade.


One thing I've been considering as well is the removal of the +3 bonus on the capstone, not sure if it's really necessary (even though it's awesome flavor).

Flashy
2015-05-16, 09:35 PM
Given the power of the Dervish's 15th-level ability, I'm wondering if there should be a rider about Arcane Strike. I think the ability is super cool, but it applies way too well when you add in something like Piercing Aegis (which I think is innocuous enough on its own). With magnetized blade, you have a 20% chance of rolling a critical hit; and it's easy to make at least 5-7 attacks in a single round with Uncountable Strikes. So I'm considering the following line:

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 modifier. You don't add your ability score modifier to the damage of these attacks, and can't expend spell slots for your Arcane Strike feature for these attacks.

Once you've used this ability, you can't do so again until you finish a long rest. Is returning to 1/rest too much given the limitations added here?

This is fiendishly late, but apparently I forgot to respond to this when it was first posted. This seems right on track to me. It's still a nice burst and it's an ability that interacts well with other Swordmage features (Voidstrike, Leaping Blade, etc). At the end of the day if the Dervish seems to lag behind it wouldn't be hard to kick it up to a short rest, even though I doubt it would be necessary.

SonsOfSauron
2015-05-16, 09:37 PM
This is fiendishly late, but apparently I forgot to respond to this when it was first posted. This seems right on track to me. It's still a nice burst and it's an ability that interacts well with other Swordmage features (Voidstrike, Leaping Blade, etc). At the end of the day if the Dervish seems to lag behind it wouldn't be hard to kick it up to a short rest, even though I doubt it would be necessary.

I actually went with the Impulse ability, which is an extension of this. I made that note in the same post.

Flashy
2015-05-16, 09:58 PM
I actually went with the Impulse ability, which is an extension of this. I made that note in the same post.

I should try reading things before I respond to them :smalltongue:. The Impulse choice seems solid.

Ziegander
2015-05-17, 08:17 PM
Paladin doesn't really keep up with anything, especially since they don't get Two-Weapon Fighting. They do have a leg-up on the swordmage through their healing, buffs, oath spells, and general sturdiness.

Are we really sure that the Paladin has a "leg up" on the Swordmage at all? Using spell slots to heal is inefficient, even for a Life Cleric, and I don't know "having buff and oath spells" keeps up with "having invocations of the blade on top of other spells." Furthermore, I'm not seeing how a Paladin is any more sturdy than a Swordmage, with the exception of an Oath of Ancients Paladin.

I LOVE what you've done with this class, it's got a lot of options, a lot of flexibility, and a lot of power, flavor, and just well-wrought mechanical design. However, I do worry that it's custom strike-based spell list + it's invocations makes it simply better than the Paladin.

SonsOfSauron
2015-05-17, 09:32 PM
Are we really sure that the Paladin has a "leg up" on the Swordmage at all? Using spell slots to heal is inefficient, even for a Life Cleric, and I don't know "having buff and oath spells" keeps up with "having invocations of the blade on top of other spells." Furthermore, I'm not seeing how a Paladin is any more sturdy than a Swordmage, with the exception of an Oath of Ancients Paladin.

The Defender certainly has access to the defenses the Paladin does, but isn't nearly as useful with saves until 15th level. And the Vanguard sort of has healing built in, but otherwise the class can't really support itself like a Paladin. This was the main thought process anyway.


I LOVE what you've done with this class, it's got a lot of options, a lot of flexibility, and a lot of power, flavor, and just well-wrought mechanical design. However, I do worry that it's custom strike-based spell list + it's invocations makes it simply better than the Paladin.

Thanks! And yeah, my goal definitely isn't to one-up the Paladin. Things I've considered changing to fix that are removing Arcane Strike, or lowering the class's hit die to d8.

Ziegander
2015-05-17, 10:49 PM
Arcane Strike probably could stand to be removed, with all those invocations, but I wouldn't reduce the HD, I see no need for that.

But I do want to take a level-by-level comparison of what the Swordmage has vs the Paladin.

