View Full Version : D&D 3.x Class Swordmage custom Base Class (PEACH)

2017-01-19, 08:20 PM
The Swordmage


HD: d8

Skills: 2 + Int mod (×4 at 1st level). A swordmage’s class skills are Balance (Dex), Concentration (Con), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility and royalty) (Int), Profession (Wis), Spellcraft (Int).

Class Features

Weapon and Armor Proficiency: Swordmages are proficient with simple and martial weapons, and with light armor (not with shields). Swordmages do not suffer arcane spell failure chance when wearing light armor.

Bound Weapon (Su): In an hour-long ritual, a swordmage may bind with a specific melee weapon that is not a double weapon, allowing him to wield the weapon with magic and eventually granting the weapon magical enhancements. A swordmage may only be bound to one weapon at a time. Binding with a new weapon causes the previous bonded weapon to lose all qualities granted to it by the Bound Weapon feature. In addition to any magical properties the weapon is imbued with, a bound weapon’s hardness increases by a number equal to the swordmage’s level, and its hit points increase by the swordmage’s level × 5.
..........In order to activate a bound weapon, the swordmage must have nothing else in his hands (with the exception of spell effects; see Dancing Weapon for more) and may not be suffering arcane spell failure chance due to armor. The swordmage may use his hands for other activities such as crawling or casting spells, but if at the end of his turn his hands are not free to the degree he would require in order to cast a spell, the bound weapon is inactivated. Activating a bound weapon is a swift action that does not provoke an attack of opportunity.
..........When activated, the weapon glows with magical light, shedding shadowy illumination in the space it occupies if there is no other light present. As a swift or move action a swordmage may increase this light, shedding up to 10 feet of illumination and an additional 10 feet of shadowy illumination beyond that point. This light depends on the swordmage’s alignment. Lawful Good and Lawful Neutral swordmages have golden light. Neutral good swordmages have blue light. Chaotic Good and Chaotic Neutral swordmages have green light. True Neutral and Neutral Evil swordmages have orange light. Lawful Evil swordmages have red light. Chaotic Evil swordmages have a shadowy, black fire that emits luminance just as well as any other color light but only illuminates in black and white (a swordsage knows these colors automatically, but any other character must make a Knowledge (arcana) check DC 20 to know). A swordmage may deactivate his activated bound weapon (or just its increased light) with a free action.
..........While activated, a swordmage supports and guides the bound weapon using magic. The swordmage uses his Intelligence modifier in place of his Strength modifier when making attack rolls and rolling damage for the bound weapon. Wielding a bound weapon with two hands does not increase the Intelligence modifier applied to weapon damage.
..........A swordmage may grab his bound weapon as a free action if it is active and in his space. This is true even while moving, whether it is unattended or hovering (see Dancing Weapon).
..........A swordmage may activate his bound weapon even when not wielding it, or even if it is not on his person. An activated bound weapon unsheathes itself from conventional sheaths and disarms itself from other creatures wielding it, flying up to 60 feet with perfect maneuverability, taking the quickest possible unobstructed path into the swordmage’s hand. If after moving 60 feet the weapon had not reached the swordmage, the weapon falls to the ground inactivated (not activated), where it can be picked up normally or be called again with another swift action.
..........At 2nd level, a swordmage may perform an hour-long ritual once per day on his bound weapon to enchant it with magical properties. He chooses a number of enchantments that together add up to his maximum Bound Weapon Enchantment: +1 at 2nd level, +1 for every four levels (+2 at 6th level, +3 at 10th level, +4 at 14th level, +5 at 18th level). The enchantments he may choose are given on the Bound Weapon Enchantments table, and last until the swordmage changes them or binds a different weapon. On a subsequent day, a swordmage may undergo the hour-long ritual again to change the enchantments on his bound weapon.
..........At 4th level, a swordmage’s bound weapon gains a +1 enhancement bonus. This bonus increases by 1 for every 4 levels (to =2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).
..........Bound weapons retain these magical enchantments and enhancements even while inactivated.
..........If a swordmage’s bound weapon is active and the swordmage is magically transported or teleported, the swordmage may choose for the active bound weapon to be transported along with him, appearing in his hand at his destination.
..........A swordmage may choose a magical weapon as his bound weapon. If so, add the enchantments from Bound Weapon as normal in addition to the weapons existing enchantments. Use either the weapon’s existing enhancement bonus or the one granted by Bound Weapon (whichever is higher).


