Sword Mage (5e Class)
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- 1 Sword Mage
- 1.1 Telekinetic Abilities
- 1.2 Valuable and Passionate Fighters
- 1.3 Creating a Sword Mage
- 1.4 Class Features
- 1.5 Call To Arms
- 1.6 Sword Study
- 1.7 Techniques of the Blade
- 1.8 Arts of Swordsmanship
- 1.9 Ability Score Increase
- 1.10 Telekinetic Mastery
- 1.11 Extra Sword
- 1.12 18th Level
- 2 The Art of the Duelist
- 3 The Art of the Mage
- 4 Spellcasting
- 5 Techniques
- 6 Sword Mage Spell List
One after one swords fly up from the ground, piercing the air as a human chains her foe and flicks her wrist, one of the swords penetrating a doubled-over foe as death is brought down upon it by her ally without her unsheathing her own sword.
Raising his sword towards the elemental planes as his swords take on bright flames and another becoming quick with the wind, a tiefling burns his enemies to ashes when his team is down.
Chanting words as daggers appear in the air circling around a horde of imps, an elf sways his arm as daggers converge upon and stab the horde down, quickly ending their attack.
Swords Mages are the swordsmen and women amongst the mages and can call upon the many elemental planes to make their swords more powerful. Varying from the arts they follow they can get up close and personal dealing deadly damage down on foes and take out giants from their sheer power or they can stay back and deal all sorts of support as they help their allies take out hordes of enemies.
Those that train in the ways of telekinesis found it was hard moving unfamiliar items; though possible for day to day tasks, it was not efficient enough to use in combat. They soon learned that if they bonded with them and knew their history by taking the time and studying it, they could become spellbound and share emotions, fighting alongside their owners. Knowledge and understanding are what these mages go through so they can get a feel of their sword's emotions and effectiveness during combat. Outmaneuvering their opponents with their intellect and techniques, they have become great fighters as well as mages to help cities defend or lead charges in many armies. They use their telekinesis smartly and always look for the most efficient way to end their opponents with their spells and weapons. Some have taken out giants from sheer skill and others have slain kings with their telekinetic abilities. They instill shock and awe just from the amount of weapons they can control without a drop of sweat. They trust their weapons as their weapons trust them, an important bond with weapons is what they value at all costs.
Valuable and Passionate Fighters
As they grow and become stronger, their passionate bond with their weapons give out to the rest of the world. They fight for a righteous cause and are trained very well to keep the bonds they have with their swords a very special one, but sometimes it can go too far and follow whatever the swords say. Their communication and friendship with their swords allies can only envy, but the results of their battles says otherwise. Very valuable and efficient, they bond with others to see if they can grow even stronger as they try to understand them. Teams and and guilds appreciate their company until they let their swords talk first. They are trained to use their abilities to be a valued member and through contacts with other planes, their value skyrockets as their bonds with their swords become greater and support allies on the field. Some wield legendary weapons to slay dragons or clear out entire hordes in no time at all. Truly some valuable fighters indeed.
Creating a Sword Mage
When creating a Sword Mage it is important to remember that they are not meant to lift heavy objects with their brawn but rather their brain. They bond with their weapons by seeing their history and believe that they should be legendary for what they have done. Maybe one tells you a story of how they were used to slay a Red Dragon that saved their city, but the hero was only recognized. Another would tell you a story of how they were used to kill thousands of people by an evil man and are looking for redemption or revenge. How did you begin to uncover the secrets of weapon telekinesis and bonding? Were you chosen by the army or did you learn them by yourself? Were you a fighter before you discovered these arcane arts or were you a scholar first? Weapons have their own emotions as they tell you how they feel through telepathy and it's your job to help them complete their mission or complete your own mission with their help. Just like the swords have their own stories, you can share your tales and wishes as you study them. Communication is key to this class. So what motivates you to fight and continue your studies? Why was a specific weapon your first? How can you achieve your own goals and help these weapons become known for great things?
- Quick Build
You can make a Sword Mage quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity or Strength depending on the archetype. Second, choose the Courtier or Sage background.
As a Sword Mage you gain the following class features.