1st level
A Paladin has Divine Sense (almost always useless), and Lay on Hands (extra hitpoints available to the whole party, but with an action cost. Especially useful for bringing dying allies back to 1hp). Heavy armor and shields. Meanwhile a Swordmage is stuck with medium armor and no shield, but does get +1 to AC for its troubles, and has a a permanent torch, an undisarmable weapon, and a couple cantrips which mostly allow it some ranged options that are generally better than a bow or crossbow. I would say that they break even here.

2nd level
I mean, they both basically get the same stuff here. No losers.

3rd level
Here's where I start to feel like the Paladin is getting the short end of the stick. Here a Paladin gets Divine Health whereas the Swordmage gets two invocations of the blade. So we're talking immune to disease vs two really good effects, some of which would be better than Divine Health it we were talking about them one at a time. But Awareness plus Sharpen is just WAY better than Divine Health could ever hope to be.

4th & 5th level
Both are the same, here.

6th level
Aura of Protection (I mean, yeah, this is a very strong feature) vs two more invocations. I don't think there's a clear winner here, but the Paladin's aura is looking to compete with combinations like Blur and Mirror Image, each once per short rest, or Leaping Blade and Piercing Aegis, among others. Intuitive Blade Magic alone might be a solid contender against the Paladin's aura and the Swordmage gets another invocation at this level. What I'm feeling here is that these two invocations at once levels are just big jumps in Swordmage power that don't feel necessary.

7th and 8th level
Hopefully equal.

10th level
In no way does Aura of Courage compete with two more invocations. The Swordmage just continues to get great combat options, often what amounts to multiple free spell slots, some of them refreshing on a short rest, while the Paladin and his close friends (ie: nearby) are immune to fear.

11th and 12th level
Hopefully equal.

14th level
Cleansing Touch is situationally very powerful, but often useless. It's hard to gauge. But two more invocations, two more, will definitely be of great, reliable use to the Swordmage every single day.

And only now do I finally realize what you're doing. Your Swordmage just gets two invocations for every non-archetype, non-ASI class feature from 3rd level on except at 18th level when it only gets one to compare against the small auras upgrade the Paladin gets at 18th level. Though, this drives to the crux of my concern: Most of the time, it seems like what the Swordmage gives up would generally compare decently well against just one invocation, yet the Swordmage gets two of them.

SonsOfSauron
2015-05-17, 11:03 PM
Arcane Strike probably could stand to be removed, with all those invocations, but I wouldn't reduce the HD, I see no need for that.

But I do want to take a level-by-level comparison of what the Swordmage has vs the Paladin.

1st level
A Paladin has Divine Sense (almost always useless), and Lay on Hands (extra hitpoints available to the whole party, but with an action cost. Especially useful for bringing dying allies back to 1hp). Heavy armor and shields. Meanwhile a Swordmage is stuck with medium armor and no shield, but does get +1 to AC for its troubles, and has a a permanent torch, an undisarmable weapon, and a couple cantrips which mostly allow it some ranged options that are generally better than a bow or crossbow. I would say that they break even here.

2nd level
I mean, they both basically get the same stuff here. No losers.

3rd level
Here's where I start to feel like the Paladin is getting the short end of the stick. Here a Paladin gets Divine Health whereas the Swordmage gets two invocations of the blade. So we're talking immune to disease vs two really good effects, some of which would be better than Divine Health it we were talking about them one at a time. But Awareness plus Sharpen is just WAY better than Divine Health could ever hope to be.

4th & 5th level
Both are the same, here.

6th level
Aura of Protection (I mean, yeah, this is a very strong feature) vs two more invocations. I don't think there's a clear winner here, but the Paladin's aura is looking to compete with combinations like Blur and Mirror Image, each once per short rest, or Leaping Blade and Piercing Aegis, among others. Intuitive Blade Magic alone might be a solid contender against the Paladin's aura and the Swordmage gets another invocation at this level. What I'm feeling here is that these two invocations at once levels are just big jumps in Swordmage power that don't feel necessary.

7th and 8th level
Hopefully equal.

