Swordmage, Variant (3.5e Class)
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- 1 Swordmage
- 1.1 Making a Swordmage
- 1.2 0th Level Incantations
- 1.3 1st Level Incantations
- 1.4 2nd Level Incantations
- 1.5 3rd Level Incantations
- 1.6 4th Level Incantations
- 1.7 5th Level Incantations
- 1.8 6th Level Incantations
- 1.9 7th Level Incantations
- 1.10 8th Level Incantations
- 1.11 9th Level Incantations
- 1.12 Campaign Information
The Swordmage is, at the essence, a fighter; he simply uses magic as his weapon instead of steel. While they may carry a mundane or magically enhanced weapon, their true weapon of choice is the constructs of arcana they can call upon at a moment's notice, to suit the situation at hand.
Unlike true spellcasters, the Swordmage is not limited in how many times per day he may use his powers, but unlike mundane warriors, he cannot rely on a single, reliable weapon at all times. His weapons are intensely ephemeral and temporary, and he must call upon new ones constantly, and in a lengthy battle he may find himself bereft of the weapons he needs most. Despite the name, the sword is only one of many weapons a Swordmage will employ in any given battle.
Making a Swordmage
A Swordmage is typically one with sorcerous or otherwise innate arcane talent, but more of a penchant for physical combat than magical. Though hardier than true mages, the Swordmage must rely on their arcane arms and armor in order to stand toe to toe with more solid fighters.
Abilities: Charisma is the most important ability for Swordmages; their force of personality dictates the efficacy of their Incantations, the reality of the blades the conjure and the weapons the evoke, as well as their martial skill with said weapons. At the same time, Swordmages are usually lightly armored and are somewhat fragile compared to more physical combatants, so Dexterity and Constitution are also very important. Swordmages also have a sizable class skill list but only average skill points per level, making Intelligence quite useful.
Races: Genasi, with their elemental abilities and wild hearts, make excellent swordmages and are among the most common assault swordmages. Elves are unsurprisingly often drawn to Swordmagic. Gnomes, as a naturally arcane race, and Halflings, enjoying as they do a bit of chaos, often favor the path of the Swordmage over the mundane warrior, as their small size is less of a hindrance when using Incantations .Human and eladrin swordmages are also common, though more frequently they are shielding swordmages. Githyanki arcanists are frequently swordmages, having their own traditions similar to those of the shielding swordmage.
|Saving Throws||Special||Arts per Day|
|4th||+3||+1||+1||+4||Enhanced Cant +1||4||3||3||—||—||—||—||—||—||—|
|8th||+6/+1||+2||+2||+6||Enhanced Cant +2||4||3||3||3||3||—||—||—||—||—|
|10th||+7/+2||+3||+3||+7||Arcanized Weaponry, Bonus Feat||4||3||3||3||3||3||—||—||—||—|
|12th||+9/+4||+4||+4||+8||Enhanced Cant +3||4||3||3||3||3||3||3||—||—||—|
|16th||+12/+7/+2||+5||+5||+10||Enhanced Cant +4||5||4||3||3||3||3||3||3||3||—|
|20th||+15/+10/+5||+6||+6||+12||Enhanced Cant +5, Bonus Feat||7||6||5||4||3||3||3||3||3||3|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
Weapon and Armor Proficiency: Swordmasters are proficient with all one-handed simple and martial weapons. They are also proficient with any weapon with the descriptor "sword" in it (Rapiers, Katanas, Scimitars, and Falchions also count as "swords".
Armor and Weapon Proficiencies Swordmages are considered proficient in all of the weapons they can conjure with their Incantations, and with all simple weapons as well. Swordmages are proficient with Light Armor, but not with Shields.
Incantations (Su): Incantations are special, extremely short-lived arcane spells used as weapons by the Swordmage. In general, an Incantation takes an attack action to use, that is, they may be used as many times during a full attack action as the Swordmage has iteratives, and they may be used for attacks of opportunity. Incantations are supernatural abilities, which means they ignore spell resistance, cannot be dispelled or countered, and do not provoke attacks of opportunity nor require concentration checks. Incantations do not require any components per se, but enough freedom of movement is required to actually make the attack in order to use them.
The DC of saving throws for Incantations is equal to 10 + the Incantation's level + the Swordmage's Charisma modifier. The Swordmage also has an Arcane Caster Level equal to his class level, which may be used by Incantations to determine various effects.
Like a Beguiler, a Swordmage knows all of the Incantations on his list, and may cast them spontaneously. In addition to the Incantations specifically listed, he knows a Cantrip, or 0th level Incantation, for each weapon in which he is proficient: this Cantrip simply creates a copy of a perfectly average weapon, and makes a single attack with it.
Unlike spellcasters, Swordmages may end up using any number of Incantations in a given day. However, they can only have a certain, small number of them, as listed in the table above, ready at any given time; readying these requires a mere five minutes of concentration, similar to the way a Sorcerer readies himself to use his magic for the day. A Swordmage may ready his Incantations whenever he likes, and may do so as often as he likes, provided he has the time to do so. When he does, he may ready any of his Incantations known, but none more than once.