- Hit Points
Armor: Light and medium
Weapons: Simple and Martial Weapons
Tools: Tinker's Tools
Saving Throws: Intelligence, Wisdom
Skills: Pick 2 from Arcana, Acrobatics, Deception, Investigation, Insight, Intimidation, History, Perception.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a short sword or (b) a long sword
- (a) a shield or (b) any simple ranged weapon
- (a) an explorer's pack or (b) a dungeoneer's pack or (c) a scholar's pack
- (a) Leather armor and two daggers or (b) Leather armor and one martial melee weapon
- If you are using starting wealth, you have 5d4 x10 in funds.
|Features||Cantrips||Techniques||Spells Prepared||—Spell Slots per Spell Level—|
|1st||+2||Call To Arms, Sword Study||0||0||--||—||—||—||—||—|
|2nd||+2||Techniques of the Blade, Spellcasting||2||2||2||2||—||—||—||—|
|3rd||+2||Arts of Swordsmanship Archetype||2||2||3||3||—||—||—||—|
|4th||+2||Ability Score Improvement||2||2||3||3||—||—||—||—|
|7th||+3||Extra Sword, Technique||2||4||5||4||3||—||—||—|
|8th||+3||Ability Score Improvement||3||4||5||4||3||—||—||—|
|11th||+4||Sword Mage Archetype Feature||3||4||7||4||3||3||—||—|
|12th||+4||Ability Score Improvement||3||6||7||4||3||3||—||—|
|13th||+5||Sword Mage Archetype Feature||3||6||8||4||3||3||1||—|
|14th||+5||Ability Score Improvement||4||6||8||4||3||3||1||—|
|15th||+5||Extra Sword, Technique||4||6||9||4||3||3||2||—|
|16th||+5||Ability Score Improvement||4||8||9||4||3||3||2||—|
|17th||+6||Sword Mage Archetype Feature||4||8||10||4||3||3||3||1|
|19th||+6||Ability Score Improvement||4||8||11||4||3||3||3||2|
|20th||+6||Sword Mage Archetype Feature||4||10||11||4||3||3||3||2|
Call To Arms
At 1st level, you are able to focus your concentration onto a weapon, equivalent to reaching out with a psychic hand and equipping the weapon mentally as a spellcaster. You are able to use a bonus action to imbue weapons NOT currently equipped or enchanted with magic up to a max of your intelligence modifier. The weapon must be one-handed and deal either piercing or slashing damage. You are able to move the imbued weapons in any direction up to 20 feet per turn. You can use your Action to attack with all imbued weapons simultaneously instead of attacking yourself or to hold and attack as a reaction. You use your Intelligence modifier when attacking with the imbued sword. If you are proficient with the weapon in question, proficiency applies to attacks as well ( to hit not to damage ). Your imbued weapons do not occupy a space and can not be used toflanking opportunity. They also have to be within 40 feet of the user, otherwise, they will lose their imbued state and fall to the floor. Imbuement does not require physical contact, a creature may use their action to attack the weapons if they deal more than 20 damage to the weapon it loses its concentration.
Your curiosity grows as you use your magic to bond with your weapons and learn more about the weapons you come into contact with and you gain an insight into their history. You are able to study up to 2 EQUIPPED melee weapons of your choice and become bonded with it over the course of an hour. You gain bonus attack damage equal to 1d6 as it bonds with you, sharing its memories. This raises to 2d6 at 5th level, 4d6 at 8th level, 6d6 at 12th level, and 10d6 at 20th level. It takes 10 minutes to take away the bond and if you do, all attack bonuses aren't usable until another study is conducted. Bonds must be re-established after gaining a level in this class. For each level you take not re-establishing the bond, it will take you thirty minutes more on your next study for the specific weapon you lost bondage with. If you use this feature the weapon is destroyed and you may not use this feature until you have a long rest
Techniques of the Blade
You have practiced the way of the blade as you go about in your adventures to decimate enemies when they least expect it. When you reach 2nd, 7th, 12th and 16th level, you learn 2 Techniques of your choice shown in the Techniques detailed at the end of the class description, you may only have two techniques active at a time and you may change up to two Techniques once per short rest. You may not have multiple of the same technique.
Arts of Swordsmanship
At 3rd level, your constant practice and concentration in sword handling and use, advances your techniques in the Arts of Swordsmanship. Your combat prowess and intellect helps you as you choose a unique style of battle from two different arts: The Art of the Duelist and The Art of the Mage, detailed at the end of the class description. Your decision grants you a feature at 3rd level, and again at 9th level, 13th level, and at your 17th level.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 14th, 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.