Spells: A swordmage casts arcane spells, which are drawn from the swordmage spell list. To learn or cast a spell, a swordmage must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a swordmage spell is 10 + the spell level + the swordmage’s Int modifier.
..........A swordmage can only cast a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table 1—1: Ability Modifiers and Bonus Spells, page 8 of the Player's Handbook).
..........A swordmage's caster level is equivalent to his class level.

Spells Known: A swordmage begins play knowing three 0-level spells and two 1st-level spells, chosen from the swordmage spell list. Each time a swordmage gains a new class level, he learns additional spells (see Spells Known table).
..........Upon reaching 5th level, and at every odd-numbered swordmage level after that (7th, 9th, and so on), a swordmage can choose to learn a new spell in place of one he already knows. In effect, the swordmage "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level swordmage spell the swordmage can cast. A swordmage may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
..........Unlike a wizard or a cleric, a swordmage need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.


Combat Casting: At 2nd level a swordmage gains the Combat Casting feat.

Dancing Weapon (Su): At 3rd level, a swordmage’s signature ability comes online. He can wield his bound weapon without touching it, directing it with magic to strike his foes while he weaves spells and remains detached from the fray.
..........When activated, a bound weapon hovers at either the height that the swordmage would wield it measured horizontally from the swordmage, or the height that the swordmage would wield it if the swordmage were standing on the surface the weapon floats above (whichever is more convenient). This rule need not be abided when the bound weapon moves (see below), only when it ceases its movement. A bound weapon that ends its move breaking this rule inactivates and falls to the ground. This rule does not apply when both the weapon and the swordmage are flying or effectively weightless (for the purposes of this ability, floating and swimming in fluid counts as flying, as long as the bound weapon ends its movement in the fluid as well).
..........A swordmage cannot take any actions with his hands while controlling a dancing bound weapon, other than to cast spells or make spell attacks (or very similar actions such as activating reserve feats; DM fiat). Any effect or condition that would restrict the ability to perform the semantic components of spells also restricts his ability to control the dancing weapon. He must spend his standard action either waving his arms controlling the weapon (which does not immediately move, but takes a turn directly after his), casting a spell, activating a reserve feat, or making a spell attack as described. He may take a move action as normal. After the swordmage finishes his turn, the bound weapon goes (as long as the swordmage successfully used his standard action in one of the ways mentioned).
..........The bound weapon has a fly speed of 60 feet with perfect maneuverability, but only while moving (as described above). When activated, the weapon flies along the shortest unobstructed route to get within the swordmage’s zone of control (5 feet at 3rd level; see class table). If after moving 60 feet the weapon has not entered the swordmage’s zone of control, the weapon inactivates and falls to the ground. Within the zone of control, however, the weapon may use the remainder of its move as directed by the swordmage. A bound weapon may only move once per turn. Within the swordmage’s zone of control, the weapon may take an attack action, rolling as if the swordmage were wielding the activated weapon. Alternately, a bound weapon that starts its turn within the swordmage’s zone of control may make a full attack as normal for the swordsage’s base attack bonus. A bound weapon that starts its turn within the swordmage’s zone of control may instead take an attack action and then a move (a bound weapon’s move must always be directly along the shortest unobstructed path to the swordmage’s zone of control and/or within it). All attacks must be made within the swordmage’s zone of control, within line of sight and effect of the swordmage. If a bound weapon somehow ends its turn outside of the swordmage’s zone of control, or out of line of sight or effect from the swordmage, it inactivates and falls to the ground.
..........A bound weapon occupies a single 5-foot space. It may attack any space adjacent to it, as well as any creature within its space. It may occupy the same space as another creature with no penalty to either party. The bound weapon may make attacks of opportunity against any creature that enters or leaves its space. It may make an infinite number of attacks of opportunity per round, but only one opportunity attack per creature per round. The bound weapon does not provoke attacks of opportunity while moving unless it enters or exits a creature’s space. Creatures may use this opportunity action to either attack or initiate a grapple with the weapon.
..........The weapon does not have a grapple modifier, but does make Escape Artist checks with a bonus equal to the swordmage’s caster level + the swordmage’s Intelligence modifier. Every time a creature either successfully renews a grapple with the activated bound weapon or rolls to pin it, the creature takes damage from the weapon equal to the weapon’s damage bonus due to enchantments (so a +1 flaming bound weapon would deal 1 damage + 1d6 fire damage to any creature continuing to grapple it). If a creature is grappling an inactivated bound weapon outside the swordmage’s zone of control and the swordmage calls the weapon, the weapon does not deal this damage (since if it fails the Escape Artist check it cannot get within the swordmage’s zone of control and thus inactivates without attacking).
..........At 4th level, the weapon may make its (single) attack during its move, as long as the attack is made against a creature whose space the bound weapon is moving through within the swordmage’s zone of control. This otherwise follows the rules of Spring Attack.
..........At 11th level, the bound weapon may use Bounding Assault (Player’s Handbook II pg 75) as long as the two attacks are made against a creature whose space the bound weapon is moving through within the swordmage’s zone of control.
..........At 18th level the bound weapon may use Rapid Blitz (Player’s Handbook II pg 82) as long as the three attacks are made against a creature whose space the bound weapon is moving through within the swordmage’s zone of control.

Bladewind (Su): At 7th level and up, a swordmage may use what many consider to be their most potent ability. By spending a full-attack action with his active bound weapon in hand (provoking an attack of opportunity), he may expend spell slots and focus on or create a number of melee weapons within his zone of influence (see Dancing Weapon) equal to the number of spell levels expended (with a maximum of his swordmage level).
..........If he focuses on an unattended melee weapon, it rises up into the air. Magical weapons or weapons that are on the person of or wielded by creatures get a Will save to resist this effect (DC 10 + ½ swordmage’s + swordmage’s Intelligence modifier; weapons in a creature’s possession use that creature’s Will save). Creatures that gain bonuses against being disarmed (other than size bonuses) gain those bonuses on their weapon’s Will save. Melee weapons that fail the save rise into the air.
..........If he creates weapons, a number of mundane steel short swords are summoned floating in the air in any unoccupied space within his zone of control. The number of short swords created + the number of weapons focused on (even if they succeeded their Will save) equals the number of spell levels expended (maximum: his swordmage level).
..........At the end of the swordmage’s turn (or when the swordmage choses to release the Bladewind; treat as holding a readied action), each weapon he has suspended in the air within his zone of control with Bladewind may flies up to 60 feet with average maneuverability (Dungeon Master’s Guide pg 20) and may make one attack against a creature whose space it moves through at one point during the movement, otherwise following the rules for Spring Attack. These attacks are rolled using the swordmage’s base attack bonus and Intelligence modifier just like with his activated bound weapon, plus or minus any bonuses or penalties the swordmage would normally accrue for wielding such a weapon (proficiency, size, feats, etc). The weapons must at all times move within the swordmage’s zone of control and line of sight, and must fly at least 25 feet before attacking (meaning that a weapon can attack once it has flown 30 feet or more). During a single Bladestorm, each creature may only be attacked by a number of weapons up to the highest level spell slot expended for the Bladewind (so if the highest spell slot expended was a 3rd-level spell, each creature can be attacked by a maximum of 3 flying weapons in the Bladewind). Creatures attacked by a weapon they were previously wielding (after failing the Will save) are flat-footed for the attack by that weapon.
..........When the swordmage’s turn is over, all affected weapons fall to the ground where their flight ends. Created short swords disappear after 1d6 rounds (roll separately for each sword). Up to 10 weapons can end their move in any one 5-foot space. 5-foot squares with 5 or more weapons lying in them are treated as difficult terrain.

Bladesight (Su): At 15th level, a swordmage can perceive using the magical energy that emanates from his active bound weapon. He gains blindsight of 5 feet, centered around his active bound weapon. This also eliminates the need for his bound weapon to be within line of sight and line of effect, since he knows exactly where and in what position his bound weapon is in when active. The bound weapon must still be within the swordmage’s zone of control to move freely, attack, and stay activated.

Mythic Bladestorm (Su): When a 20th level swordmage uses Bladewind, he may include his bound weapon as one of the weapons focused on, as long as he begins his full-attack action with the weapon active and in hand. All affected weapons are treated as having the enchantments (but not the enhancement bonus) that the swordmage’s bound weapon currently has by virtue of being his Bound Weapon. This effect lasts only for the Bladewind. At the end of the Bladewind, if the swordmage included his bound weapon in the attack, the weapon hovers as normal where its movement stopped as if it had just taken a turn and remains active.

• Arcane Mark
• Dancing Lights
• Detect Magic
• Light
• Mage Hand
• Mending
• Message
• Prestidigitation
• Read Magic

• Alarm
• Blade of Blood PHBII
• Chill Touch
• Critical Strike SpC
• Comprehend Languages
• Expeditious Retreat, Swift SpC
• Faerie Fire
• Feather Fall
• Ice Dagger SpC
• Instant Search SpC
• Jump
• Karmic Aura CM
• Mage Hand, Greater SpC
• Magic Weapon
• Master’s Touch SpC
• Nerveskitter SpC
• Produce Flame
• Rouse PHBII
• Obscuring Mist
• Shocking Grasp
• Slide SpC
• Spontaneous Search SpC
• Stand PHBII
• Unseen Servant
• Weapon Shift SpC

• Align Weapon
• Arcane Turmoil CM
• Balancing Lorecall SpC
• Balor Nimbus SpC
• Belker Claws SpC
• Black Karma Curse PHBII
• Bladeweave SpC
• Dimension Hop PHBII
• Find Traps
• Flame Blade
• Flame Dagger SpC
• Gust of Wind
• Ice Knife SpC
• Invisibility, Swift SpC
• Iron Silence SpC
• Karmic Backlash CM
• Mirror Image
• Misdirection
• Protection from Arrows
• Shatter
• Slide, Greater SpC
• Spider Climb
• Sure Strike PHBII
• Status
• Tongues
• Touch of Idiocy
• Whirling Blade SpC
• Whispering Wind
• Wracking Touch SpC
• Wraithstrike SpC

• Blink
• Claws of Darkness SpC
• Dispel Magic
• Dolorous Blow SpC
• Energy Aegis PHBII
• False Gravity SpC
• Fly, Swift SpC
• Gaseous Form
• Haste, Swift
• Helping Hand
• Ice Axe SpC
• Invisibility Purge
• Keen Edge
• Know Opponent SpC
• Magic Vestment
• Magic Weapon, Greater
• Make Whole
• Phantom Steed
• Regroup PHBII
• Reverse Arrows SpC
• See Invisibility
• Steeldance SpC
• Water Breathing
• Water Walk
• Weapon of Impact SpC
• Wind Wall

• Air Walk
• Detect Scrying
• Dimension Door
• Dimensional Anchor
• Dismissal
• Fire Shield
• Flame Whips SpC
• Freedom of Movement
• Globe of Invulnerability, Lesser
• Karmic Retribution CM
• Know Vulnerabilities SpC
• Meteoric Strike PHBII
• Mirror Image, Greater
• Mystic Aegis PHBII
• Ruin Delver’s Fortune SpC
• Rusting Grasp
• Slashing Dispel PHBII
• Translocation Trick SpC

• Animate Objects
• Blink, Greater SpC
• Control Winds
• Dancing Blade PHBII
• Dimension Door, Greater SpC
• Dimension Jumper CM
• Dispel Magic, Greater
• Duelward SpC
• Etherealness, Swift
• Globe of Invulnerability
• Magical Convalescence PHBII
• Rary’s Telepathic Bond
• Repulsion
• Tactical Teleportation PHBII
• Telekinesis
• Touch of Vecna CM