DnD:WarlockSwordmage

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Swordmage

Diminished Skills

Unlike the standard warlock, a swordmage only gains 2+Int modifier skill points per level.

This replaces the standard warlock skill increase.

Diminished Armor Proficiency

A swordmage gains proficiency with cloth and leather armors, including padded and studded leather, as well as their magical and special material equivalents; but not hide or any other light armor. When wearing cloth or leather armor, a swordmage does not suffer arcane spell failure with his invocations.

This replaces the standard warlock armor proficiencies.

Expanded Weapon Proficiency

A swordmage is proficient with simple weapons, as well as all martial swords and sword-like weapons. What qualifies as a sword-like weapon is up to the GM. A glaive may qualify, but a halberd would not.

(Note: The swordmage weapon proficiencies in 4e are simple melee, simple ranged, and martial heavy and light blades. In 4e swordmage powers only work with heavy and light blades. This includes: broadsword, dagger, falchion, glaive, greatsword, khopesh, longsword, rapier, scimitar, scythe, shortsword, and sickle. Superior [exotic] heavy or light blades that require a feat for proficiency: bastard sword, double scimitar, double sword, fullblade, kukri, lotulis, parrying dagger, and shuriken. Remove this comment when the archetype is finalized.)

Diminished Invocations

The swordmage does not gain new invocations as swiftly as a warlock does, nor does the swordmage gain the same variety of invocations. Swordmages are limited to the invocations listed in the invocation section below. The save DC for swordmage invocations is to 10 + equivalent spell level + Intelligence modifier.

Instead of blast shape and blast essence invocations, a swordmage gains blade essence invocations. Blade invocations are applied to a swordmage’s weapon and take a move action that provokes attacks of opportunity to apply. Once applied, they last until dispelled, dismissed, replaced by a new application from the same invocation, or the weapon is no longer in the swordmage’s hand. Multiple applications of the same blade invocation do not stack, though the benefits from different invocations do stack unless noted.

This and the swordbond replaces the standard warlock invocation progression.

Swordbond (Su)

By spending 1 hour of meditation with a chosen sword or sword-like weapon, a swordmage forges a special bond with that weapon. As a standard action, he can call his bonded weapon to his hand as long as it is within 30’. For some swordmages, that may take the form of a teleportation effect or it may appear to be some form of telekinetic movement. At 4th level, the range to call a bonded sword reaches to 60’. At 8th level, it becomes a swift action. At 12th level, the mage can now call his bonded sword from as far as a mile away.

The swordmage’s bonded weapon is broken or damaged, he can spend eight hours of meditation to recreate the weapon from a fragment. This process will automatically destroy any other fragments of the weapon. This ability can be used at 6th level.

This and the diminished invocations replaces the standard warlock invocation progression.

(Note: Effectively, the swordbond is a prechosen invocation, and the swordmage loses an additional 2 invocations from his progression. Remove this comment when the archetype is finalized.)

Swordmage's Aegis (Su)

As a swift action that does not provoke an attack of opportunity, a swordmage can place a magical warding on a foe, allowing the swordmage to respond to the foe’s attacks against his allies with a retributive response. The foe to be warded must be within 10’ of the swordmage. The target is allowed a Will save to resist the initial warding, but not any subsequent retribution (unless noted). The DC to resist a swordmage’s Aegis is 10 + half the swordmage’s level (round down) + his Int mod. Once warded, the foe takes a -2 penalty to hit and spell DCs unless the foe includes the swordmage in his attacks that round.

A swordmage selects one of the Aegis at first level. The swordmage may never change his original Aegis. No more than one Aegis warding may be active at a time. If the swordmage uses his Aegis warding on a new target, the warding is removed from the previous target. The target is immediately aware of the warding if he fails his save. The target is also aware that further attacks that do not include the swordmage as a target will trigger the ward, but he will not know what form the retribution will take.

Aegis of Assault: If the warded target makes an attack that does not include the swordmage, the target is within 30’ (60’ at 10th level), and the foe’s attack hits, the swordmage may spend an immediate action to teleport adjacent to target and make a single attack against the warded foe at his highest base attack bonus. He may use his Int mod instead of his Str mod in the attack roll. If there is not enough space to teleport adjacent to the target, this Aegis will fail.