10th level
In no way does Aura of Courage compete with two more invocations. The Swordmage just continues to get great combat options, often what amounts to multiple free spell slots, some of them refreshing on a short rest, while the Paladin and his close friends (ie: nearby) are immune to fear.

11th and 12th level
Hopefully equal.

14th level
Cleansing Touch is situationally very powerful, but often useless. It's hard to gauge. But two more invocations, two more, will definitely be of great, reliable use to the Swordmage every single day.

And only now do I finally realize what you're doing. Your Swordmage just gets two invocations for every non-archetype, non-ASI class feature from 3rd level on except at 18th level when it only gets one to compare against the small auras upgrade the Paladin gets at 18th level. Though, this drives to the crux of my concern: Most of the time, it seems like what the Swordmage gives up would generally compare decently well against just one invocation, yet the Swordmage gets two of them.

You know what, you're absolutely right I think. These invocations generally are more powerful than the ones available to the Warlock (from which they're pretty obviously inspired), so reducing the invocations should be something to really reign it in.

And as much as I love some of them, some are probably just too good haha. I think I'd like to keep the 2 at 3rd-level, and then possibly just 1 at 6th, 10th, 14th, and 18th level.

Flashy
2015-05-18, 05:11 AM
And as much as I love some of them, some are probably just too good haha.

I swear this is the hardest part of homebrewing. For every piece of homebrew I decide I like well enough to use I've got three or four crammed in a word document somewhere because I liked them conceptually but just couldn't find a reasonable way to keep them in the boundaries of the system.

Inchoroi
2015-05-18, 12:00 PM
I swear this is the hardest part of homebrewing. For every piece of homebrew I decide I like well enough to use I've got three or four crammed in a word document somewhere because I liked them conceptually but just couldn't find a reasonable way to keep them in the boundaries of the system.

This is the story of my gaming life. I used to play Exalted, and would write dozens and dozens of homebrew charms for the game that never ever saw the light of day.

One of the things that bothers me about Paladins is that they have to, essentially, save their spell slots for Divine Smite, because if they use them for other things, they find themselves woefully inadequate in the realm of damage (having played two paladins in two different games, this became apparent about ten minutes into the first session). If I were to rewrite Paladin, I'd probably make it CHA/per day rather than costing a spell slot. This doesn't really help with the swordmage, though.

If you remove Arcane Strike completely, what happens to the class's effectiveness? I don't really feel that Arcane Strike is truly necessary for the class's themes, either, even if I like the imagery.

SonsOfSauron
2015-05-18, 06:24 PM
If you remove Arcane Strike completely, what happens to the class's effectiveness? I don't really feel that Arcane Strike is truly necessary for the class's themes, either, even if I like the imagery.

Well the most obvious thing is that at 11th-level and higher, the damage output would drop by 9 points a round. This Vanguard would fall behind unless they were using TWF, due to the Aegis of Assault boost (though TWF drops by 13.5 damage/round). The other archetypes fall completely behind, though. And (intentionally), only 1 of their lower-level spells gives them any sort of constant boost to damage (and that's Poison damage of all things).

Truthfully, I would be okay with just giving them the +1d8 or even a +1d6 at 11th level, so that they keep up with the paladin but don't steal one of their primary shticks. That way the Vanguard comes out ahead (which is fine, it's a more aggressive option), the others should remain comparable to the paladin (but without the burst damage afforded by Divine Smite, which might change how some of the spells work to compensate (though admittedly they have a lot more versatility than paladins, which is probably a fair enough trade-off)).

tl;dr: axe Arcane Strike at 2nd level, remove the "improved" from Improved Arcane Strike, and just leave the Swordmage a single +1d8 to damage. I'm okay with the swordmage relying on their spell slots for actual spells as well, since that's a better flavor and differentiates them from the Paladin.

SonsOfSauron
2015-05-20, 12:47 PM
Ran a simple little playtest today, just ran an encounter several times with 3rd-level swordmages. Looked at the Defender (duel), Dervish (gwf), Embrangler (duel), and Vanguard (twf) (just 3 of us, i swapped out between Embrangler and Vanguard) versus 5 hobgoblins.