You begin to master your mind and concentrate on objects as practice using your telekinetic powers in daily life. When you reach 5th level, you are able to cast telekinesis as a prepared spell and it doesn't consume a spell slot.
As you master bonding your magic to your swords, one or two weapons aren't enough. Your practices of telekinesis and your combat prowess grants you the ability to master more weapons than your intellect would normally allow. You may imbue a extra sword at 7th, 11th and 15th level.
- Last Attempt
As you gain more and more swords in your arsenal you can now make all your swords fuse together into one giant sword and combine all the elements you chose. At your 18th level, you can make an attack roll against one Large creature or larger. If you hit, the enemy has to make a Constitution saving throw. If it fails, it takes 10d8 magical slashing damage and any elements used on your swords are added with their bonuses (if the bonus is not a damaging effect than add 1d6 to the damage roll). It takes half on a successful save, but the effects of the elements still take effect.
The Art of the Duelist
Duelists don't like to stay back and watch the fight unfold from afar. These mages want to join in on the fight along with their other swords to get the enemy down faster. Learning the Art of the Duelist means you are responsible for your swords and what you do with them. You have accepted that learning this art means a great responsibility is placed upon you as a Sword Mage. Your swords aren't just your own, but also for your allies to help take down any foe you encounter.
- One With The Weapons
At 3rd level, you are able to attack personally along with your imbued weapons and get ahead in the fight. Through your constant sword practice and techniques you are able to take your action to attack with your equipped weapon and attack with your imbued swords as a bonus action.
- Telekinetic Sharpness
If you chose the Art of the Duelist, at 6th level your swords wound enemies through great tactical prowess. Enemies have to make a Constitution Saving Throw against your spell save DC or become wounded. They will take 1d6 bleeding damage at the beginning of there turns for 1d4 rounds. You may also add one more technique to what you know.
- Sword Armor
At 9th level, you can use any amount of swords to help block an attack from your foe. Any sword used for blocking damage is +1 AC. You may place a sword to an ally to help take on damage as a bonus action on your turn.
- Level the Playing Field
If you chose the Art of the Duelist, at 11th level you understand masterfully the battle in any playing field. You may take an additional technique to use in battle. You may also gain the same benefits as if you were using the Dual Wielder Feature or increase the damage output of all your swords by one level to a maximum of 1d12. For example, if your short sword deals 1d6, you increase it to 1d8. (1d4, 1d6, 1d8, 1d10, 1d12). If you take the Dual Wielder benefit, you can't choose the feature option for your next ability score improvement.
- Monster Seeking Swords
Your swords have understood your images of beasts, monstrosities and giants through your teachings. They feel your emotions as you talk about them and they want to defend you against those monsters. At your 13th level, whenever a beast, monstrosity or giant is within a mile radius, your swords alert you and your team. If the creature is in a 30ft range, you may choose to send any number of swords to go after them. You may also split them to attack if more monsters are around you.
- Almighty Duelist
At 17th level, you've told more stories to your swords about heroic battles against the strongest of monsters, weapons that have taken down the gods, and massacring hordes of the darkness. Your swords get excited to fight and be like those legendary swords. You gain advantage with attacks against dragons, celestials, beasts, giants and monstrosities and you can take a -5 penalty on your attack roll to deal +10 more damage for each sword that attacks a dragon, celestial, giant, monstrosity or beast.
- Iron Maiden
At 20th level, your blades become a true extension of your soul and move in complex maneuvers around an enemy. Your weapons can come together to form a stabbing cage of blades reminiscent of a medieval torture device. Using your concentration, you create a 15ft floating sphere of magical blades centered at a visible point 60ft from you. Enemies in the sphere must make a dexterity save. They take 8d6+10 magical piercing damage and are restrained on a fail, or half damage on a successful save. Creatures restrained can break free with a successful strength check on their turn. On a failed save they take 1d6+4 magical piercing damage.
The Art of the Mage
More often, mages like to keep their hands clean from afar, torturing their enemies as they get struck down by the swords they wield. You learn that you can multi-task dealing damage with your swords as well as casting spells that help support your allies or deal massive damage to multiple foes. You use your spells to your advantage whenever you are in battle.
- Another For The Flock
At 3rd level, being focused on your telekinetic powers instead of your fighting ability helps propel you on the path of being a real mage of swords. You can imbue one additional weapon to fight alongside you on your journey.
- A Touch of Magic
At 6th level, your way with the Weave of magic affects your swords in an enchanting way. Your swords become magical and will deal magical slashing or piercing damage. Your telekinetic powers can help move an ally's sword towards a target. If you can clearly see an ally within 20 feet of you, you may use your reaction to add your ability modifier and proficiency bonus to your ally's roll to attack. After its used, you must need a long rest before being able to use this ability again.
- Weapon Storm
At 9th level, you make all your weapons storm around in a 10 feet radius. Any creature within the area must make a Dexterity saving throw as the swords fly around rapidly slashing and piercing them at every turn. On a failed save, they take 2d8 + your ability modifier and proficiency bonus worth of damage. Otherwise, they take half damage.
- An Invisible Enemy
At 11th level you may control the battlefield with your use of telekinetic powers. You can cast hold person, hold monster and levitate at will if you don't have them already. For hold person/monster, you can hold up people and/or monsters equal to your ability modifier. For example, if you have +5 to your Intelligence you hold up an equal of five people and/or monsters. You can regain this ability after a short rest.
- Mage's Countermeasures
At 13th level, you can use your reaction to slow an enemy's weapon that you currently have studied invoking disadvantage, or reduce the damage on a projectile by 1d8 + Intelligence modifier + proficiency. If it drops to 0, if any imbued sword is within 10 feet of you and is visible, you can make an attack roll. If its successful, you can force a sword to come towards the enemy. Each dealing their respective damage.
- Summon Giant Sword
At 17th level, you use all your concentration and select a point and roll a 1d4 for the amount of turns it will take to to summon it. Once summoned, enemies in the surrounding area must make a dexterity saving throw against your spell save Dc a giant sword will slam into a 30 feet radius, slicing to the ground and any enemy in the area will take 12d6 piercing + 40 thunder damage. Enemies have to make a Strength Saving Throw against your spell save DC or be blown outwards 15 feet. You can do this again after finishing a long rest.
- Living Steel
At 20th level, you've imbued your weapons with your magical essence, making them an extension of yourself. During a long rest, your swords can be charged with 1 spell from your spell list, costing the appropriate spell slot and components, and allowing one spell per sword. Cantrips can be cast in this same manner without preparation on a sword not charged with a spell. Spells cast from a sword act as if your body was occupying the same space. After a charge is used a spell cannot be cast from a sword until another long rest. Swords that deal weapon damage and are charged with an active damaging spell can add 1d10 damage die of the same damage as the spell (ie. firebolt would apply fire damage).
By the time you reach 2nd level, you also have learned how to use deadly weapons magic along with your swords to help support your allies on the battlefield or make the enemies beg you for mercy.
The Sword Mage 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 spell's level or higher. You regain all expended spell slots when you finish a long rest.
Intelligence is your spellcasting ability for your sword mage spells, since your magic comes from your knowledge of weapons and how they work best.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 sword mage spell you cast and when making an attack roll with one. You can also change your list of prepared spells after every 24 hours. Ritual spells have to be prepared in order to be used. the can be cast as rituals or by expending a spell slot.
- Spell save DC
= 8 + your proficiency bonus + your Intelligence modifier
- Spell attack modifier
= your proficiency bonus + your Intelligence modifier
As you grow and understand your playing style, you learn techniques that help give you advantages in battle and can help allies if need be. Sword Mages have always had these for generations and generations, it be wise to use them.
- Mastery Of Weapon Fighting
Allows you to imbue one extra weapon, this weapon also gets proficiency to attack and ability modifier to damage.
- Staying Back Is Best
Sometimes staying back helps your allies get things done or doesn't get blood on your hands. You are able to imbue ranged weapons as an attack and get +5 on your attack rolls, but can use only one other imbued weapon as it takes more concentration.
- Chains Of Binding
Bonus action, you can shoot out chains from your hands and attempt to grapple an enemy up to 60 feet away. The enemy has to make a Strength saving throw against your spell save DC or else become grappled. The creature can attempt to break free from your chains by doing a Strength check against your spell save DC.
