Sword Mage, Variant (5e Class)
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Though called a sword mage, they're able to use almost any weapon they so desire. They're a unique ranged warrior who has learned to manipulate their weapons to become vessels for their own bidding, which they use to annihilate their foes. They do not dirty their own hands with the blood of their enemies but rather fight from a distance, even though some still like to get messy themselves.
The Life Of A Sword Mage
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 became familiar by taking the time and studying it, they could make attacks with it.
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. So ask yourself: How did you begin to uncover the secrets of weapon telekinesis? What led you to peruse this fighting style? Were you a fighter before you discovered these arcane art? Or were you a scholar first? Did someone else teach you or were you self taught? What motivates you to fight and continue your studies? Why was a specific weapon your first?
- 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
Weapons: Simple Weapons, Shortswords, Longswords, Hand crossbow
Saving Throws: Intelligence, Wisdom
Skills: Pick 2 from Arcana, Investigation, Insight, History, Perception.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A Spear or (b) A Javelin or (c) A Handaxe
- (a) Short Sword or (b) Hand crossbow or (c) Long Sword
- (a) A Scholar's Pack or (b) A Diplomat's Pack
- If you are using starting wealth, you have 3d6 x10 in funds.
|1st||+2||0||Call To Arms, Weapon Studier|
|3rd||+2||2||Advance Technique Archetype|
|4th||+2||2||Ability Score Improvement|
|5th||+3||2||Telekinetic Improvments, Extra Weapon|
|6th||+3||2||Ability Score Improvement|
|7th||+3||4||Archetype Feature, Technique|
|8th||+3||4||Ability Score Improvement, My Friends|
|10th||+4||4||Archetype Feature, Extra Weapon|
|12th||+4||6||Ability Score Improvement, Technique, Ability Score Improvement|
|14th||+5||6||Ability Score Improvement|
|16th||+5||6||Ability Score Improvement|
|19th||+6||8||Ability Score Improvement|
Call To Arms
At 1st level, you are able to use your action to imbue a weapon that is not currently equipped or enchanted with magic. (Your Intelligence bonus is your initial weapon imbuement limit.)This is akin to the Sword Mage reaching out with a psychic hand and equipping the weapon mentally. The weapon must be one handed or able to be thrown that your familiar/proficient with. You are able to move the imbued weapons up to 30 feet per turn. You can use your Action to attack with all imbued weapons simultanously instead of attacking yourself; this does not count as Attack Action in regards to using your Bonus Action for attacking when you engage in Two-Weapon Fighting. You use your Intelligence modifier rather than Strength or Dexterity when attacking. If you are proficient with the weapon in question, proficiency applies on attacks as well. Your imbued weapons do not occupy a space nor can they provide opportunity attacks or flanking opportunity. They also have to be within 60 feet of the user, otherwise they will lose their imbued state and fall to the floor. Imbuement does not require physical contact.
At 1st level, you are able to study a weapon and become familiar with it over the course of an hour. Note: Becoming familiar with a weapon does not grant you proficiency with it.
At 2nd, 7th, 12th, 17th, and 20th level you gain two techniques of your choice. You may change one Technique once per level gained. You can not have multiple of the same technique.
Advanced Technique Archetype
At 3rd level, you choose an archetype that you strive to emulate in your combat style and techniques. It grants you a feature at 3rd level, and again at 7th, 10th, and at 15th.
Ability Score Increase
When you reach 4th level, and again at 6th, 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.
At 5th level, you begin to use your telekinetic powers in daily life, being able to pick up and interact with objects you're unfamiliar with up to 15 pounds in a 30 feet radius around you. At 11th level this increases to 25 pounds and 40 feet, and at 18th level increases to 50 pounds and 80 feet. You cannot use this on a living creature or animated object.
At 5th and 10th level you gain the ability to imbue and use another weapon.
At 8th level, you can soul bind up to as many weapons equal to your intelligence modifier at once to yourself taking 30 minutes per weapon (see Fighter: Eldritch Knight Weapon Bond).
At 9th level, time spent gaining proficiency with tools and weapons and time spent attuning to items is now halved.