Beginning at 14th, the Swordmage gains the ability to cast lower-level Incantations at will; these do not have to be readied before hand, and can simply be used in combat as desired - though the same Incantation cannot be used again once used until the encounter has ended or the Swordmage has Recovered (see below). The Incantations that may be used at will are indicated by a '∞' in the table above.
In combat, he may cast his Incantations, at which point they are expended. Recovering his expended Incantations is a standard action, which he make at any time; in doing so, he provokes attacks of opportunity, and may be forced to make a Concentration check to avoid wasting his action, as if he were casting a spell. He may also recover his Incantations defensively, with the same rules as if he were casting a spell defensively. Upon successfully completing this action, all of his expended Incantations are again readied, but he may not change which Incantations he has readied.
An Incantation's effect is typically to create a "canted weapon" from pure arcana, and attack once with it. This attack typically has side-effects and other benefits associated with it. The weapon is considered magical for the purposes of overcoming Damage Reduction, but is otherwise identical to a perfectly average Medium-sized weapon of the appropriate type unless otherwise indicated by the Incantation's description, regardless of the Swordmage's own size. However, a Swordmage never suffers penalties due to wielding an inappropriately-sized canted weapon, unless the Incantation's description adds specific size penalties (and this penalty will be the same for Swordmages of all sizes).
A Swordmage threatens any squares he could attack with any of his readied but unexpended Incantations.
Weaponized Arcana: In place of the usual Strength or Dexterity modifiers on attack and damage rolls, a Swordmage uses his Charisma modifier when using Incantations. If a weapon uses a multiplier on either the Strength or Dexterity modifier (exempli gratia, 1.5x Strength on a two-handed weapon, 0.5x Strength on an off-hand weapon), the same multiplier applies to his Charisma modifier.
Masterful Cant: At 2nd level, the Swordmage gains knowledge of a Cantrip for each martial weapon, and may use these even if not proficient with the actual weapons.
In addtion, all weapons created with Incantations are considered at least Masterwork.
Enhanced Cant: Starting at 4th level, all weapons from Incantations gain a +1 enhancement bonus. This bonus increases by +1 every four levels thereafter (+2 at 8th, +3 at 12th, +4 at 16th, and +5 at 20th). If an Incantation specifically gives the canted weapon an enhancement bonus, the two do not stack, simply use the greater of the two. Any special abilities of the canted weapon remain on the weapon. Protective Personality: At 6th level, a Swordmage's constant use of Incantations has created a residual effect on him, and he can effortlessly surround himself in swirls of arcana to protect himself. He gains a Deflection bonus to AC equal to his Charisma modifier, so long as he has (or would have) his Dexterity bonus to AC.
Starting at 10th level, a Swordmage may, while casting an Incantation, apply any enhancement bonuses or special abilities found on any actual weapon he is wielding, to the weapon granted by the Incantation. The canted weapon's enhancement bonus cannot exceed +5, nor can its total equivalent enhancement bonus exceed +10. The weapon is considered as if it does not have these bonuses or abilities until the beginning of the Swordmage's next turn. During the Incantation, the physical weapon is absorbed into the canted weapon, and returned to the Swordmage's hand afterwards. Ammunition may never be used for Arcanized Weaponry.
If an Incantation creates more than one weapon, only one may receive the effects of any given weapon. The Swordmage may transfer the effects of other weapons, if he has them in hand, to additional canted weapons, if he desires. However, any single target can only be affected by a Special Ability added through Arcanized Weaponry once in a single Incantation, even if that Incantation would attack the target repeatedly. The Special Abilities listed in individual Incantation descriptions may be applied to a target as many times as the target is hit.
Bonus Feat: At 5th, 10th, 15th, and 20th levels, the Swordmage gains a bonus feat from the following list. He must meet all requirements for a feat in order to select it.
The new feats designed for the Swordmage may be found at Swordmage Feats.
Swordmage Arts: Some Incantations have the [Art] descriptor. Incantations with this descriptor synergize with other Incantations that have the descriptor: if the Swordmage uses any two Swordmage Arts in a single round, all additional Arts he uses in that round gain extra features, as described in their entry.
0th Level Incantations
1st Level Incantations
2nd Level Incantations
3rd Level Incantations
4th Level Incantations
5th Level Incantations
6th Level Incantations
7th Level Incantations
8th Level Incantations
9th Level Incantations
<-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
Playing a Swordmage
The culture of the swordmage varies from place to place and person to person but many archetypes exist. Most swordmages favor gods of magic such as Corellon or Selune. Others of a good alignment might follow Torm or Tymora. Evil swordmages or those from Netheril are drawn to the worship of Shar, however, and have a more secretive bent in their traditions.
Swordmages in the World
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Notables: <-notable NPCs of this class->.
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<-pluralized class name-> in the Game
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Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.