You realize that a great defense helps make the best offense and help the survivability of your team. You are now able to imbue a shield that floats around you or an ally and must remain with 5ft of them granting the shields bonus. If the ally has a shield already, the bonus does not come into effect.
- Daggers Everywhere
You've learned how to create daggers out of thin air and rain them down onto your enemies. You gain three charges of the spell Cloud of Daggers and you regain these at the end of a long rest.
- Two handed Weapons
You have the ability to imbue two-handed weapons that you have studied. Versatile weapons will also be considered two-handed when imbued. Whenever you attack with this weapon, you can't attack with your other imbued weapons as it takes a lot of concentration at 2nd level, but you gain an additional +8 to the attack damage. After 5th level, your maximum imbuement of two handed weapons is half of your ability modifier rounded down.
Sometimes the enemy wins, but always having the last laugh is what you aim for in every battle. If an enemy attacks you and hits, and there is a visible, imbued sword 10 feet away from you, you can use your reaction to attack the enemy with your imbued sword. Up to one sword can be used for this technique.
- Hidden Blade
While an enemy focuses onto you, you can make a Stealth check to one of your swords. On a successful check, you can stab the enemy in the back as an action and gain advantage. On a failed check, you gain disadvantage on your next attack roll.
- Collateral Damage
You have learned since your training that the faster the sword goes, the more enemies you can take down. One of your imbued swords can exceed the sound barrier as it attacks multiple enemies. If there are up to three enemies 5 feet away from each other, you can use your bonus action to drive your sword through them and make an attack roll for each enemy you go through.
You've learned the arts of parrying from generations of teachings and try to incorporate them using your imbued swords. If an enemy attacks you with a melee weapon and there is an imbued sword 5 feet away from you, you can use your reaction to parry the attack and reduce it by 1d6 + your Int-modifier. You can only do this three times until you need a short rest.
You may attempt to use an action to disarm an enemy if they are wielding a weapon you have studied with. The target must roll a Strength saving throw against your spell DC. If the creature fails, they let go of the weapon they are currently holding.
- Tendon Swipe
As a reaction when an enemy disengages you can still make an opportunity attack if it hits you reduces there speed by half but deal no damage.
- Wall of Swords
You have learnt how to draw swords from nowhere and create a defensive ring of blades around you from many days of intense practice. You can use your action to create a ringed wall of blades around your self of up to 10 feet in diameter, 10 feet high and 1 foot thick. Any creature within 5 feet of the wall must make a Dexterity saving throw against your spell DC. On a failed save, a creature takes 5d6 magical piercing damage and takes half on a successful save. Your speed is reduced to 0 while you are using this technique and you cannot have moved previously that turn. this ability can last for concentration up to 10 min.
Sword Mage Spell List
These are the main ones but choose any from the Wizard spell list
- Cantrips (0 Level)
Blade Ward, Dancing Lights, Mage Hand, Resistance, True Strike
- 1st Level
Alarm, Command, Compelling Duel, Faerie Fire, Fog Cloud, Inflict Wounds, Shield, Identify, Pass Without Trace
- 2nd Level
Cloud of Daggers, Darkness, Zone of Truth, Shadow Blade, Hold Person, Invisibility, Levitate, Locate Object, Magic Weapon, Misty Step, See Invisibility, Warding Bond
- 3rd Level
Conjure Barrage, Counter Spell, Elemental Weapon, Fear, Fireball, Glyph of Warding, Haste, Protection From Energy, Slow, Water Breathing, Sending, Tiny Servant
- 4th Level
Arcane Eye, Death Ward, Fabricate, Storm Sphere, Greater Invisibility, Locate Creature, Stone Skin, Wall of Fire, Phantasmal Killer, Private Sanctum
- 5th Level
Animate Objects, Geas, Wall of Force, Creation, Hold Monster, Legend Lore, Planar Binding, Scrying, Far Step, Wall of Stone, Rary's Telepathic Bond, Skill Empowerment, Steel Wind Strike
Prerequisites. To qualify for multiclassing into the Sword Mage class, you must meet these prerequisites: Intelligence score of 15 or higher and proficiency with a long or short sword.
Proficiencies. When you multiclass into the Sword Mage class, you gain the following proficiencies: History and Arcana