At 13th level, your control over weapons is incredibly focused. Once per turn if you roll a 1 or 2 on an attack roll, you can re-roll the attack. You must take the results of the second roll.
At 20th level, once per long rest you push yourself to your limits to form a storm of weapons, debris, and items. You disarm all creatures of any held items centered on your self in a 60 feet radius, as well as dealing 20d6 Slashing damage and 20d6 bludgeoning damage to all creatures. You gain one point of exhaustion.
Close And Personal Archetype
While some Sword Mages like to attack from afar. you have chosen to get personal with your foe.
- One With Weapons
At 3rd level, you are able to attack personally along with your imbued weapons as part of one action and gain proficiency with 3 martial weapons of your choice.
- Reinforced Body
Additionally 3rd level, you gain 6 additional hit points and gain 2 more hit points for every level you take in this class.
- Mage's Armor
At 7th level, you can add your Intelligence to your AC when you are not wearing any armor. A shields benefits apply normally.
- Personal Attack
At 10th level, you can make one additional attack with your held weapon.
- Weapon Breaker
At 15th level, you imbue a melee weapon with all your energy and make only one attack at the target your attack gains +10 to hit and +50 to damage. That weapon breaks after you attack whether if its a hit or miss.
Distant Striker Archetype
More often, mages like to keep their hands clean from afar, torturing their enemies and watching them squirm.
- Another For The Flock
At 3rd level, you gain an additional imbued weapon to fight alongside you. Your weapons also gain an additional 10 feet of movement.
- My Swords Are Magic
At 7th level, your non-magical weapons gain +1 to attack and damage and you gain the ability to imbue magical weapons that require attunement.
- Slowing Assault
At 10th level, you can use your reaction to slow an enemies' weapon that you are familiar with invoking disadvantage, or reduce the damage on a projectile by 1d10 + Intelligence modifier + proficiency.
- Last Of The Flock
At 15th level, you gain an additional imbued weapon to fight alongside you. All imbued weapons gain ability modifier to damage and gain an additional 10 feet of movement.
- Just One More
Allows you to imbue one extra weapon.
You are able to attack with improvised weapons dealing 1d6 damage of the appropriate type.
- Chains Of Binding
You can imbue rope or chains to try and bind your enemies. Target must make a Dexterity saving throw vs your DC. On failure, the target becomes immobilized.
Be able to imbued a shield that floats around you or an ally granting the shields bonus. You or the ally can't have a shield currently held to gain the bonus AC.
- Ranged Weapons
Prerequisite: Two Handed Weapons
You have the ability to imbue two-handed ranged weapons that you are familiar/proficient with.
- Two Handed Weapons
You have the ability to imbue two-handed weapons that you are familiar/proficient with. Versatile weapons will also be considered two-handed when imbued.
- Over Sized Weapons
Prerequisite: Two Handed Weapons
You can now imbue over sized weapons.
- Magical Weapons
Prerequisite: Level 7
Imbued Weapons are now considered magic. Add 1d4 force Damage to the weapon damage.
- Elemental Weapons
Prerequisite: Magical Weapons
Turn all imbued weapon damage into an elemental damage of your choice.
- My Small Army
When imbuing undersized weapons/ammunition the damage becomes d4 and you may imbue twice as many weapons that you normally could after techniques apply. (I.E. You can imbue 4 darts, a longsword and 2 darts or two longswords)
You may attempt to use an action to disarm an enemy if they are wielding a weapon your familiar with. The target must roll a Strength saving throw vs your spell DC (8 + Proficiency + Intelligence modifier).
- Tendon Slash
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.
- Assisted Flank
When an enemy is flanked your weapons gain advantage as well.
- All or nothing.
You can make only a single attack roll to see if all your attacks hit or miss. You must announce this before rolling.
- Hypnotic Wall Of Weapons
Prerequisite: Level 11
You can cast the spell "Blade Barrier" as a 6th level spell within 60 feet of you once. You regain use of this technique after a long rest.
Prerequisites. To qualify for multiclassing into the Sword Mage class, you must meet these prerequisites: Intelligence score of 15 or higher
Proficiencies. When you multiclass into the Sword Mage class, you gain the following proficiencies: History and Arcana