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Životy

Kostky životů 1d8 za úroveň

Odbornosti

CON , INT

Swordmage

Úroveň Bonus odbornosti Vlastnosti Blade Magic Uses Cantrips Known Spells Known
1 + 2 Spellcasting Arcane Weapon 0 2 2
2 + 2 Spellcasting Arcane Weapon 2 2 3
3 + 2 Spellcasting Arcane Weapon 2 2 4
4 + 2 Spellcasting Arcane Weapon 2 2 4
5 + 3 Spellcasting Arcane Weapon 3 2 5
6 + 3 Spellcasting Arcane Weapon 3 2 5
7 + 3 Spellcasting Arcane Weapon 3 2 6
8 + 3 Spellcasting Arcane Weapon 3 2 6
9 + 4 Spellcasting Arcane Weapon 4 2 7
10 + 4 Spellcasting Arcane Weapon 4 3 7
11 + 4 Spellcasting Arcane Weapon 4 3 8
12 + 4 Spellcasting Arcane Weapon 4 3 8
13 + 5 Spellcasting Arcane Weapon 5 3 9
14 + 5 Spellcasting Arcane Weapon 5 4 9
15 + 5 Spellcasting Arcane Weapon 5 4 10
16 + 5 Spellcasting Arcane Weapon 5 4 10
17 + 6 Spellcasting Arcane Weapon 6 4 11
18 + 6 Spellcasting Arcane Weapon 6 4 11
19 + 6 Spellcasting Arcane Weapon 6 4 12
20 + 6 Spellcasting Arcane Weapon 6 4 12

Spell Slots per Spell Level

Úroveň Bonus odbornosti Vlastnosti 1st 2nd 3rd 4th 5th
1 + 2 Spellcasting Arcane Weapon 2 0 0 0 0
2 + 2 Spellcasting Arcane Weapon 2 0 0 0 0
3 + 2 Spellcasting Arcane Weapon 3 0 0 0 0
4 + 2 Spellcasting Arcane Weapon 3 0 0 0 0
5 + 3 Spellcasting Arcane Weapon 4 2 0 0 0
6 + 3 Spellcasting Arcane Weapon 4 2 0 0 0
7 + 3 Spellcasting Arcane Weapon 4 3 0 0 0
8 + 3 Spellcasting Arcane Weapon 4 3 0 0 0
9 + 4 Spellcasting Arcane Weapon 4 3 2 0 0
10 + 4 Spellcasting Arcane Weapon 4 3 2 0 0
11 + 4 Spellcasting Arcane Weapon 4 3 3 0 0
12 + 4 Spellcasting Arcane Weapon 4 3 3 0 0
13 + 5 Spellcasting Arcane Weapon 4 3 3 1 0
14 + 5 Spellcasting Arcane Weapon 4 3 3 1 0
15 + 5 Spellcasting Arcane Weapon 4 3 3 2 0
16 + 5 Spellcasting Arcane Weapon 4 3 3 2 0
17 + 6 Spellcasting Arcane Weapon 4 3 3 3 1
18 + 6 Spellcasting Arcane Weapon 4 3 3 3 1
19 + 6 Spellcasting Arcane Weapon 4 3 3 3 2
20 + 6 Spellcasting Arcane Weapon 4 3 3 3 2

Kouzla třídy

vorpal arrow|kibblestasty:cc vorpal weapon|kibblestasty:cc martial steel wind strike|kibblestasty:cc gale shot|kibblestasty:cc dimension cutter|kibblestasty:cc whirling conflagration|kibblestasty:cc lightning shot|kibblestasty:cc crushing singularity|kibblestasty:cc wind cutter|kibblestasty:cc vacuum pull|kibblestasty:cc iron wind strike|kibblestasty:cc gravity surge|kibblestasty:cc fling|kibblestasty:cc burning weapon|kibblestasty:cc alacrity|kibblestasty:cc seeking projectile|kibblestasty:cc lightning tendril|kibblestasty:cc multishot|kibblestasty:cc fall|kibblestasty:cc arcane weapon|kibblestasty:cc Acid Splash arcing weapon|f:sm Blade Ward booming blade|tce burning weapon|f:sm Fire Bolt freezing weapon|f:sm frostbite|xge green-flame blade|tce Light lightning lure|tce Mage Hand Mending Message mind weapon|f:sm Poison Spray Prestidigitation protective blade|f:sm Ray of Frost Shocking Grasp sword burst|tce True Strike vampiric weapon|f:sm absorb elements|xge Burning Hands Chromatic Orb corrosive swordburst|f:sm Detect Magic ensnaring pull|f:sm Expeditious Retreat Feather Fall ice knife|xge Identify Mage Armor Magic Missile predictive blade|f:sm Protection from Evil and Good Shield stone weapon|f:sm Thunderwave venomous strike|f:sm Blur Darkness Darkvision Enhance Ability Enlarge/Reduce electrifying swordburst|f:sm far strike|f:sm isolating strike|f:sm Magic Weapon Mirror Image Misty Step See Invisibility shadow blade|xge Shatter synaptic strike|f:sm blade storm|f:sm Blink Counterspell dimensional retaliation|f:sm Dispel Magic Elemental Weapon flaming swordburst|f:sm Fly frigid strike|f:sm Haste Protection From Energy spirit shroud|tce thunder step|xge withering strike|f:sm Banishment Dimension Door dimensional vortex|f:sm festering blade|f:sm fiery charge|f:sm Fire Shield quaking swordburst|f:sm Stoneskin far step|xge nightmare swordburst|f:sm prismatic blade|f:sm shocking blade|f:sm steel wind strike|xge Teleportation Circle time warp|f:sm force bolt|kibblestasty:cc arctic breath|kibblestasty:cc crashing wave|kibblestasty:cc gale bolt|kibblestasty:cc electrify|kibblestasty:cc entomb|kibblestasty:cc nauseating poison|kibblestasty:cc stone fist|kibblestasty:cc thunder punch|kibblestasty:cc water blast|kibblestasty:cc cold snap|kibblestasty:cc crackle|kibblestasty:cc dancing wave|kibblestasty:cc hurricane slash|kgs poison dart|kibblestasty:cc seeking orb|kibblestasty:cc star dust|kibblestasty:cc spider bite|kibblestasty:cc aero barrage|kibblestasty:cc force blade|kibblestasty:cc acid splash|xphb blade ward|xphb fire bolt|xphb light|xphb mage hand|xphb mending|xphb message|xphb poison spray|xphb prestidigitation|xphb ray of frost|xphb shocking grasp|xphb true strike|xphb burning hands|xphb chromatic orb|xphb detect magic|xphb expeditious retreat|xphb feather fall|xphb identify|xphb mage armor|xphb magic missile|xphb protection from evil and good|xphb shield|xphb thunderwave|xphb blur|xphb darkness|xphb darkvision|xphb enhance ability|xphb enlarge/reduce|xphb magic weapon|xphb mirror image|xphb misty step|xphb see invisibility|xphb shatter|xphb blink|xphb counterspell|xphb dispel magic|xphb elemental weapon|xphb fly|xphb haste|xphb protection from energy|xphb banishment|xphb dimension door|xphb fire shield|xphb stoneskin|xphb teleportation circle|xphb

Vlastnosti třídy

Úroveň 1

Spellcasting
Arcane Weapon

Úroveň 10

Favored Spell

Úroveň 11

Swordmage Tradition feature

Úroveň 12

Ability Score Improvement
Proficiency Versatility

Úroveň 14

Spell Parry

Úroveň 15

Swordmage Tradition feature

Úroveň 16

Ability Score Improvement
Proficiency Versatility

Úroveň 18

Spellsword Supreme

Úroveň 19

Ability Score Improvement
Proficiency Versatility

Úroveň 2

Blade Magic

Úroveň 20

Swordmage Tradition feature

Úroveň 3

Swordmage Tradition

Úroveň 4

Ability Score Improvement
Proficiency Versatility

Úroveň 5

Greater Blade Magic

Úroveň 6

Magical Armory

Úroveň 7

Swordmage Tradition feature

Úroveň 8

Ability Score Improvement
Proficiency Versatility

Vývoj čaroděje

Vývoj čaroděje: artificer

Odbornosti

Armor

light

medium

Weapons

simple

martial

Skills

Počáteční vybavení

(a) two martial weapons or (b) a longbow and a quiver of 20 arrows

Vlastnosti třídy

Spellcasting (Level 1)

Unlike a wizard, you inscribe your chosen weapon with a handful of spells to augment your fighting style. You channel your magic through your Arcane Weapon, which appears to others as if you're producing magical wonders as you fight. See chapter 10 for the general rules of spellcasting.

Weapon Required

You produce your swordmage spell effects through your blade. You must have a spellcasting focus-specifically your Arcane Weapon or another weapon-in hand when you cast any spell with this Spellcasting feature (meaning the spell has a material component when you cast it).

Cantrips

At 1st level, you know two cantrips of your choice from the swordmage spell list. At higher levels, you learn additional swordmage cantrips of your choice, as shown in the Cantrips Known column of the swordmage table.

When you gain a level in this class, you can replace one of the swordmage cantrips you know with another cantrip from the swordmage spell list.

Spell Slots

The Swordmage table shows how many spell slots you have to cast your Swordmage spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the Swordmage spell list.

The Spells Known column of the Swordmage table shows when you learn more Swordmage spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Swordmage spells you know and replace it with another spell from the Swordmage spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your swordmage spells, since your magic reflects your arcane studies. 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 swordmage spell you cast and when making an attack roll with one.

Spell

Spell

Spellcasting Focus

You can use your Arcane Weapon as your spellcasting focus for swordmage spells.

Arcane Weapon (Level 1)

At 1st level, you learn a ritual that magically transforms one weapon into your magical conduit. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and transform it into your Arcane Weapon. The chosen weapon becomes your spellcasting focus for your swordmage spells.

  • If your Arcane Weapon is within a mile of you, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

  • If your Arcane Weapon is broken or damaged, you can spend 1 hour to magically repair the weapon.

  • Your Arcane Weapon can shed bright light in a 5-foot radius and dim light for an additional 5 feet. As an action, you can turn the light off or on.

  • If your Arcane Weapon lacks the two-handed property, and you are wielding it in one hand with another hand free, then you gain a magical +1 bonus to your AC. If you use two hands to make an attack with your Arcane Weapon, then you lose this magical bonus until the start of your next turn.

If you attempt to bond with another weapon, you must break the bond with your current Arcane Weapon.

Blade Magic (Level 2)

Starting at 2nd level, you can seamlessly blend your magic and blade work. After you use your action to cast a spell, you can make one weapon attack as part of the same action.

Once you have used Blade Magic the number of times shown for your swordmage level in the Blade Magic Uses column of the Swordmage table, you must finish a long rest before you can use Blade Magic again.

Swordmage Tradition (Level 3)

When you reach 3rd level, you choose a tradition that reflects your magical specialization.

Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features also include aegis spells and an aegis.

Aegis Spells

Each swordmage tradition has a list of additional spells that you automatically learn at the denoted levels. The spells counts as Swordmage spells for you, but do not count against the number of Swordmage spells you know.

Aegis

Your swordmage tradition gives you a powerful dweomer called an Aegis. Each Aegis provided by your tradition explains how to use it. You must then finish a short or long rest to use your Aegis again.

The saving throw DC for your Aegis effects is equal to your swordmage spell save DC.

Ability Score Improvement (Level 4)

When you reach 4th 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.

If your DM allows the use of feats, you may instead take a feat.

Proficiency Versatility (Level 4)

4th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Greater Blade Magic (Level 5)

Starting at 5th level of this class, after you use your action to cast a cantrip, you can make one weapon attack as part of the same action without expending a use of Blade Magic.

Magical Armory (Level 6)

At 6th level, you can bind equipment to yourself in the same ritual you use to transform a weapon into your Arcane Weapon. You can bind a number of equipment equal to your proficiency bonus. If the equipment belongs to another creature, then the ritual fails if the creature doesn't consent to the ritual. If you attempt to bond with another equipment beyond your maximum limit, you must break the bond with one of the other items.

If your Arcane Weapon or any bound equipment are on the same plane of existence as you, you can summon any number of them as a bonus action on your turn, causing the bound equipment to teleport to you, and instantly equipping the items in the process. If any of the bound equipment belongs to another creature, and that creature is within 30 feet of you, then the item is equipped to that creature. If the equipper has another item equipped, then the previously equipped item falls to the ground as part of this action. If the equipper isn't willing, then the summoned item falls to the ground.

Swordmage Tradition feature (Level 7)

At 7th level, you gain a feature from your Swordmage Tradition.

Ability Score Improvement (Level 8)

When you reach 8th 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.

If your DM allows the use of feats, you may instead take a feat.

Proficiency Versatility (Level 8)

8th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Favored Spell (Level 10)

By 10th level, after much practice and study, you have mastered the art of combining a specific spell with your blade. Choose a swordmage spell that you know. You can use Blade Magic when casting that spell without expending a use of Blade Magic.

By spending 8 hours in study, you can change your Favored Spell that you chose for a different swordmage spell.

Swordmage Tradition feature (Level 11)

At 11th level, you gain a feature from your Swordmage Tradition.

Ability Score Improvement (Level 12)

When you reach 12th 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.

If your DM allows the use of feats, you may instead take a feat.

Proficiency Versatility (Level 12)

12th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Spell Parry (Level 14)

At 14th level, when you see a creature within 60 feet of you cast a spell, you can use your reaction to interrupt their spell with your weapon. The spell must target only a single creature within 15 feet of you. Make a weapon attack roll against the caster's spell save DC. On a success, the caster's spell fails and has no effect.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain expended uses when you finish a long rest.

Swordmage Tradition feature (Level 15)

At 15th level, you gain a feature from your Swordmage Tradition.

Ability Score Improvement (Level 16)

When you reach 16th 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.

If your DM allows the use of feats, you may instead take a feat.

Proficiency Versatility (Level 16)

16th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Spellsword Supreme (Level 18)

Starting at 18th level, you have mastered the art of blending together sword and spell. If you roll initiative and have no uses of Blade Magic remaining, you regain one use of it.

Ability Score Improvement (Level 19)

When you reach 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.

If your DM allows the use of feats, you may instead take a feat.

Proficiency Versatility (Level 19)

19th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Swordmage Tradition feature (Level 20)

At 20th level, you gain a feature from your Swordmage Tradition.

Multitřídy

Požadavky multitříd

  • DEX: 13 nebo STR: 13

Získané odbornosti

Armor light , medium
Weapons simple , martial

Podtřídy

Vlastnosti podtřídy

Tradition of the Blade Summoner

Tradition of the Blade Summoner (Level 3)

Unlike other swordmages, Blade Summoner specialize in conjuring magical weapons to overwhelm foes in battle. Blade Summoners require intense focus in order to control their conjurations and their own weapon.

Aegis

When you take this archetype at 3rd level, you gain the following Aegis option:

Aegis of the Blade

As a bonus action, you create a floating magical weapon called an Aegis Blade within 30 feet of you. When you activate this aegis, you can make a melee attack against a creature within range of the weapon. On a hit, the target takes force damage equal to 1d8 + your ability modifier. The ability modifier you use for your Aegis Blade is the same modifier you use for your Arcane Weapon.

As a bonus action on your turn, you can move your Aegis Blade up to 30 feet and repeat the attack against a creature within range of it.

At higher levels of this class, the damage from your Aegis Blade increases to 2d8 at 15th level. Your Aegis Blade lasts for 1 minute, ending early if you fall unconscious or die.

Aegis Spells

You gain aegis spells at the swordmage level listed below.

Blade Summoner Spells
Swordmage LevelSpells

3rd

shield

5th

cloud of daggers

9th

blade storm

13th

fabricate

17th

animate objects

Conjure Steel

At 3rd level, you can conjure weapons out of magical energy using your knowledge of craftsmanship. You gain proficiency in smith's tools.

You can also perform a ritual over the course of 1 hour, which can be done during a short rest, to create any weapon. The weapon you create cannot be magical.

You can have a number of created weapons up to your proficiency bonus. If you are at your maximum limit of created weapons, and you attempt to create a new weapon, then you must destroy one of your previously created weapons.

Blade Parry (Level 7)

Starting at 7th level, you can use your weapon or your summoned blade to block attacks. When you see another creature hit with a melee attack and you or your Aegis Blade are within melee range of the creature, you can use your reaction to add your proficiency bonus to the attacked target's AC for that attack, potentially causing the attack to miss.

Pinning Spear (Level 11)

At 11th level, you can launch a conjured weapon to impale a foe. As an action, choose a creature within 30 feet of you. The target must make a Dexterity saving throw against your swordmage spell save DC. The target takes 4d6 piercing damage on a failed save, or half as much damage on a successful one.

Also on a failure, if the target is on solid ground or next to a solid mass (such as a wall or tree), they are restrained. The creature can use its action to make a Strength check against your swordmage spell save DC. If it succeeds, the weapon is removed and vanishes, and the creature is no longer restrained.

Once you use this feature, you can't use it again until after a short or long rest.

Sword Dash (Level 15)

When you reach 15th level, you can dimensionally follow your summoned blade. After you use your bonus action to command your Aegis Blade, you can teleport to an unoccupied space adjacent to your Aegis Blade as part of the same bonus action. The teleportation fails if your Aegis Blade is more than 60 feet from you.

Dance of Steel (Level 20)

At 20th level, as a bonus action or as part of your bonus action to activate your Aegis, you summon magical weapons that dance around you in a 15-foot aura that lasts for 1 minute. Any creature of your choice that enters the aura for the first time or starts their turn in your aura takes 4d8 slashing damage. Any creature within the aura has half cover to creatures outside of the aura, and the aura's space is difficult terrain to any creature but you.

Once you use this feature, you can't use it again until after along rest.

Tradition of the Chronomancer

Tradition of the Chronomancer (Level 3)

Some swordmages seek to master the dangerous magic of chronurgy - the manipulation of time. Fascinated by past events or altering the future, Chronomancers channel time magic to aid them in battle.

Aegis

When you take this archetype at 3rd level, you gain the following Aegis option:

Aegis of Time

As a bonus action, you can activate this Aegis to speed up time around yourself. You can take a bonus action on each of your turns. This action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. Your Aegis lasts for 1 minute, ending early if you fall unconscious or die.

Aegis Spells

You gain aegis spells at the swordmage level listed below.

Chronomancer Spells
Swordmage LevelSpells

3rd

gift of alacrity

5th

hold person

9th

slow

13th

divination

17th

temporal shunt

Time Keeper

At 3rd level, by studying chronurgy, you have a knack for historical facts. You always know how the number of hours left before the next sunrise or sunset. You gain proficiency in the History skill.

You can subtly manipulate time to improve your fortunes. You know the guidance cantrip.

Timeline Insight (Level 7)

Starting at 7th level, you can briefly peer into other timelines. Whenever you finish a short or long rest, you can gain one skill, language, or tool proficiency of your choice, as you temporarily gain the talents of a version of you in a different timeline. This proficiency lasts until you use this feature again.

When you see a creature within 30 feet of you fail an attack roll, skill check, or saving throw, you can use your reaction to find a timeline where the creature succeeds. The chosen creature can reroll, and use the better result. Once you use this feature, you can't use it again until after a short or long rest.

Impossible Step (Level 11)

At 11th level, you move so fast, it appears to outside observers that you are vanishing from one spot to the next. While your Aegis is active, and you use your bonus action to dash, you can instead teleport up to 30 feet to an unoccupied space that you can see.

Temporal Stasis (Level 15)

When you reach 15th level, you can lock a creature in a moment of time. As an action, choose a creature within 30 feet of you that you can see. If the creature is willing, then they are locked in time for 1 minute. While locked in time, the target's speed is reduced to 0, and the target can't take any actions, be affected by any other effect, and is immune to all damage. The time lock lasts for 1 minute or until you end the effect on your turn (no action required).

An unwilling creature can make a Wisdom saving throw against your swordmage spell save DC. On a success, the creature isn't affected by this feature. At the end of each turn of an unwilling, affected target, it can make a Wisdom saving throw. On a success, the time lock ends on the target.

Once you use this feature, you can't use it again until after a short or long rest.

Time Beacon (Level 20)

At 20th level, as a bonus action, you can create a beacon in time, intending to return to it if things go wrong. Keep careful track of everything that happens in this turn. At the end of your turn, you can choose to rewind time back to just after you used Time Beacon, undoing any harmful effects that happened to you during that turn including any damage you took. You also regain any expended resources spent during that turn.

Once you use this feature, you can't use it again until after a long rest.

Tradition of the Crimson Knight

Tradition of the Crimson Knight (Level 3)

By becoming a Crimson Knight, you focus your studies on necromancy and the terrifying art of blood magic. Crimson Knights are often feared for their dark magic, but not all these swordmages are evil: some use blood magic to combat greater evils, while other Blood Knights ruthlessly bend others to their will.

Aegis

When you take this archetype at 3rd level, you gain the following Aegis option:

Aegis of Terror

As a bonus action you can activate this Aegis to terrify your foes with dark magic. When you hit a creature with a melee weapon attack, you can attempt to frighten the creature. The hit creature must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. You can only successfully frighten any creature in this way once per turn. Your Aegis lasts for 1 minute, ending early if you fall unconscious or die.

Aegis Spells

You gain aegis spells at the swordmage level listed below.

Crimson Knight Spells
Swordmage LevelSpells

3rd

cause fear

5th

hold person

9th

vampiric touch

13th

festering blade

17th

hold monster

Blood Sense

At 3rd level, you can feel the flowing blood of nearby beings. As an action, you can open your awareness to detect living creatures. Until the end of your next turn, you know the location of any creature within 60 feet of you that is not behind total cover. You also know if a sensed creature is below its hit point maximum, or if the creature is diseased or poisoned. This feature does not work on undead or constructs.

Puppet (Level 7)

Starting at 7th level, your blood magic can temporarily control others. When you see a creature within 30 feet of you make an attack roll, skill check, or saving throw, you can use your reaction to impose disadvantage on the roll. If the creature is frightened of you, then they also take necrotic damage equal to your swordmage level.

This feature does not work on undead or constructs. Once you use this feature, you can't use it again until after a short or long rest.

Arcane Vitality (Level 11)

At 11th level, you can heal your wounds through sanguine magic. As a bonus action, you can expend one spell slot to regain hit points. The hit points healed is 1d10 plus your Intelligence modifier (a minimum of 1) for a 1st-level spell slot, plus 1d10 for each spell level higher than 1st.

Tides of Crimson (Level 15)

When you reach 15th level, you unleash a burst of blood magic to steal the vitality of nearby foes. As an action, choose any number of creatures within 20 feet of you. A chosen creature must succeed on a Constitution saving throw against your spell save DC. If a creature is frightened of you, then they have disadvantage on the saving throw. A creature takes 4d8 necrotic damage on a failure, and half as much on a success. You regain hit points equal to half the damage taken by the creature.

This feature does not work on undead or constructs. Once you use this feature, you can't use it again until you finish a short or long rest.

Sanguine Puppeteer (Level 20)

Beginning at 20th level, your frightful mastery of blood magic lets you control others more easily. As a bonus action or as part of your bonus action to activate your Aegis, you enhance your blood magic for 1 minute. During this time, you regain the use of your Puppet feature at the start of your turn. After you use Puppet against a creature, and if the creature isn't already frightened of you, then the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn.

Once you use this feature, you can't use it again until after a long rest.

Tradition of the Duplicitist

Tradition of the Duplicitist (Level 3)

By choosing the Duplicitist archetype, you weave illusions and enchantments to become an illusive threat. Duplicitist swordmages are often deadly assassins, admirers of the fey, cunning warriors, or mischief makers.

Aegis

When you take this archetype at 3rd level, you gain the following Aegis option:

Aegis of Deception

As a bonus action, you can activate this Aegis to become invisible until the end of your turn. For the duration of this Aegis, you can use your bonus action to gain the same benefit. The invisibility granted from your Aegis always ends early if you attack or cast a spell. Your Aegis lasts for 1 minute, ending early if you fall unconscious or die.

Aegis Spells

You gain aegis spells at the swordmage level listed below.

Duplicitist Spells
Swordmage LevelSpells

3rd

disguise self

5th

invisibility

9th

enemies abound

13th

greater invisibility

17th

mislead

Cunning Trickery

At 3rd level, you are a master at trickery. You know the minor illusion cantrip and gain proficiency in either the Deception or Stealth skill.

Beguiling Magic (Level 7)

When you reach 7th level, your slippery magic makes your subterfuge and spells difficult to resist. When you make a skill check using the proficiency you gained from your Cunning Trickery feature, you gain a bonus to the check equal to your proficiency bonus.

When a creature makes a saving throw against one of your spells, you can impose disadvantage on the saving throw as a reaction. Once you use this reaction, you can't use it again until after a short or long rest.

Master of Disguise (Level 11)

At 11th level, you can effortlessly cloak yourself in illusion. You can cast disguise self at will, without expending a spell slot.

Illusive Escape (Level 15)

Starting at 15th level, you can quickly escape from danger while leaving behind a mirror image of yourself. When you turn invisible from a spell or your aegis, you can also teleport up to 60 feet to an unoccupied space that you can see. You also leave behind an illusionary image of you that shares your AC and saving throws. A creature that uses an action to examine the image can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your swordmage spell save DC.

The image lasts until your invisibility ends or if the image is damaged.

You can use this feature a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.

Double Trouble (Level 20)

At 20th level, you weave shadows together to create a near copy of yourself. You can use your action to create a shadowy duplicate of yourself as if you had cast the simulacrum spell. The duplicate's AC equals your own AC. It has a shadowy weapon that matches the statistics of your Arcane Weapon. The duplicate cannot use Double Trouble on itself.

The shadowy duplicate fades away after 1 minute or once it falls to 0 hit points. Once you use this feature, you can't use it again until after a long rest.

Tradition of the Eldritch Sniper

Tradition of the Eldritch Sniper (Level 3)

A few, rare Swordmages forgo close quarter combat to instead focus on engaging their enemies from afar. Eldritch Snipers prefer to channel their battle magic through bows, crossbows, or anything that can be thrown.

Aegis

When you take this archetype at 3rd level, you gain the following Aegis option:

Aegis of the Sniper

As a bonus action, you can activate this Aegis to magically enhance your aim, and you gain advantage on your next ranged attack roll before the end of your turn. If the attack hits, it deals an additional 1d6 force damage. While this Aegis is active, you can use your bonus action to gain the same benefit. Your Aegis lasts for 1 minute, ending early if you fall unconscious or die.

Aegis Spells

You gain aegis spells at the swordmage level listed below.

Eldritch Sniper Spells
Swordmage LevelSpells

3rd

hail of thorns

5th

cordon of arrows

9th

conjure barrage

13th

locate creature

17th

conjure volley

Eldritch Readiness

At 3rd level, you are never left empty handed in battle. If your Arcane Weapon requires ammunition and you are out of ammunition, then mundane ammunition is magically created as needed. If your Arcane Weapon has the Thrown property, then it magically returns to your hand after you throw it.

You also gain proficiency in woodcarver tools and your choice of the Perception or Stealth skill.

Elemental Arrow (Level 7)

When you reach 7th level, you can enchant your arrows with deadly elemental magic. When you hit a creature with a ranged weapon attack, you can inflict elemental magic against the creature. You can choose from one of the following effects:

  • Acidic Arrow: The creature takes 2d8 acid damage and acid hinders their vision. The target must succeed on a Constitution saving throw against your spell save DC or be blinded until the end of your next turn.

  • Explosive Arrow: The arrow explodes in flames at it hits the creature. The target and all other creatures within 20 feet of the target each take 2d8 fire damage.

  • Frost Arrow: The creature takes 2d8 cold damage and frost begins to freeze their body. The target must succeed on a Constitution saving throw against your spell save DC or be restrained until the end of your next turn.

  • Storm Arrow: Your arrow streaks like a bolt of lightning before emitting a loud cracking of thunder. The creature takes 2d8 lightning damage and is knocked prone.

Starting at 15th level, the damage increases to 4d8 for each arrow. Once you use this feature, you can't use it again until you finish a short or long rest.

Sniper's Scout (Level 11)

At 11th level, you can use a piece of ammunition as a scrying point. As a bonus action, you can create an invisible sensor within 10 feet of a piece of ammunition or a weapon if it can be thrown. As an action, you can see and hear through the sensor as if you were there. During this time, you are deafened and blinded. The sensor moves with the ammunition, remaining within 10 feet of it. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.

You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). The effect ends early if the ammunition is destroyed or if you use this feature on another piece of ammunition.

Revealing Shot (Level 15)

Starting at 15th level, as a bonus action, you can rapidly fire a bright beacon to an unoccupied space within 120 feet of you to illuminate enemies. Each object within a 20-foot radius of the space is outlined in light. Any creature of your choice within the area must succeed on a Dexterity saving throw against your swordmage spell save DC or also be outlined in light. For 1 minute, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. If you hit an affected creature while you are under the effects of your Aegis, then the bonus damage from your Aegis increases to 2d6.

Once you use this feature, you can't use it again until you finish a short or long rest.

Death Arrow (Level 20)

At 20th level, when you hit a creature with a ranged weapon attack, you can infuse the attack with deadly necromancy. The target must make a Constitution saving throw against your spell save DC. On a failure, the target takes 8d10 necrotic damage and half as much on a success. Additionally, if this attack reduces the target to 50 hit points or fewer, the target dies.

Once you use this feature, you can't use it again until you finish a long rest.

Tradition of the Elementalist

Tradition of the Elementalist (Level 3)

Elementalists are swordmages that specialize in magic originating from the elemental planes. By binding the primal power of the planes to themselves, these swordmages become mortal embodiments of the elements. They might show minor physical manifestations of this power such as earthen skin, an ozone smell, or damp hair.

Aegis

When you take this archetype at 3rd level, you gain the following Aegis option:

Aegis of Elements

As a bonus action you can activate this Aegis to empower your blade with elemental fury. Your weapon attacks deal an additional 1d6 damage. The damage type is determined by your Elemental Attunement.

At higher levels of this class, the additional damage increases to 1d8 at 15th level. Your Aegis lasts for 1 minute, ending early if you fall unconscious or die.

Elemental Attunement

Choose one of the four great elemental planes: air, earth, fire, or water. This element becomes your Elemental Attunement. For each Elemental Attunement, you gain an associated damage type, learn a cantrip, and gain aegis spells as seen on the Elemental Attunement Table.

You can change your Elemental Attunement whenever you gain a level in this class. When you change your Elemental Attunement, you replace the benefits gained from your previous attunement to the benefits gained by your new attunement.

Elemental Attunement Table
Attunement BenefitsAir AttunementEarth AttunementFire AttunementWater Attunement

Cantrip Learned

gust

mold earth

control flames

shape water

Damage Type

lightning

damage type of your Arcane Weapon

fire

cold

1st Level Aegis Spell

zephyr strike

earth tremor

searing smite

armor of agathys

2nd Level Aegis Spell

warding wind

maximilian's earthen grasp

scorching ray

snilloc's snowball swarm

3rd Level Aegis Spell

lightning bolt

erupting earth

fireball

tidal wave

4th Level Aegis Spell

storm sphere

quaking swordburst

wall of fire

watery sphere

5th Level Aegis Spell

control winds

transmute rock

immolation

maelstrom

Elemental Studies

Starting at 3rd level, you are an expert on the elemental planes. You can speak, read, and write Primordial. You have advantage on Intelligence checks to investigate and recall information about the elemental planes and the creatures that inhabit those planes.

Planar Affinity (Level 7)

Starting at 7th level, you gain one of the following features. You can choose to gain the feature of the same type as your Elemental Attunement or a different one.

  • Air: Your speed increases by 10 feet and you gain proficiency in Dexterity saving throws.

  • Earth: Your hit point maximum increases by a number equal to your swordmage level and increases by 1 again whenever you gain a level in this class. Whenever you make a Strength (Athletics) check, you gain a bonus to the check equal to your proficiency bonus.

  • Fire: You can add your proficiency bonus to one damage roll of any spell you cast that deals fire damage.

  • Water: You gain a swim speed equal to your walking speed, and can breathe underwater, and you gain darkvision out to a range of 120 feet. If you already have darkvision from your race, its range increases by 60 feet.

Greater Planar Affinity (Level 11)

When you reach 15th level, your affinity to your chosen planar element grows stronger. You gain one of the following features. You can choose to gain the feature of the same type as your Elemental Attunement or a different one.

  • Air: You gain resistance to lightning and thunder damage.

  • Earth: Moving through nonmagical difficult terrain costs you no extra movement, and you gain a burrow speed equal to your walking speed.

  • Fire: You gain fire resistance and spells that you cast ignore fire resistance.

  • Water: You gain resistance to cold damage. When you damage a creature with a spell that's not a cantrip, you can pull or push the creature up to 10 feet.

Planar Convergence (Level 15)

When you reach 15th level, when you activate your aegis, planar energy converges on you. You gain one of the following features. You can choose to gain the feature of the same type as your Elemental Attunement or a different one.

  • Air: While your Aegis is active, and when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

  • Earth: When you activate your Aegis, you gain the toughness of mountains. You gain temporary hit points equal to your Swordmage level plus your Intelligence modifier (minimum of 1).

  • Fire: While your Aegis is active, and when you make a weapon attack from Blade Magic, the attack deals additional fire damage equal to 1d8 per level of the spell cast.

  • Water: While your Aegis is active, when you hit a creature of a large or smaller size with a melee weapon attack or damage them with a spell from the Water Attunement Aegis Spells, they must succeed on a Strength saving throw against your swordmage spell save DC or be knocked prone.

Elemental Avatar (Level 20)

At 20th level, you can temporarily transform into an aspect of your chosen element. As a bonus action or as part of your bonus action to activate your Aegis, you can also activate your Elemental Aspect, which lasts for 1 minute or until you fall unconscious. Once you use this feature, you can't use it again until after a long rest. You gain one of the following Elemental Aspects. You can choose to gain the feature of the same type as your Elemental Attunement or a different one.

  • Air Aspect: You become a living storm. You gain a fly speed of 60 feet. As a bonus action, you can shoot a bolt of lightning at a creature within 60 feet of you. Make a ranged spell attack roll against the creature. On a hit, the target takes 4d10 lightning damage and you can teleport to an unoccupied space adjacent to them.

  • Earth Aspect: Your skin hardens to stone. You gain resistance to bludgeoning, piercing, and slashing damage. When you hit a creature with a melee weapon attack, they must succeed a Strength saving throw against your swordmage spell save DC or become restrained until the end of your next turn as they are encased in stone.

  • Fire Aspect: Your form becomes writhing flames. You gain immunity to fire damage. You also create an aura of flames around you in a 15-foot radius. Any creature of your choice that enters the aura for the first time or starts their turn in your aura takes 4d8 fire damage.

  • Water Aspect: You assume a watery form that is difficult to pin down. You are under the effects of the freedom of movement spell. When you take damage, you can use your reaction to reduce the damage by 4d8 and teleport 30 feet to an unoccupied space that you can see.

Tradition of the Guardian

Tradition of the Guardian (Level 3)

Swordmages choosing this archetype focus on protecting others from harm through abjuration magic. Guardians normally serve as elite guards for rulers or are wandering swordsmen defending the innocent.

Guardian Role

Each Guardian chooses to be either a defensive or aggressive protector. Choose one of the following Guardian Roles: Defender or Punisher. The role you choose affects your Aegis and features of this archetype.

You can change your Guardian Role whenever you finish a short or long rest, provided you have your Arcane Weapon in hand.

Aegis

When you take this archetype at 3rd level, you gain the following Aegis option:

Aegis of the Guardian

As a bonus action, you can activate this Aegis and then ward an ally within 60 feet of you that you can see. Depending on your Guardian Role, you gain one of the following reactions:

  • Defender: When you see your warded ally hit by an attack and they are within 30 feet of you, you can use your reaction to create a magical shield surrounding them, and you halve the attack's damage (rounded down) against them.

  • Punisher: When you see a creature within 30 feet of you attack your warded ally, you can use your reaction to teleport to an unoccupied space adjacent to the attacker and make one weapon attack against the creature.

On later turns, you can use a bonus action to change your warded target to another ally within 60 feet of you that you can see. Your Aegis lasts for 1 minute, ending early if you fall unconscious or die.

Aegis Spells

You gain aegis spells at the swordmage level listed below.

Guardian Spells
Swordmage LevelSpells

3rd

ensnaring pull

5th

warding bond

9th

dispel magic

13th

dimensional vortex

17th

wall of force

Vigilant Guardian

At 3rd level, your defensive training emphasizes sturdy protection and constant vigilance. You gain proficiency with heavy armor.

You can also mark an area under your protection. You can cast the alarm spell without expending a spell slot. You can use this feature a number of times equal to your proficiency bonus. When you finish a long rest, you regain all expended uses.

Abjuring Beacon (Level 7)

Starting at 7th level, as an action, you can create a 10-foot radius beacon of abjuration magic within 30 feet of you that lasts for 1 minute. You can move the beacon 30 feet as a bonus action on your turn. The beacon has one of the following effects depending on your Guardian Role:

  • Defender: You and any friendly creature within the beacon's area gain a +2 bonus to their AC and saving throws. When you reach 15th level of this class, the bonus increases to +3.

  • Punisher: If a creature hits you or a friendly creature with an attack while the attacked creature is within the beacon's area, the attacked creature can use their reaction to make the attacker take force damage. The damage taken equals half of the attack's damage (rounded down).

Once you use this feature, you can't use it again until after a short or long rest.

Guardian Bond (Level 11)

When you reach 11th level, you learn a ritual to magically bind yourself to another person to better protect them. You perform the ritual over the course of 1 hour, which can be done during a short rest. The person must be within your reach throughout the ritual, and must be willing. After the ritual is concluded, you can sense the location of the chosen person as long as they are on the same plane of existence as you. You can sense when the person is damaged, affected by a hostile magical effect, or killed.

As a bonus action, you can teleport to an unoccupied space adjacent to your bound person as long as they are on the same plane of existence as you. Teleporting in this way consumes the magic of the bond, ending the connection between the two of you.

If you attempt to bond with another person, you must break your current bond.

Stalwart Protector (Level 15)

At 15th level, your Aegis grows in strength, and your Aegis gains a benefit depending on your Guardian Role:

  • Defender: When you use your Aegis reaction, you can choose to teleport your warded ally up to 30 feet to an unoccupied space that you can see. The teleportation fails if your warded ally is unwilling to teleport.

  • Punisher: When you use your Aegis reaction, you can cast a cantrip in place of making a weapon attack.

Mass Ward (Level 20)

When you reach 20th level, as a bonus action or as part of your bonus action to activate your Aegis, you can create powerful magical shields around you and a number of allies up to your Intelligence modifier (minimum of 1). All shielded creatures gain temporary hit points equal to 20 plus your Intelligence modifier.

If a creature damages a shielded creature while the shielded creature has these temporary hit points, the attacking creature takes force damage equal to the total temporary hit points gained.

Once you use this feature, you can't use it again until after a long rest.

Tradition of the Inquisitor

Tradition of the Inquisitor (Level 3)

The inquisitor takes on the dangerous role of hunting and slaying evil arcane entities, be they wielders of dark magic or powerful otherworldly creatures. Inquisitors are equipped with ways to track, attack, and guard themselves from menacing foes.

Aegis

When you take this archetype at 3rd level, you gain the following Aegis option:

Aegis of the Hunter

As a bonus action, you can activate this Aegis and then mark a creature within 60 feet of you that you can see. The first time each turn that you hit the marked target with a melee weapon attack, it takes an extra 1d6 force damage.

If your marked target uses a spell or magical effect against you that forces you to make a saving throw, you can use your reaction to give yourself advantage on the saving throw.

As a bonus action, you can change marked target to another creature within 60 feet of you that you can see. Your Aegis lasts for 1 minute, ending early if you fall unconscious or die.

Aegis Spells

You gain aegis spells at the swordmage level listed below.

Inquisitor Spells
Swordmage LevelSpells

3rd

detect evil and good

5th

detect thoughts

9th

dispel magic

13th

banishment

17th

scrying

Eyes of the Inquisitor

At 3rd level, you can cast the detect magic spell without expending a spell slot.

You can use this feature a number of times equal to your proficiency bonus. When you finish a long rest, you regain all expended uses.

Discern Weakness (Level 11)

At 11th level, you can use your knowledge of supernatural entities to quickly deduce a foe's weak points. As a bonus action, choose a creature within 60 feet of you. Make an Intelligence (Investigation) check contested by the target's Charisma (Deception) check. On a success, you learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. You also have advantage on attack rolls against the target until the end of your turn.

Once you use this feature on a creature, regardless of success or failure, you can't use it again on them for one hour.

Spell Catcher (Level 15)

Starting at 15th level, you redirect harmful magic to invigorate yourself. You gain resistance to damage from spells.

When you use your reaction from Aegis of the Hunter and succeed on the saving throw, you siphon off some of the magic. You gain temporary hit points equal to 1d8 plus your Intelligence modifier (minimum of 1).

Antimagic Zone (Level 20)

At 20th level, as a bonus action or as part of your bonus action to activate your Aegis, you can create a 10-foot radius zone of antimagic, as in the antimagic field spell, within 30 feet of you that lasts for 1 minute. You can move the antimagic zone 30 feet as a bonus action on your turn.

Once you use this feature, you can't use it again until after a long rest.

Tradition of the Meteor Knight

Tradition of the Meteor Knight (Level 3)

Swordmages that become Meteor Knights study the esoteric magic of dunamancy, specifically concerning the manipulation of gravity. Fascinated by celestial bodies, these swordmages channel the powers of the stars to keep foes in their orbit of destruction.

Aegis

When you take this archetype at 3rd level, you gain the following Aegis option:

Aegis of Gravity

As a bonus action, you can activate this Aegis to infuse yourself with the strength of the stars. For the duration of this Aegis, you gain advantage on Strength (Athletics) and Dexterity (Acrobatics) checks.