Embrangler was pretty fun; there was a moment where I nailed a hobgoblin with an opportunity attack and was able to restrain them, keeping them from escaping (which was a pretty cool moment). Vanguard and Dervish weren't particularly exciting, but I think that's a function of being 3rd level more than anything. (Also, Hobgoblins might not have been the best choice since their really high AC makes things kind of take forever lmao).

The Defender was pretty underwhelming though; the extra AC just isn't that exciting. One thing I was considering, though, was instead of Aegis of Defense granting an additional +1 AC, that it reduced all damage by 1. Good against mobs of weak enemies, not terribly relevant against a few strong enemies. Possibly could make it +2 AC and reduce damage by 2, but that's probably way too good.

Hmm. Reduce damage by 2 and don't change AC; a nice mirror to the Vanguard's +2 damage to everything, and it gives them more survivability that they don't have access to otherwise. (Plus it really helps make them feel 'sturdy' and 'resilient.')

Also looking at modifying Sword Bond slightly.
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.

Added for balance of possible invocations, but also allowing TWF to still exist and be groovy.

The intent of this change is to make it easier to balance possible invocations I have planned in the future, but also reward two-weapon fighting. (Doesn't mesh if they want to use longswords/rapiers for TWF but... I'm not terribly concerned about that at the moment).

Also looking at removing some of the 6th-level invocations, since there's SO MANY choices and you only get 1 anyway. Stuff on the chopping block there is Giant's Stance, Leaping Blade (I'd rather the Embrangler's Aegis Scourge be more unique, though I miss the chance at combining the two for 15-foot reach (Tw T)), and Riposte Stance. Probably will add an addendum that allows the Embrangler to grapple within reach of their weapon once I remove leaping blade.

SonsOfSauron
2015-05-25, 09:49 PM
I've been doing some more thinking regarding the current version of the swordmage. If we go to the 6 invocation version, it feels like the core class doesn't stand out enough, and you lose a lot of the versatility of having invocations in the first place. On the other hand, having 9-10 invocations is clearly way too many.

My solution is to take some earlier advice from within this thread, and treat the Invocations Known more like the warlock - something that progresses as you level. In return, I've folded some of the more exploration/interaction invocations into the core class, which gives them some use outside of combat and helps solidify that this is a mage that utilizes the magic within their sword.

First, here's the new progression of the invocations.



Level

Invocations
Known


1st
-


2nd
-


3rd
2


4th
2


5th
3


6th
3


7th
4


8th
4


9th
5


10th
5


11th
5


12th
6


13th
6


14th
6


15th
7


16th
7


17th
7


18th
8


19th
8


20th
8


This now mirrors the Warlock's invocation progression. I'll look at the list of invocations and adjust the levels at which they're available, to spread the love so to speak.

Next, I folded in a couple of invocations into the core class. I also added a new ability at 14th level, which I'm not 100% satisfied with, and am open to suggestions.
Dousing Blade
Beginning at 6th level, your aegis allows you to subconsciously discern hidden truths and objects through a special ritual. Performing the ritual takes 1 minute, at the end of which 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 nearest condition or object you described within 100 feet. If you use this feature again before finishing a long rest, there is a cumulative 25% chance of a false reading occurring.
A powerful Exploration Pillar feature, Dousing Blade now requires a 1 minute 'casting' time, and has a range of 100 feet. This should make it useful but not a ubiquitous divination tool.

Aegis of the Tower
Beginning at 10th level, your aegis forms a connection with those you duel, allowing you to understand each other’s languages. 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.
More of an Interaction Pillar feature, a flavorful way for the Swordmage to basically speak all languages.

Eminent Swordmagic
By 14th level, you are able to cast swordmagic with such finesse that you can also strike with your weapon as normal. Whenever you cast a swordmage spell of 1st level or higher that requires your bonded sword as a material component, you can make a single melee attack with your bonded sword as a bonus action.
A more niche version of the Eldritch Knight's ability. Not 100% satisfied, but I think it fits, definitely willing to change it.

Bruniik
2015-09-03, 03:26 AM
Hey I'm new to these forums. Just stumbled upon your fantastic swordmage rules while looking for inspiration to create my own. Love what you have come up with, especially the spells as they add a lot of flair in my opinion. I will probably use these rules in my own games rather than brewing my own. :smallsmile:



tl;dr: axe Arcane Strike at 2nd level, remove the "improved" from Improved Arcane Strike, and just leave the Swordmage a single +1d8 to damage. I'm okay with the swordmage relying on their spell slots for actual spells as well, since that's a better flavor and differentiates them from the Paladin.

I think this is a great idea as if I was playing this class I would want to be using my spell slots for all those awesome spells rather than just adding some force damage to my attacks which isn't nearly as interesting.

Silvercrys
2015-09-06, 11:34 AM
There are a lot of really cool ideas here - it's very nearly the Swordmage I always meant to write and haven't gotten around to yet. I'll take a closer look a little later when I have some time, but I do have one thing after a quick glance through.

It seems to overshadow the Paladin. It has more/better class features while duplicating it's damage "pattern" (Smite + Imp. Smite) and the same Spellcasting with Invocations on top.

It's obvious you put a lot of work into this, and I don't think it will wreck a game or anything, but that's a concern I have. I may build one of these alongside a Paladin for comparison sometime tomorrow, to make sure - I'm visiting family until then and stuck on mobile for the moment.

My "gut" feeling is to drop Arcane Strike/Improved Arcane Strike and move to full Warlock short rest casting and invocations. I'll try to get some time tonight for a more thorough reading and comparison to Paladin.

[Edit: I saw someone else posted something about it, too. That'll teach me to only read the first two pages before posting lol]

Night Eternal
2016-06-09, 05:37 PM
[/SPOILER]

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.


I love the class so far from what you have done it has the feel of a magic warrior not a wizard with melee or a fighter with magic. Its awesome thank you so much for all of your work. with that said one main thing that i feel need some extra love is the spells. you have so great ideas of spells which the mere thought of make me drool but here are some comparisons

scag released the greenflame cantrip and booming blade cantrip

green flame blade

Evocation cantrip

Casting Time: 1 action

Range: 5 feet

Components: V, M (a weapon)

Duration: Instantaneous

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting modifier.

This spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.


booming blade
Evocation cantrip

Casting Time: 1 action

Range: 5 feet

Components: V, M (a weapon)

Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.

This spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.


with these two edition it kind of seems to make your spell list little unbalanced compared to other spells available to magic caster. Especially when green flame scag version seem to have the same power without the saving throw. That the bread and butter of any gish type character whether BS, EK, or draconic sorcerer. Having these as a lvl kills especially when you have such an amazing class

I love the spells that you have created especially displace strike. i would change that to a cantrip though since compared to greenflame blade its a weaker spell but has great range. Firebolt another standard damage cantrip also rivals displaced strike:


fire bolt
Evocation cantrip

Range: 120 feet

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Now i understand you get to add weapons damage which would range from 1d6 to 2d6 weather or not you but my the time you get to 9th lvl your first 3rd lvl spell displaced would do 3d6 not counting any bonuses from fighting style or other things. while firebolt would 2d10 and be 2 lvl away from being 3. this makes max damage 18 for displaced and at lvl 5 firebolt 20 and its only a cantrip. Do you see the problem im having. Like i said great spells i love especially displaced i just think they need to be adjusted . I can help you with some of them if you want. pm or post if you do.

you also might want to add haste, blur, mirror image ( i did see the innovation drool) and absorb element ( essentail spell for gish player as it absorbs elemental damage that shield spell wont protect you from ( spells with no attack rolls) and allow you transfer half the damage to next melee attack). Ice knife would also probably good. And find familiar is a great utiliy allowing a player to feel the role as scout since the class is a front liner anyway. I'm a little obsessed with spells lol :)

Night Eternal
2016-06-13, 05:23 PM
Suggestion for updated Spell list

Cantrips
Prestidigitation (transmutation)
Message ( transmutation)

