Swordmage, Variant (3.5e Class)
From D&D Wiki
- 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.
|4th||+3||+1||+1||+4||Iron Will, Sharp Senses|
|5th||+3||+1||+1||+4||Natural Teleporter, Teleporter Defence, Bonus Fear|
|7th||+5||+2||+2||+5||Arcaic Rune of Concealment|
|8th||+6/+1||+2||+2||+6||Cocoon of Arcanic Restoration|
|9th||+6/+1||+3||+3||+6||Presence of the True Fighter|
|10th||+7/+2||+3||+3||+7||Arcanized Weaponry, Bonus Feat|
|15th||+11/+5/+1||+5||+5||+9||Arcane Blade Burst, Bonus Feat|
|20th||+15/+10/+5||+6||+6||+12||Avatar of true Arcana, Bonus Feat|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
Weapon and Armor Proficiency: Swordmages are proficient with all one-handed weapons 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.
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. In combat, he may cast his Incantations, at which point they are expended. Recovering his expended Incantations is a standard action, which he makes at any time. 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.
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 Incantations. A Swordmage has access to incantation levels equal to 1/2 they're class level (minimum 1st level). A level 8 Swordmage has access to cantrips through 4th level incantations.
Weaponized Arcana: In place of the usual Strength or Dexterity modifiers on attack and damage rolls, a Swordmage may choose to uses his Charisma modifier when using Incantations. If a weapon uses a multiplier on either the Strength or Dexterity modifier (exemple, 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.
Fighters Embrace: Starting at 3rd level, The Swordmage gains an aura reflecting his alignment (Aura of Good if Good, Aura of Law and Evil if Lawful and Evil), He adds Diplomacy, Disable Device, Escape Artist, Heal, Hide, Intimidate, Knowledge (Dungeoneering), Knowledge (Nature), Knowledge (Religion), Listen, Move Silently, Search, Sense Motive, Spot, and Survival to his list of class skills, He gains proficiency with a number of martial weapons equal to his wisdom modifier, proficiency with all armors and with light and heavy shields. When a Swordmage who has embraced his full potential as a fighter gains a bonus feat he may choose from any of the normal Fighter feats. The Swordmage also gains the ability Iron Strikes which deals an extra +2 damage to all foes not wearing armor. Gain 1 level of toughness.
Iron Will: At 4th level the Swordmage has not only become of stronger body but stronger mind as well, thus making the Swordmage impervious to all forms of compulsion, mind tricks, intimidation, etc.
Sharp Senses: Also starting at 4th level, the Swordmage refines his senses to the point of near perfection and gains a +2 competence bonus to all Listen, Search, Sense Motive, and Spot checks. The Swordmage continues to heighten his senses through his enhancement and at levels 10, 15, 20 the bonus is doubled each time.
Natural Teleporter: Starting at level 5, you have another movement type, Teleportation with the same distance as your normal movement speed. With teleportation, you can travel to any point that you can see within your movement range without provoking opportunity attacks(5ft increments). You may teleport any number of times during your turn until you've used up your entire movement amount.
Teleporter Defense: Also, at level 5, as a reaction, if an ally you can see is hit by an attacker you can see, you can teleport to be adjacent to your ally or the attacker (or both, if possible), and you can either add your proficiency bonus (Base Attack Bonus) to the ally’s AC for defending against the triggering attack or you can make an attack against the attacker.
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, he can no longer be denied his Dexterity bonus to AC.
Arcaic Rune of Concealment: At 7th level, a Swordmage gains the ability to engrave a tattoo upon his skin with 1 of 3 abilities attached: 1. The tattoo conceals the Swordmage from any eyes except those who he chooses. 2. The tattoo gives the Swordmage the ability to negate the effects of "See Invisibility" and "True Seeing." 3. The tattoo gives the Swordmage the ability to conceal his motives from all he chooses. These effects are activated at the Swordmage's will and last until the Swordmage desires. Its an AOE making the effects permanate while in the presence of the Swordmage.
Cocoon of Arcanic Restoration: Starting at 8th level, if the Swordmage would take damage, dropping his HP to -10 or lower in battle, he instead surrounds himself in a ball of Arcana Magic and restores his health up to 1/2 of his original health. This process takes a total of 1d12 worth of hours to complete. This effect doesn't work if the Swordmage is reduced to ash, there must be a corpse for the magic to work.
Presence of the True Fighter: At 9th level the Swordmage has become so adapted to the art of war, that his presence in battle alone become encouraging to his allies. The encouragement gain his allies a +5 to all attack rolls and +3 to all save rolls. However if the Swordmage ever gets knocked out in battle the +s become -s until he can wake up. This ability is activated once the Swordmage allows it.
Arcanized Weaponry: Starting at 10th level, a Swordmage may, while casting an Incantation, apply any enhancement bonuses or special abilities found on any actual weapon he has ever come across, 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.
Supercharge Enchantments: Starting at 11th level the Swordmage may supercharge his incantations allotting a bonus to damage of +5 for extra Arcane damage.
Horrifying stace: At 12th level the swordmage becomes a master fighter and taking his fighters stance literally strikes fear into the eyes of his enemies giving the a -2 to all rolls for 1d4 rounds.
Arcane Blade Burst: At level 15 the Swordmage has become a master of his arcane powers and can control them so well that when he holds a weapon, solid or magical he can focus his energy to the tip of the weapon and launch a projectile out at his enemies doing 3d12 per charge. Each projectile can hold 3 charges. Damage times 2 for each projectile shot. A max of 3 projectiles per day. With a successful will save (DC 25) the Swordmage can expend all charges and projectiles at once.
Avatar of True Arcana (Ex): At 20th level, a Swordmage becomes a living, breathing being of pure magical force. His type changes to Outsider, and he is considered native to every plane that has magic (so he may only gain the Extraplanar subtype if he is on a plane with the Dead Magic trait, he otherwise has the Native subtype). Unlike most Outsiders, the Swordmage may be affected by life restoring magic such as Raise Dead, is immune to being affected by spells of the Conjuration (Calling) subschool, and cannot be banished from any plane except those with the Dead Magic trait.
In addition, twice per day but no more than once per encounter, a 20th level Swordmage may, as a Free Action, channel enormous amounts of Arcana through his body, in doing so he Supercharges himself into what is best described as a being of pure Arcana. His skin turns a reddish hue eyes glow brighter than the shiniest stars and begins floating. At this time the Swordmage can use the built up Arcana to Supercharge his Incantations giving them all auto crits at a x4 damage calculation or he can release the mass energy as a wave of purification seeking out foes and doing damage equal to the Swordmages level of d6 x2. (example: roll 20d6 the result x2) If the Swordmage expends all the energy at once he must roll a will save in order to keep his mind intact DC of his level. If Will save is failed 4d4 x3 in damage.
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
Swordmage Starting Package
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Bonus Feats: .
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
NPC Reactions: .
Swordmages in the Game
Sample Encounter: .
EL : .