Aegis of Ensarement: If the warded target makes an attack that does not include the swordmage, the target is within 30’ (60’ at 10th level), and the foe’s attack hits, the swordmage may spend an immediate action to teleport the target to the swordmage’s side. The target is then limited to a 5’ step the following round. The swordmage determines where the target lands. If the location is inherently dangerous to the target (such as over a pit or in a pool of acid), the target may make a new Will Save to negate the teleport.

Aegis of Shielding: If the warded target makes an attack that does not include the swordmage, the target is within 30’ (60’ at 10th level), and the attack hits, the swordmage may spend an immediate action to reduce the damage of the successful hit by 5 + his Con mod. At 7th level, this increases to 10 + his Con mod. At 15th level, this increases to 15 + his Con mod.

Double Aegis

At 9th level, a swordmage can place his warding on two different targets within 10’.

Extended Aegis

At 15th level, a swordmage can place the warding on targets within 20’ feet.

Master’s Aegis

At 20th level, a swordmage masters the ability to use his Aegis and he may place a warding on every enemy within 30’.

This replaces the warlock’s eldritch blast class feature.

Astute Defense (Ex)

At 2nd level, the swordmage can use his intelligence modifier instead of his dexterity modifier when calculating his AC. Any time the swordmage would normally be denied his dexterity modifier to AC, he loses this intelligence modifier as well. (Such as being flat footed.)

This replaces the warlock’s DR versus cold iron.

(Note: This is a standard option in 4e, I’m including it for flavor reasons.)

Detect Magic (Sp)

At 3rd level, a swordmage can use the Detect Magic cantrip at will.

This replaces the Improved UMD: Detect Magic feature.

Swordmage Warding (Su)

Also at 3rd level, when a swordmage draws or readies a sword or sword-like weapon, he is enveloped by a protective barrier. This barrier grants a +1 shield bonus to the swordmage. As long as there is nothing in the swordmage’s off hand, the barrier increases to +3. Despite being a shield bonus, as a force effect, the warding also provides defense against touch attacks.

Improved Warding

At 7th level, the shield bonus increases to +2, or +4 if the swordmage’s off hand is free. The warding also grants a +1 resistance bonus to all saving throws.

Greater Warding

At 14th level, the shield bonus granted by the warding increases to +3, or +5 if the swordmage’s off hand is free. The saving throw bonus increases to +2.

This feature replaces the warlock fast healing, improvements to UMD, and bonus item creation feat.

(Note: This feature also allows a swordmage to stay roughly competitive AC wise to a heavy armor based tank.

At first level, they are a bit squishy. Assuming studded leather armor at third level and basic stats, the swordmage will have AC 19 (10 +3 Int Mod +3 armor bonus +3 warding). The heavy tank, assuming field plate and basic stats, will have AC 20 (10 +1 Dex +7 armor +2 heavy shield).

At 7th level, before magical bonuses, the swordmage increases to AC 21 (10 +4 Int mod +3 studded leather armor bonus, +4 wardng) vs the heavy tank's AC 22 (10 + 1 Dex +9 full plate armor +2 shield). Add in magical shield bonuses, and the heavy tank stays ahead. However, the swordmage's warding applies to touch attacks.

At 14th level, before magical bonuses the swordmage increases to AC 22 (10 +4 Int mod +3 studded leather armor bonus, +5 warding) vs the heavy tank's AC 22 (10 + 1 Dex +9 full plate armor +2 shield). Again, add in magical shield bonuses, and the heavy tank stays slightly ahead. Still, the swordmage's warding applies to touch attacks.

Remove this comment when the archetype is finalized.)

Diminished Energy Resistance (Ex)

At 5th, 11th, and 17th level, the swordmage gains +5 energy resistance to a single type of energy chosen when the ability is gained. This choice may not be changed.

This replaces the warlock’s standard energy resistance.

(Note: A swordmage only gains +15 energy resistance to the warlock’s +20. Remove this comment when the archetype is finalized.)

Invocations

Least Invocations

Blade Invocations

  • Elemental Blade (2nd): Choose one element; cold, electricity, or fire. Afterwards, all the damage caused by the swordmage’s weapon is from that element. Attacks are calculated as normal; energy resistance and spell resistance applies, but damage resistance does not. When a swordmage gains access to lesser invocations, he may add acid to his elemental options. The elemental blade’s magic does not produce lingering effects, such as someone catching fire. The Improved Elemental Blade invocations are needed for the application of secondary effects. This invocation does not grant the benefit of a frost, shocking, flame, or caustic weapon, only the base weapon damage or damage from a swordmage invocation is so altered.
  • Magic Weapon (1st): The blade is counted as a +1 magic weapon for the purposes of bypassing damage reduction, but does not gain a bonus to attack or damage.
  • Transmute Weapon (1st): Choose one special material: silver or cold iron. Afterwards, the weapon is treated as that material type for the purposes of overcoming damage resistance.

Common Invocations

  • Booming Blade (1st): The swordmage makes a single melee attack which causes sonic damage. Additionally, if the target moves away from the swordmage, he suffers an additional 1d6 sonic damage. This effect lasts 1 round. If the target moves closer to the swordmage, stays in the swordmage’s melee range, or the swordmage moves away, no secondary damage occurs. A successful Fort save negates the secondary damage. The benefit from Blade invocations apply.
  • Cantrip (0th): Pick 3 wizard cantrips. The swordmage can now cast those cantrips as if they were invocations of the same type. This invocation may be taken multiple times, each time grants an additional 3 cantrips.
  • Dimension Swap (2nd): The swordmage and one ally or two allies are teleported and trade positions. Both allies must be within 30’ of each other.
  • Endure Exposure (1st): Gain endure elements (as the spell).
  • Frigid Blade (1st): The swordmage makes a single melee attack which causes cold damage. For one round, the target cannot move any further than a 5’ step. A successful Fort save negates the movement restriction. Benefits from Blade invocations apply.
  • Greenflame Blade (1st): The swordmage makes a single melee attack which causes fire damage. On a successful hit, a secondary explosion causes 1d4 fire damage to any enemies within 5’ of the target. A success reflex save negates the secondary damage.
  • Leaps and Bounds (2nd): Gain +6 bonus on athletic skills for 24 hours.
  • Lightning Lure (1st): The swordmage strikes out with a lash of lightning at a foe within 15’, causing 1d6 + Intelligence modifier electricity damage and pulls the target to the swordmage’s side. A successful Fortitude save negates the damage and the movement. Benefits from Blade invocations apply.
  • Light step (2nd): Gain feather fall (as the spell) and a +6 bonus to stealth checks for 24 hours.
  • Luminous Vision (2nd): Gain darkvision 60’ and the ability to see in magical darkness.
  • Piercing Sight (2nd): Gain see invisibility (as the spell) and low light vision for 24hours. If the swordmage already has low light vision, double the normal ranges of visibility.
  • Sword Burst (1st): Sweeping blast of energy erupts from the swordmage’s blade, causing 1d3, +Intelligence modifier force damage to all enemies within 5’ of the swordmage. This increases to 1d6, +Int modifier force damage when the swordmage gains access to lesser invocations. Reflex save for half. Benefits from Blade invocations apply.
  • Tactical Retreat (1st): Gain expeditious retreat (as the spell) and do not provoke attacks of opportunity from movement, as long as no attacks are made in the round.