True Strike (divination)
Shocking grap (evocation)
Chill touch ( necromancy)

Blade Ward (abjuration

Swordmage Cantrips
*Displaced strike ( conjuration)
**Frigid blade ( conjuration)
Booming Blade (evocation)
Green flame blade ( evocation)

Sword burst ( conjuration)

1st-level
*Boomerang Blade (evocation)
Burning Hands (evocation)
*Mind Stab (illusion)
*Poisonous Blade (Conjuration)
Thunderwave (evocation)
Chromatic Orb (evocation)
**Burning Path (evocation)


Detect Magic (divination)
Fog Cloud (conjuration)
Jump (transmutation)
Find familiar
Spectrual guantlet( conjuration)

Shield (abjuration)
Absorb elements (abjuration)


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)
Cloud of dagger( conjuration)
Darkness (evocation)
Invisibility (illusion)
Darkness ( evocation)


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)
Vampric touch

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)
Greater invisiblity
banishment


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

Suggested change for displaced strike :


Displaced Strike
Conjuration Cantrip
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 force damage equal to your spell casting modifier.

The spell's damage increases when you reach higher levels At 5th lvl the melee attack does an additional 1d10 force +spell casting modifier damage to the target . Both damage rolls increase by 1d10 at 11th and 17th level.

There wasn't any typical swordmage spells so i have included some from another SwordMage Class Credit due to Juan Marcano.

Transposing lunge
2nd-level conjuration
Casting Time: 1 action
Range: Melee weapon reach
Components: V, M (a bonded weapon)
Duration: Instantaneous
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and it disappears in flash, reappearing elsewhere. The target takes 1d8 force damage and you teleport it within 5 feet of you in a space that can support it.

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 slot level above the 2nd.



Fear no Elements
2nd-level abjuration
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a bonded weapon)
Duration: Concentration, up to 1 minute You change the nature of your swordmage ward and incorporate a chosen element into your warding. For the duration, you have resistance to the damage type of your choice: acid, cold, fire, lightning, or thunder. 

enhance element
2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, M (a bonded weapon) Duration: 5 minutes You trace an eladrin glyph in the air which shimmers with arcane energy as it is complete, then you press it down on an object, cursing it with vulnerability to the elements. An unwilling creature must make a Dexterity saving throw to avoid the effect. The object or creature is vulnerable to acid, cold, fire, lightning, and thunder damage for the duration. In addition, this effect makes nonmagical objects that would normally not be flammable, such a stone wall, able to be set on fire, makes nonmagical objects normally not conductive to electricity, such as glass, able to conduct electricity, and has similar effects for objects normally resistant to corrosion, erosion, and sound

Dimensional Swap
2nd-level conjuration
Casting Time: 1 bonus action
Range: Self (15-foot radius)
Components: V, M (a bonded weapon)
Duration: Instantaneous

You reach out with arcane power and relocate two creatures by sending them on a quick jaunt through the Ethereal Plane. You teleport two willing creatures within a 30-foot sphere of each other into the other’s space. Both targets must end their movement in a space that can support them or the spell fails.

Eldritch Quagmire
2nd-level transmutation
Casting Time: 1 bonus action
Range: Self (15-foot radius)
Components: V, S, M (a bonded weapon)
Duration: Concentration, up to 5 minutes

You stir the ground around you with your blade after speaking a word of power, turning the ground beneath your enemies’ feet into gooey mud, which slows their movement. The ground in a 30-foot sphere centered you becomes difficult terrain for your enemies for the duration

Lightning Strider
3rd-level conjuration
Casting Time: 1 action
Range: Melee weapon reach
Components: V, M (a bonded weapon)
Duration: Instantaneous

As part of the action used to cast this spell, your body becomes like a bolt of lightning, and you teleport up to 20 feet, and then must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and takes 3d8 lightning damage, and you can teleport up to 15 feet, and then must make a melee attack with a weapon against a creature you have not targeted yet with this spell within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and takes 2d8 lightning damage, and you can teleport up to 10 feet, and then must make a melee attack with a weapon against another creature you have not targeted yet with this spell within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and takes 1d8 lightning damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage for each jump of the spell increases by 1d8.

Dimensional Dodge
4th-level conjuration
Casting Time: 1 reaction, which you take when an enemy that you can see within 100 feet of you targets you with a ranged attack or spell
Range: 100 feet
Components: V, M (a bonded weapon)
Duration: Instantaneous As your foe prepares to strike you from afar, you vanish and reappear right next to it. You teleport up to 100 feet away as long as you appear within 5 feet of the triggering enemy on a space that can support you. If no unoccupied space exists within 5 feet of the triggering enemy, you can’t cast this spell.

Dimensional Cleave
4th-level conjuration
Casting Time: 1 action
Range: 25 feet
Components: V, M (a bonded weapon)
Duration: Instantaneous
As part of the action used to cast this spell, you rip the enemy through the Ethereal Plane to you and into the path of your waiting blade. The target must succeed on an Intelligence saving throw or be teleported up to 25 feet as long as their movement ends within 5 feet of you in a space that can support it, and then you must make a melee attack with a weapon against the creature, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and takes 4d8 force damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above the 4th.

Vanshing Blade
5th-level conjuration
Casting Time: 1 action
Range: Sel
f Components: V, M (a bonded weapon)
Duration: 10 minutes

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and you imbue your blade with the essence of the Ethereal Plane. The target takes 4d8 force damage and you teleport to a space that you can see up to 25 feet away and become invisible until the end of your next turn. For the duration, when you damage an enemy with a bonded weapon, you can teleport to a space that you can see up to 15 feet away.

Armathor transclocation
5th-level conjuration
Casting Time: 1 action
Range: Melee weapon reach
Components: V, S, M (a bonded weapon)
Duration: Instantaneous

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, you hurl your foe through the Ethereal Plane, then violently return it to your current plane of existence in an inopportune location. The target takes 8d8 force damage and you teleport it up to 30 feet away.

Iron skin
5th-level transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a bloodstone or red-hued gem worth at least 50 gp, two pounds of iron ore worth 4 sp, and one pound of coal worth 2 sp, which the spell consumes, a bonded weapon)
Duration: Concentration, up to 5 minutes

You call upon the elemental forces of the Fountains of Creation and wrap yourself in elemental-forged iron. Until the spell ends, you gain resistance to bludgeoning, piercing, and slashing damage, your weight is multiplied by four, and you count as being one size category larger for the purposes of grappling and shoving.

Invocations:

inured to darkness: you can see in darkness both magical and non magical to a distance of 120 feet
Maybe 5th lvl Abilty to Cast Darkness once per short or long rest

Since this is a class mostly based on weapon due to fighter ability i would increase the cantrips by one. or provided an invocation. Something like these:

Magic adept: You gain one cantrip of your choice. or gain the magic inaite feature

Night Eternal
2016-06-14, 02:22 PM
possible invocation:

Armor of the Winter Mage

You can cast mage armor at will.

At 5th lvl you Cast Armor Of Agartha equal to your intelligence modifier before a short or long rest.

A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.

Assuming you have the above mentioned slot you may cast it at a high lvl sacrificing the same number of your modifier.

need work might be to powerful .

SonsOfSauron
2016-07-05, 03:58 AM
Thank you for the wonderful feedback and responses, everyone! I took quite a break from this over the last year, and I hope to get back to this soon-ish(???) now that I've had time to step away from it for awhile.

Night Eternal
2016-07-25, 09:05 AM
Eminent Swordmagic
By 14th level, you are able to cast swordmagic with such finesse that you can also strike with your weapon as normal. Whenever you cast a swordmage spell of 1st level or higher that requires your bonded sword as a material component, you can make a single melee attack with your bonded sword as a bonus action.


this is nice feature loved it in an ek. the only problem I have is as a two weapon fight I can already do this. So might want to add a stipulation that says something along the lines. unless you have the two weapon fighting style in which you can make the attack in addition.