Telekinetic Sword Mage (5e Class)

From D&D Wiki

Jump to: navigation, search

Blade Mage[edit]

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.

Telekinetic Abilities[edit]

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[edit]

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[edit]

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.

Class Features

As a Sword Mage you gain the following class features.

Hit Points

Hit Dice: 1d8 per Sword Mage level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Sword Mage level after 1st

Proficiencies

Armor: Light and medium
Weapons: Simple and Martial Weapons
Tools: Tinker's Tools or Calligrapher's Supplies
Saving Throws: Intelligence, Wisdom
Skills: Pick 2 from Arcana, Acrobatics, Deception, Investigation, Insight, Intimidation, History, Perception.

Equipment

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.

Table: The Sword Mage

Level Proficiency
Bonus
Features Imbued swords Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Call To Arms, Sword Study 1 0 -
2nd +2 Techniques of the Blade, Spellcasting 1 2 2 2
3rd +2 Arts of Swordsmanship Archetype 1 2 3 3
4th +2 Ability Score Improvement 2 2 3 3
5th +3 Telekinetic Mastery 2 2 4 4 2
6th +3 Sword Mage Archetype Feature 2 2 4 4 2
7th +3 Technique 2 2 5 4 3
8th +3 Ability Score Improvement 3 3 5 4 3
9th +4 Sword Mage Archetype Feature, Technique 3 3 6 4 3 2
10th +4 Extra Sword 3 3 6 4 3 2
11th +4 Sword Mage Archetype Feature 3 3 7 4 3 3
12th +4 Ability Score Improvement 4 3 7 4 3 3
13th +5 Sword Mage Archetype Feature 4 3 8 4 3 3 1
14th +5 Technique 4 4 8 4 3 3 1
15th +5 Extra Sword 4 4 9 4 3 3 2
16th +5 Ability Score Improvement 5 4 9 4 3 3 2
17th +6 Sword Mage Archetype Feature 5 4 10 4 3 3 3 1
18th +6 Last Attempt, Technique 5 4 10 4 3 3 3 1
19th +6 Ability Score Improvement 5 4 11 4 3 3 3 2
20th +6 Living Steel 6 4 11 4 3 3 3 2

Call To Arms[edit]

At 1st level, you are able to conjure a one handed weapon, (this does count as concentration while weapons are "active"), equivalent to reaching out with a psychic hand and equipping the weapon mentally as a spellcaster. 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 or against different creatures all getting there own attack, you cannot attack alongside these weapons so its either or, you cannot use these swords as part of an opportunity attack or reaction unless stated by a technique. You use your Intelligence Modifier when attacking with the imbued swords, damage of the conjured swords are equal to your Sword Study and your casting modifier. You are proficient with your conjured weapons and proficiency applies to attacks as well ( to hit not to damage ). Your imbued weapons do not occupy a space and can not be used to flanking opportunity. They also have to be within 20 feet of the user, otherwise, they will lose their imbued state and dissipate.

This ability counts as 1 Attunement slot

The weapons have an AC of 8+Int modifier and 1 hp. If the weapon is dealt damage the caster can take the damage in the weapons place. The weapons can't be grabbed.

Sword Study[edit]

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 all equipped weapons and apply this bonus. The bound weapon becomes imbued with additional bonus attack damage equal to 1d4 as it bonds with you, sharing its memories. This raises to 1d6 at 5th level, 1d8 at 8th level, 1d10 at 12th level, and 1d12 at 20th level. All bonded weapons are considered magical when it comes to bypassing non-magical immunity. 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 take a long rest.

Bound weapons can be recalled back to you with a bonus action.

Techniques of the Blade[edit]

At 2nd level you have practiced the way of the blade as you go about in your adventures to decimate enemies when they least expect it. You learn 2 Techniques of your choice, you gain an additional Technique at 7th level and again at 9th level, 12th level, 14th level, and 18th level. You cannot select the same technique multiple times.

Arts of Swordsmanship[edit]

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 6th level, 9th level, 11th level, 13th level, and 17th level.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 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.

Telekinetic Mastery[edit]

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 at will without the use if a spell slot.

Extra Sword[edit]

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 with your Sword Study ability at 7th, 11th, 15th level, 20th.