Also, when a creature within 30 feet of you that you can see moves, you can use your reaction to force the creature to make a Strength saving throw against your spell save DC. On a failure, the creature's speed drops to 0 until the start of their next turn. This stops any movement they may have been taking. Your Aegis lasts for 1 minute, ending early if you fall unconscious or die.

Aegis Spells

You gain aegis spells at the swordmage level listed below.

Meteor Knight Spells
Swordmage LevelSpells

3rd

magnify gravity

5th

immovable object

9th

melf's minute meteors

13th

gravity sinkhole

17th

destructive wave (radiant only)

Student of the Stars

At 3rd level you manipulate your density to withstand more weight than normal. You gain proficiency with heavy armor and cartographer's tools. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Star Fall (Level 7)

Starting at 7th level, you can teleport towards an area in a fiery explosion reminiscent of a meteor. When you use your Arcane Step feature, you can double the teleportation distance and each creature within 10 feet of the space you teleport to must make a Strength saving throw against your spell save DC. On a failure, a creature takes 2d8 fire damage and is knocked prone. On a success, a creature takes half as much damage and isn't knocked prone.

At 15th level of this class, the damage increases to 4d8. Once you use this feature, you can't use it again until you finish a short or long rest.

Solar Flare (Level 11)

When you reach 11th level, your fiery magic flashes like a star. When you use Star Fall or cast a spell that deals fire or radiant damage, choose one creature damaged by your Star Fall or spell. The creature must succeed on a Constitution saving throw against your swordmage spell save DC or be blinded until the end of your next turn.

You can use this feature a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.

Controlled Descent (Level 15)

At 15th level, you utilize your mastery of dunamancy to escape dangers that would threaten others. You are always under the effects of the feather fall spell.

Also, when you fall from a height of more than 10 feet, and have a use of your Star Fall feature, you can use Star Fall, except you rapidly fall instead of teleporting. At the end of the fall, you don't take damage from the fall and don't fall prone. The rest of the effects from Star Fall remain the same except the fiery explosion emanates from the space you land.

Gravitational Pull (Level 20)

Beginning at 20th level, as a bonus action or as part of your bonus action to activate your Aegis, you create heavy gravitational pull in a 30 feet aura centered on you for 1 minute. The area inside the aura is difficult terrain for creatures of your choosing. Any creature of your choosing that starts their turn inside the aura must make a Strength saving throw. On a failure, the creature takes 4d6 bludgeoning damage and is pulled to an unoccupied space adjacent to you. On a success, the creature takes half damage and isn't pulled.

Once you use this feature, you can't use it again until you finish a long rest.

Tradition of the Swordscholar

Tradition of the Swordscholar (Level 3)

Swordmages that become Swordscholars refrain from specializing in a type of magic, but instead prefer a more holistic approach. Their rigorous studies reward them with magical secrets unknown to other swordmages.

Aegis

When you take this archetype at 3rd level, you gain the following Aegis option:

Aegis of Spellcraft

As a bonus action, you can activate this Aegis to empower nearby magic. When you cast a spell that deals damage, you can add your proficiency bonus to one damage roll of that spell. If a creature within 30 feet of you casts a spell that deals damage, you can use your reaction to add the same bonus to their spell.

Your Aegis lasts for 1 minute, ending early if you fall unconscious or die.

Aegis Spells

At 3rd level, you can learn a 1st level spell from the wizard class. The chosen spell counts as a swordmage spell for you. At higher levels of this class, you learn additional wizard spells at 5th, 9th, 13th, and 17th level as shown in the Swordscholar Spells table.

Studious Learner

Starting at 3rd level, you have picked up useful tidbits of knowledge. You learn a a cantrip from the wizard class and either a language or tool proficiency of your choice.

Ritualist (Level 7)

At 7th level, you have delved deeper into esoteric studies and have learned to cast spells as rituals. You gain a ritual book, which contains the spells you can cast as a ritual as long as you have the book on hand. Your ritual book starts off with two 1st level spells and one 2nd level spell with the ritual tag from the wizard class. If you already have a ritual book, you can add those spells to your book.

If you come across a spell in written form, such as a magical scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the wizard's spell list, the spell's level must be of a level you can cast, and it must have the ritual tag. The process of copying the spell into your ritual books takes 2 hours per level of the spells, and costs 50 gp per level of the spell. This cost represents material components spent on practicing the spell, as well as the fine inks you must use to record it.

Scholarly Recall (Level 11)

Starting at 11th level, you can quickly remember a spell you've read about that would help in your situation. As a bonus action, you gain the ability to cast one spell of your choice from the swordmage's spell list. The spell must be of a level for which you have spell slots, and you follow the normal rules for casting it, including expending a spell slot. The ability to cast the spell vanishes from your mind when you cast it or when the current turn ends.

Once you use this feature, you can't use it again until you finish a long rest.

Spell Echo (Level 15)

When you reach 15th level, after casting a spell, you retain an echo of the spell's energy to empower you in combat. When you cast a spell of 1st level or higher, you can gain one of the following effects depending on the spell's school that last until the end of your next turn:

Spell SchoolSpell Echo

Abjuration

your AC and saving throws gain a bonus equal to the spell's level

Conjuration

You can immediately teleport up to 60 feet to an unoccupied space that you can see

Divination

you have advantage on all attack rolls

Enchantment

all creatures of your choice within 15 feet of you must make a Wisdom saving throw against your swordmage DC or be frightened

Evocation

your next weapon attack that hits deals additional force damage equal to 1d10 per spell level

Illusion

your form blurs and creatures have disadvantage on attacks rolls against you

Necromancy

when you damage a creature with a weapon attack, you regain hit points equal to half the amount of damage dealt

Transmutation

you gain an additional action each turn that can be used only to take the Attack (one weapon attack only), Dash, or Disengage action

Magical Thesis (Level 20)

At 20th level, your magical studies reach a culmination as you study powerful magic beyond your peers. You learn a 6th level spell from the wizard class. The spell counts as a swordmage spell for you. You can cast the chosen spell once without expending a spell slot. You must finish a long rest before you can do so again.