Lesser Invocations

Blade Invocations

  • Expanded Elemental Blade (4th): As the Elemental Blade invocation, but may choose acid, cold, electricity, fire, force, or sonic damage.
  • Improved Elemental Blade (Acid) (4th): All attacks made with the swordmage’s weapon are changed to cold damage. Additionally, the target(s) must make a Fort save or be sickened for one round from the fumes.
  • Improved Elemental Blade (Cold) (4th): All attacks made with the swordmage’s weapon are changed to cold damage. Additionally, the target(s) must make a Fort save or be limited to half movement on his next turn.
  • Improved Elemental Blade (Electricity) (4th): All attacks made with the swordmage’s weapon are changed to electricity damage. Additionally, the target(s) must make a Reflex save or be staggered for one round.
  • Improved Elemental Blade (Fire) (4th): All attacks made with the swordmage’s weapon are changed to fire damage. Additionally, the target(s) must make a Reflex save or catch on fire for a 1d4 rounds. The target takes the swordmage’s Int modifier in damage each round.
  • Improved Transmute Weapon (4th): As the Transmute Blade invocation, but may choose adamantite, cold iron, or silver.
  • Whirling Blade (4th): The enchanted blade gains throwing and returning weapon qualities for one attack. Range increment is 20’.

Common Invocations

  • Ally’s Comfort (3rd): As endure elements, but exudes an aura that gives allies within 30’ the benefits of the spell.
  • Armathor’s Step (4th): Teleport as a move action, traveling 5’ every 2 swordmage levels.
  • Backblast Swipe (3rd): The swordmage makes a single melee attack which causes sonic damage. If the attack hits, the swordmage can initiate a bull rush combat maneuver using his level instead of his base attack, and his intelligence instead of his strength. This attack may be used instead of the normal attack at the end of a charge. If the swordmage has the Aegis of Assault, this attack may be used instead of the normal attack granted when his Aegis is triggered. Benefits from Blade invocations apply.
  • Blazing Strike (3rd): Requires Aegis of Assault. If the swordmage’s Aegis warded target makes an attack that does not include the swordmage and is within 30’ (60’ at 10th level), instead of the normal retributive attack, the swordmage’s retribution is be a flaming strike inflicting 2d8 fire damage. Reflex save for half. Benefits of Blade invocations apply.
  • Corrosive Ruin (4th): Sweeping spray of acid erupts from the swordmage’s blade, causing 1d8, +Intelligence modifier acid damage to all enemies within 10’ of the swordmage. This increases to 2d8, +Int modifier force damage when the swordmage gains access to greater invocations. Reflex save for half damage. Benefits from Blade invocations apply.
  • Dimensional Escape (3rd): If the swordmage is attacked (regardless of success), the swordmage may make an immediate action after the attack is resolved to teleport to any location within 30’.
  • Dimensional Vortex (4th): If an ally is attacked by an enemy within 60’, the swordmage may take an immediate action to warp space around an attacker. The enemy is teleported up to 30’ to a destination chosen by the swordmage. The attack is then resolved on a new target chosen by the swordmage. If no valid target is available for the teleported creature, the creature’s attack is wasted. A successful Will save negates the teleport and the attack is resolved as normal. If the Will save is failed and the destination location is inherently dangerous to the target (open air or a pool of acid), the target gains a new save to negate the teleport.
  • Elemental Resistance (3rd): Gain the benefits of resist energy 10 (as the spell) for 24 hours. Energy type is selected when invoked. Further castings replace the existing resistance and duration.
  • Foesnare (3rd): The swordmage makes a single melee attack which causes force damage. For one round, the target cannot move. This invocation can be used at the end of a charge instead of the normal attack. If the swordmage as the Aegis of Ensnaring, this attack may be made as a free action immediately after the enemy is teleported to the swordmage. Benefits of Blade invocations apply.
  • Silversteel Veil (4th): As a swift action, the swordmage conjures a defensive veil, granting himself and all allies within 30’ a +2 bonus to AC and all saves for 1 round.
  • Transposing Lunge (3rd): The swordmage makes a single melee attack. If it successfully hits, the target is teleported to another location within melee range of the swordmage. If the destination location is inherently dangerous to the target (open air or a pool of acid), the target gains a Will save to negate the teleport. If the swordmage has the Aegis of Shielding, this attack may be used in combination with the swordmage’s Aegis retribution even if the target is out of melee range.


Greater Invocations

Blade Invocations

  • Blade Bolt (5th): As Whirling Blade, but the blade causes electricity damage and the range increment is 60’. Benefits from Blade invocations apply.
  • Greater Elemental Blade (6th): As the Elemental Blade invocation, but may choose acid, cold, electricity, fire, force, negative energy, positive energy, or sonic damage.
  • Improved Elemental Blade (Force) (6th): All attacks made with the swordmage’s weapon are changed to force damage. Additionally, the target(s) must make a Reflex save or be knocked prone.
  • Improved Elemental Blade (Sonic) (6th): All attacks made with the swordmage’s weapon are changed to sonic damage. Additionally, the target(s) must make a Fortitude save or be deafened for one round.

Common Invocations

  • Lightning Charge (6th): The swordmage charges through his foes as he becomes a streak of lightning. While charging, he can move up to double his normal speed, does not provokes attacks of opportunity, and can move through enemies. This charge does not need to be a straight line, but the swordmage must end in an open space unoccupied by enemies at least 15’ away from where he started. Every enemy he passes through takes 2d8 points of damage. Reflex save for half damage.
  • Mage Flight (6th): Gain a fly speed equal to land speed with good maneuverability for 24 hours.
  • Unerring Parry (5th): If the swordmage is successfully attacked, the swordmage may take an immediate action and reduce the damage by half.


Master (Dark) Invocations

Blade Invocations

  • Bane Blade (8th): The swordmage’s blade gains the bane quality to a single creature type when invoked. Any subsequent applications of the invocation change the creature type.
  • Improved Elemental Blade (Positive Energy) (8th): All attacks made with the swordmage’s weapon are changed to positive energy damage. Additionally, all melee attacks to undead increase by one die type. (Longsword’s d8 becomes a d10.) When used against living targets, the sword heals as much damage as it causes, thus causing no damage.
  • Improved Elemental Blade (Negative Energy) (8th): All attacks made with the swordmage’s weapon are changed to negative energy damage. Additionally, all attacks made to living or positive energy creatures siphons a bit of life force and gives it to the swordmage, healing him 1d6 points of damage per attack. When wielded against undead and negative energy creatures, this heals the undead target 1d6 points of damage and turns the normal damage of the weapon on the wielder.
  • Intangible Blade (8th): Sword gains the brilliant energy quality, but instead does damage from one energy type, as Greater Elemental Blade.
  • Master Elemental Blade (8th): As Greater Elemental Blade, but the weapon also gains the Energy Burst weapon quality.

Common Invocations

  • Circle of Devastation (7th): The swordmage creates a burst of force causing 1d8 + Intelligence modifier force damage to all enemies within 10’. If the targets fail a Fortitude save, they are knocked back 15’. If the save is successful, they take half damage and are unaffected by the knockback. If the swordmage has the Aegis of Shielding, they may use this as part of their Aegis retribution, using the protected ally is the originating source of the blast. The benefit from Blade invocations apply.
  • Maelstrom Blade: The swordmage creates a burst of energy that hits all enemies within 5’ and causes 1d8 damage each fire, electricity, and sonic damage, for a total of 3d8 damage. A successful reflex save halves the damage. If the swordmage has the Aegis of Assault, he may use this invocation instead of the normal attack provided by the Aegis retribution.
  • Mage Step: Self only teleport, as the spell. The swordmage is limited to locations he has visited.
  • Thundering Burst: The swordmage issues an echoing thunderder clap with his blade, causing 2d8 sonic damage to all creatures (including allies) within 5’. Additionally, if the targets move away from the swordmage, they suffer an additional 2d8 sonic damage. This effect lasts 1 round and the secondary damage is determined on an individual basis. If the target moves closer to the swordmage, stays in the swordmage’s melee range, or the swordmage moves away, no secondary damage occurs. If the swordmage has the Aegis of Ensnaring, the target is also limited to half movement. A successful Fort save halves the secondary damage and negates the speed limitation. The benefit from Blade invocations apply.

Swordmage Feats

Binding Ensarement (Swordmage)
Prerequisite: Swordmage level 15
Benefit: When the swordmage uses his aegis of ensnarement to teleport a target, the target is unable to move from his current square for one round. This is avoided if the target makes his saving throw against the teleportation effect.

Charging Aegis (Swordmage)
Prerequisite: Swordmage level 15
Benefit: If the swordmage makes a charge attack and hits an enemy, he may apply his aegis as a free action to the target after his attack, rather than immediately ending his turn. After the free action is spent, the swordmage’s turn ends.

Escalating Assault (Swordmage)
Prerequisite: Swordmage with aegis of assault.
Benefit: Each time the swordmage makes an attack granted by his aegis of assault, he gains a cumulative +1 insight bonus on the next aegis retaliation triggered by the same target. The maximum bonus granted by this ability is +3, which resets to 0 when the target dies, the swordmage chooses a new aegis target, or the swordmage is rendered unconscious.

Extended Teleportation (Swordmage)
Prerequisite: Swordmage
Benefit: When the swordmage uses a teleport invocation, he can add 5’ to the distance teleported.

Grasping Ensnarement (Swordmage)
Prerequisite: Swordmage with aegis of ensnarement.
Benefit: When the swordmage uses his aegis of ensnarement to teleport a target, the target is also reduced to half movement for one round. This is avoided if the target makes his saving throw against the teleportation effect.

Greater Aegis of Shielding (Swordmage)
Prerequisite: 7th level, swordmage with aegis of shielding.
Benefit: When the swordmage uses his aegis of shielding to reduce the damage from an enemy’s attack, he reduces the damage by an additional 5 points.

Improved Invocation Critical (Swordmage)
Prerequisite: Swordmage, 15th level, Str 17 or Con 17
Benefit: When making melee attacks with a swords or sword-like weapons in conjunction with invocations, the swordmage gains the benefits of the Improved Critical feat.

Intelligent Blademaster (Swordmage)
Prerequisite: Swordmage, Base attack +1
Benefit: The swordmage can use his intelligence modifier instead of his strength modifier when making melee attacks with swords and swordlike weapons. This only applies to a swordmage's rolls to hit, but not damage rolls.

Rapid Aegis Reaction (Swordmage)
Prerequisite: Swordmage, level 15
Benefit: The first application of a swordmage retribution is treated as a free action and does not use the swordmage’s immediate action for the round. The second application of the swordmage’s aegis retribution is treated as normal.

Retributive Shield (Swordmage)
Prerequisite: Swordmage with aegis of shielding.
Benefit: When the swordmage reduces damage taken by an ally with his aegis of shielding, he gains a +2 insight bonus to the attacks and damage rolls against the triggering enemy made on the following turn.

Progression Chart for Warlock Comparison

Table

Level Base Attack Fort Save Ref Save Will Save Special Invocations
1 +0 +0 +0 +2 Swordmage Aegis, Swordbond,
Least Invocations
1
2 +1 +0 +0 +3 Astute Defense 1
3 +2 +1 +1 +3 Detect Magic
Swordmage Warding
2
4 +3 +1 +1 +4 Swordbond (60' range) 2
5 +3 +1 +1 +4 Energy Resistance +5 2
6 +4 +2 +2 +5 Lesser Invocations
Swordbond (repair)
3
7 +5 +2 +2 +5 Improved Warding 3
8 +6/+1 +2 +2 +6 Swordbond (swift) 4
9 +6/+1 +3 +3 +6 Double Aegis 4
10 +7/+2 +3 +3 +7 Greater Invocations
Aegis (60')
4
11 +8/+3 +3 +3 +7 Energy Resistance +5 5
12 +9/+4 +4 +4 +8 Swordbond (1 mi) 5
13 +9/+4 +4 +4 +8 6
14 +10/+5 +4 +4 +9 Greater Warding 6
15 +11/+6/+1 +5 +5 +9 Extended Aegis 6
16 +12/+7//+2 +5 +5 +10 Master (Dark) Invocations 7
17 +12/+7/+2 +5 +5 +10 7
18 +13/+8/+3 +6 +6 +11 Energy Resistance +5 8
19 +14/+9/+4 +6 +6 +11 8
20 +15/+10/+5 +6 +6 +12 Master's Aegis 8
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