Last Attempt[edit]

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 of each weapons abilities. At your 18th level, as an action, you can make one attack roll against one Large creature or larger. If you hit, the enemy has to make a Constitution saving throw Spell Save DC. If it fails, it takes 12d8 magical slashing damage and any other extra damage generated from the weapons you use. It takes half on a successful save, but the effects of the elements still take effect. You can use this feature once per long rest.

Living Steel[edit]

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).

The Art of the Duelist[edit]

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 personally attack alongside your imbued weapons. This counts as a Bonus action.

Sword Armor

At 6th 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 and cannot be used in an attack. You may place a sword to an ally to help take on damage as a bonus action on your turn. (If using the two-handed technique, you get +2 instead.)

Telekinetic Sharpness

If you chose the Art of the Duelist, at 9th level your bonded swords wound enemies through great tactical prowess. Enemies have to make a Constitution Saving Throw against your spell save DC or become wounded, taking "Sword Study" damage dice as bleeding damage at the beginning of their turns for 1d4 rounds.

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 increase the base damage output of all your swords by one step, this includes the weapon you have naturally equipped in your hands. For example, if your short sword deals 1d6, you increase it to 1d8 (1d4, 1d6, 1d8, 1d10, 1d12, 2d6, 2d8).

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. Your bonded swords have advantage on attacks against dragons, celestials, beasts, giants and monstrosities.

The Art of the Mage[edit]

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.

Increased skill

At 3rd level, You are able to gain an additional technique.

A Touch of Magic

At 6th level, your way with the Weave of magic affects your parties weapons. 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. If you are proficient with their weapon, you can add your "Sword Study" Damage die to the damage. Limit equals Spell casting Modifier.

Weapon Storm

At 9th level, you can use an action to make all your weapons storm around in a 10 feet radius. This uses concentration. 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 x number of swords + your ability modifier + 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 levitate as a reaction. You can use this feature equal to your proficiency modifier every long rest.

Mage's Countermeasures

At 17th 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. You can use this feature equal to your proficiency modifier every long rest.

Spellcasting[edit]

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.

Spell Slots[edit]

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.

Spellcasting Ability[edit]

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

Techniques[edit]

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.

Mind over Body

Can use Int instead of Con for concentration checks

Fast Re-imbuement

Can re-imbue with weapon as a bonus action

Mastery Of Weapon Fighting

Allows you to imbue one extra weapon, this weapon also gets proficiency to attack and ability modifier to damage.

Chains Of Binding

Bonus action, you can shoot out chains from your hands and attempt to grapple an enemy up to 60 feet away. This uses your spells save DC. 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 can use this feature once per long rest.

Shielded

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.

Retaliation

Sometimes the enemy wins, but always having the last laugh is what you aim for in every battle. If an enemy attacks you 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.

Vacuum Blade

When you hit a creature with one of your bound weapons, you can move that creature in a straight line 5 feet closer to the weapon.

Hidden Blade

While an enemy focuses onto you, you can make a Stealth check to one of your swords as a bonus action. 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.

Parry

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.

Disarm

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. Can only be used if sword is within 5 ft.

Tendon Swipe

As a reaction, you can make an opportunity attack against a creature that reduces their speed by half but deal no damage. You must be no more than 5ft from a blade.

Life steal edge

Your blades heal you for each strike they land equal to the Sword Study damage bonus, this bonus damage is considered temp HP. This changes your bonus damage to Necrotic. You can use this feature once per long rest.

Blade Magic

You are able to use your bonded blades as if a familiar you are able to cast touch spells through the bonded blades but only 1 blade per turn.

Long Range

Your training has increased the range at which you are connected to your weapons. You can control your weapons at a 40ft range.

Over Sized Weapons

Prerequisite: Two Handed Weapons

You can now imbue over sized weapons (this counts as 3 blades).

Sword Mage Spell List[edit]

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

2nd Level

Cloud of Daggers, Darkness, Zone of Truth, Shadow Blade, Hold Person, Invisibility, Levitate, Locate Object, Magic Weapon, Misty Step, See Invisibility, Pass Without Trace, 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

Multiclassing[edit]

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


Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: