Points de Vie
Maîtrises
Swordmage
| Niveau | Bonus de Maîtrise | Capacités | Cantrips Known |
|---|---|---|---|
| 1 | + 2 | Arcane Aegis Spellcasting Steel Focus | 1 |
| 2 | + 2 | Arcane Aegis Spellcasting Steel Focus | 1 |
| 3 | + 2 | Arcane Aegis Spellcasting Steel Focus | 1 |
| 4 | + 2 | Arcane Aegis Spellcasting Steel Focus | 1 |
| 5 | + 3 | Arcane Aegis Spellcasting Steel Focus | 1 |
| 6 | + 3 | Arcane Aegis Spellcasting Steel Focus | 2 |
| 7 | + 3 | Arcane Aegis Spellcasting Steel Focus | 2 |
| 8 | + 3 | Arcane Aegis Spellcasting Steel Focus | 2 |
| 9 | + 4 | Arcane Aegis Spellcasting Steel Focus | 2 |
| 10 | + 4 | Arcane Aegis Spellcasting Steel Focus | 2 |
| 11 | + 4 | Arcane Aegis Spellcasting Steel Focus | 2 |
| 12 | + 4 | Arcane Aegis Spellcasting Steel Focus | 2 |
| 13 | + 5 | Arcane Aegis Spellcasting Steel Focus | 3 |
| 14 | + 5 | Arcane Aegis Spellcasting Steel Focus | 3 |
| 15 | + 5 | Arcane Aegis Spellcasting Steel Focus | 3 |
| 16 | + 5 | Arcane Aegis Spellcasting Steel Focus | 3 |
| 17 | + 6 | Arcane Aegis Spellcasting Steel Focus | 3 |
| 18 | + 6 | Arcane Aegis Spellcasting Steel Focus | 3 |
| 19 | + 6 | Arcane Aegis Spellcasting Steel Focus | 3 |
| 20 | + 6 | Arcane Aegis Spellcasting Steel Focus | 3 |
Spell Slots per Spell Level
| Niveau | Bonus de Maîtrise | Capacités | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1 | + 2 | Arcane Aegis Spellcasting Steel Focus | 0 | 0 | 0 | 0 | 0 |
| 2 | + 2 | Arcane Aegis Spellcasting Steel Focus | 2 | 0 | 0 | 0 | 0 |
| 3 | + 2 | Arcane Aegis Spellcasting Steel Focus | 3 | 0 | 0 | 0 | 0 |
| 4 | + 2 | Arcane Aegis Spellcasting Steel Focus | 3 | 0 | 0 | 0 | 0 |
| 5 | + 3 | Arcane Aegis Spellcasting Steel Focus | 4 | 2 | 0 | 0 | 0 |
| 6 | + 3 | Arcane Aegis Spellcasting Steel Focus | 4 | 2 | 0 | 0 | 0 |
| 7 | + 3 | Arcane Aegis Spellcasting Steel Focus | 4 | 3 | 0 | 0 | 0 |
| 8 | + 3 | Arcane Aegis Spellcasting Steel Focus | 4 | 3 | 0 | 0 | 0 |
| 9 | + 4 | Arcane Aegis Spellcasting Steel Focus | 4 | 3 | 2 | 0 | 0 |
| 10 | + 4 | Arcane Aegis Spellcasting Steel Focus | 4 | 3 | 2 | 0 | 0 |
| 11 | + 4 | Arcane Aegis Spellcasting Steel Focus | 4 | 3 | 3 | 0 | 0 |
| 12 | + 4 | Arcane Aegis Spellcasting Steel Focus | 4 | 3 | 3 | 0 | 0 |
| 13 | + 5 | Arcane Aegis Spellcasting Steel Focus | 4 | 3 | 3 | 1 | 0 |
| 14 | + 5 | Arcane Aegis Spellcasting Steel Focus | 4 | 3 | 3 | 1 | 0 |
| 15 | + 5 | Arcane Aegis Spellcasting Steel Focus | 4 | 3 | 3 | 2 | 0 |
| 16 | + 5 | Arcane Aegis Spellcasting Steel Focus | 4 | 3 | 3 | 2 | 0 |
| 17 | + 6 | Arcane Aegis Spellcasting Steel Focus | 4 | 3 | 3 | 3 | 1 |
| 18 | + 6 | Arcane Aegis Spellcasting Steel Focus | 4 | 3 | 3 | 3 | 1 |
| 19 | + 6 | Arcane Aegis Spellcasting Steel Focus | 4 | 3 | 3 | 3 | 2 |
| 20 | + 6 | Arcane Aegis Spellcasting Steel Focus | 4 | 3 | 3 | 3 | 2 |
Sorts de Classe
Capacités de Classe
Niveau 1
Niveau 10
Niveau 11
Niveau 12
Niveau 14
Niveau 15
Niveau 16
Niveau 18
Niveau 19
Niveau 2
Niveau 20
Niveau 3
Niveau 4
Niveau 5
Niveau 7
Niveau 8
Progression d'Incantation
Progression des Tours de Magie
| Niveau | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Tours de Magie Connus | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 |
Équipement de Départ
Capacités de Classe
Arcane Aegis (Level 1)
While you are not wearing any armor or using a shield, you have the ability to conjure an arcane aegis, a magical field of force that protects you, after a minute of concentration (as if concentrating on a spell). Your arcane aegis is invisible and weightless and it grants you an Armor Class of 10 + your Dexterity modifier + your Intelligence modifier. Your arcane aegis lasts for 8 hours, or until you don armor or use a shield.
Starting at 1st level, while you are protected by your arcane aegis and have a free hand (a hand not wielding a weapon or holding an item), you can gain an additional +2 bonus to AC as an action. Once you do, the bonus lasts indefinitely, until you don't have a hand free or are not being protected by your arcane aegis.
Spellcasting (Level 1)
As a swordmage, you study arcane magic as a philosopher, transcribing your spells in a spellbook. See chapter 10 of the Player's Handbook for the general rules of spellcasting and the swordmage spell list.
Cantrips
At 1st level, you know a single cantrip of your choice from the swordmage spell list. You learn a second swordmage cantrip of your choice at 6th level, and a third at 13th level.
Spellbooks and Learning Spells of 1st Level and Higher
At 1st level, you have a spellbook, but it does not yet contain any complete spells. It only contains the beginning research into six 1st level swordmage spells of your choice that you are working on learning.
When you reach 2nd level, you finish this work and complete these six 1st level swordmage spells, adding them to your spellbook.
Starting at 3rd level, and every level thereafter, you add one swordmage spell of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Swordmage table. On your adventures, you might find other spells that you can add to your spellbook (see the "A Swordmage's Spellbook" sidebar).
Preparing and Casting Spells
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.
Beginning at 2nd level, you prepare the list of swordmage spells that are available for you to cast, choosing a number of spells from your spellbook equal to your Intelligence modifier + half your swordmage level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level swordmage, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell burning hands, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of swordmage spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your swordmage spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a swordmage 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 an arcane focus as a spellcasting focus for your swordmage spells.
A Swordmage's Spellbook
The spells that you add to your spellbook as you gain levels reflect the philosophy of arcane might as applied to warfare that you refine as you progress, as well as the insights gleaned through battling your enemies and testing their philosophies against yours. You might find other spells during your adventures. You could discover a spell recorded on a scroll in a chest, for example, or take it from a rival swordmage's spellbook after you defeated them in battle.
Copying a Spell into the Book
When you find a swordmage spells spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the mage who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
Replacing the Book
You can copy a spell from your own spellbook into another book---for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.
If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many swordmages keep backup spellbooks in a safe place.
The Book's Appearance
Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a sturdy iron-backed tome secured to your belt by a thick chain to keep it from being lost in battle, or even a loose collection of notes scrounged together after you lost your previous spellbook in a rout.
Steel Focus (Level 1)
You are adept at focusing your arcane will along the honed edge of a blade. Whenever you finish a long rest, you can spend a minute in meditative practice with up to two of the following weapons; greatswords, longswords, rapiers, or short swords. If you do, you can use the weapon or weapons you meditated and practiced with as a spellcasting focus when casting swordmage spells.
Additionally, when you attack with that weapon or weapons, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. These benefits last until you finish a long rest.
If you later acquire a magic weapon, these benefits extend to it so long as you are attuned to the magic weapon.
Starting at 18th level, your focus becomes as unbreakable as the weapons you channel it through. Damage can no longer cause you to lose concentration on swordmage spells, maxims, or other axiom features while you are wielding a weapon you gain the above benefits with.
Fighting Style (Level 2)
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Spell Strike (Level 2)
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal extra damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.
The extra damage your Spell Strike deals is the same type of damage as the damage dealt by a swordmage spell you currently have prepared. A prepared swordmage spell that allows you to deal damage of a type of your choice, or one that deals damage of a type determined randomly or by circumstance, cannot be used to determine the damage type of your Spell Strike. If you have a no swordmage spells prepared that deal a set type of damage, your Spell Strike deals force damage.
Arcane Axiom (Level 3)
When you reach 3rd level, you forge your technique of melding arcane might and honed steel into a complex philosophy, an arcane axiom of battle.
Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include axiom spells and the Maxim feature.
Axiom Spells
Each axiom has a list of associated spells. You gain access to these spells at the levels specified in the axiom description. Once you gain access to an axiom spell, you copy it to your spellbook for free and always have it prepared. Axiom spells don't count against the number of spells you can prepare each day. If you gain an axiom spell that doesn't appear on the swordmage spell list, the spell is nonetheless a swordmage spell for you.
Maxims
At 3rd level, you gain the ability to recite an arcane phrase, or Maxim, to produce a magical effect. You start with three such Maxims: Knowledge is Power and two Maxims you formulate as part of your chosen axiom. Each axiom describes the Maxim options provided by it.
When you use a Maxim, you choose which phrase to recite. You must then finish a short or long rest to use a Maxim again.
Some Maxim effects require saving throws. When you use such an effect from this class, the DC equals your swordmage spell save DC.
Beginning at 11th level, you can use a Maxim twice between rests. When you finish a short or long rest, you regain your expended uses.
Maxim: Knowledge is Power
All swordmages, regardless of axiom, believe that careful study of arcane forces is paramount to success. As a bonus action, you can recite this Maxim to regain one expended 1st-level spell slot.
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.
Martial Versatility (Level 4)
4th-level swordmage optional feature
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:
Replace a fighting style you know with another fighting style available to swordmages.
If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.
Extra Attack (Level 5)
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.
Arcane Axiom feature (Level 7)
At 7th level, you gain a feature granted by your Martial Archetype.
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.
Mental Alacrity (Level 10)
When you reach 10th level, your keen tactical intuition has been honed to a near supernatural degree by your experiences and studies, granting you a bonus on all saving throws equal to your Intelligence modifier. You do not gain this bonus if you are unconscious.
Beginning at 14th level, your mental alacrity improves even further, allowing you to anticipate enemy moves and react quickly to them. You can no longer be surprised, and you may add your Intelligence modifier as a bonus when rolling for Initiative.
Maxim (2/rest) (Level 11)
Beginning at 11th level, you can use a Maxim twice between rests.
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.
Mental Alacrity improvement (Level 14)
Beginning at 14th level, your mental alacrity improves even further, allowing you to anticipate enemy moves and react quickly to them. You can no longer be surprised, and you may add your Intelligence modifier as a bonus when rolling for Initiative.
Arcane Axiom feature (Level 15)
At 15th level, you gain a feature granted by your Martial Archetype.
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.
Steel Focus improvement (Level 18)
Starting at 18th level, your focus becomes as unbreakable as the weapons you channel it through. Damage can no longer cause you to lose concentration on swordmage spells, maxims, or other axiom features while you are wielding a weapon you gain the above benefits with.
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.
Arcane Axiom feature (Level 20)
At 20th level, you gain a feature granted by your Martial Archetype.
Multiclassage
Prérequis de Multiclassage
{"int":13}
Sous-classes
Capacités de Sous-classe
Axiom of Assault
Axiom of Assault (Level 3)
The old adage goes "the best offense is a good defense", but you never understood that. For you, the best offense is a good offense. The surest way to victory is the quickest, most direct application of overwhelming force possible. You have little patience for subtlety, instead honing your arcane abilities to get you into the front lines as quickly as conceivably possible and to deliver retribution for attacks dealt to your allies.
The Magic of Assault
Swordmages who subscribe to the Axiom of Assault study magic that aids them in their goal of getting into melee, wherever that might be. Teleportation spells of the conjuration school of magic, as well as transmutation spells that work to increase the caster's or their allies' movement capabilities, are part and parcel to your combat philosophy.
Axiom Spells
You gain axiom spells at the swordmage levels listed.
| Swordmage Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Maxim
When you decide to adhere to this Axiom at 3rd level, you gain the following two Maxim options.
Retribution is the Best Deterrence
As an action, you can recite this Maxim and magically attune yourself to the forces of time and space. For one minute afterward, whenever an ally you can see is attacked, you may expend a 1st level or higher spell slot as a reaction to teleport up to 30 feet into an unoccupied space near the enemy that attacked your ally, so long as you can hit that enemy with a melee attack from that space. If you cannot teleport to a suitable position, the teleport fails and your spell slot and reaction are wasted. Immediately after arriving at your destination, you make a melee weapon attack against that enemy. If your attack hits, you deal 1d8 extra force damage per level of the spell slot you expended to teleport. You cannot apply extra damage from Spell Strike to this attack. Your teleport and attack occur before the triggering attack from the enemy.
Attack from All Sides
As an action, you can recite this maxim and magically attune yourself to the barrier between the planes. For one minute afterward, you gain the ability to strike through instantaneous portals that open just long enough for you to attack through them, granting you a 10-foot bonus to your reach with all melee weapon attacks for the duration of this ability.
Velocity Ward (Level 7)
Beginning at 7th level, whenever you are protected by your Arcane Aegis and are wielding a weapon, you can't become stunned and you gain a 10-foot bonus to your base walking speed.
Improved Velocity Ward (Level 15)
Apex Vanguard (Level 20)
At 20th level, you have formulated the complete philosophy of magical assault warfare. Once on each of your turns, as part of your movement you can spend up to half your movement to teleport the same number of feet to an unoccupied space you can see. When you do, you may make a melee weapon attack as a bonus action immediately following the teleport.
Axiom of Command
Axiom of Command (Level 3)
No single sword wielded by a lone warrior, nor a single spell slung by a lone mage, has ever won a war. You have come to the realization that the truest path to victory is to be at the side of trusted, capable allies. Though you offer inspiration and tactical commands, you do not necessarily see yourself as superior to your allies. The best teams are ones made up of a group of talented individuals who each bring something unique to the united whole.
The Magic of Command
Swordmages that adhere to the Axiom of Command incorporate the most eclectic mix of spells in their philosophy, more so than most other Axioms. This is because as leaders among equals, these swordmages believe the best application of their magic is to provide the most utility to their team. Bolstering spells, communication spells, divination spells, and spells that can provide a safe haven to plan in privacy are all among the repertoire of the Axiom of Command.
Axiom Spells
You gain axiom spells at the swordmage levels listed.
| Swordmage Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Maxim
When you decide to adhere to this Axiom at 3rd level, you gain the following two Maxim options.
Focus on Victory
As an action, you can recite this Maxim and magically link yourself to all allies you can see. For one minute afterward, whenever you hit an enemy with an attack, as a reaction you can expend a spell slot to grant one linked ally the opportunity to make an attack against the same enemy. If the chosen ally elects to make an attack, they receive a bonus to their attack roll and damage roll equal to twice the level of the spell slot you expended.
Move as One
As an action, you can recite this Maxim and magically link yourself to all allies you can see. For one minute afterward, whenever your turn ends and you moved any distance during that turn, linked allies can take a reaction to move the same amount of distance.
Ritual Casting
At 3rd level, you learn to cast any spell you know with the ritual tag as a ritual (by increasing the casting time of the spell by 10 minutes, you can cast it without expending a spell slot). If you have a ritual spell in your spellbook, you can cast it as a ritual without having to prepare it.
Utility Rituals (Level 7)
When you reach 7th level, you may add four wizard spells of up to 2nd level that have the ritual tag to your spellbook. These spells are not swordmage spells or axiom spells, and you cannot prepare them or cast them from spell slots. You can, however, cast them as rituals.
Expanded Utility Rituals (Level 15)
At 15th level, you add an additional four wizard spells of up to 4th level that have the ritual tag to your spellbook. Like the rituals you learned at 7th level, these are not swordmage spells or axiom spells, you cannot prepare or cast them from spell slots, but you can cast them as rituals.
Unity of Command (Level 20)
At 20th level, you have completed your unifying theory of team-based tactical warfare. After concentrating on a 10 minute ritual (as though casting a ritual spell), you and any ally within 30 feet of you that can see or hear you gains the following benefits for 1 hour:
Affected creatures are proficient in all skills, weapons, tools, and armor that any creature also benefiting from this ability is.
When reduced to 0 hit points, affected creatures are not incapacitated and may keep fighting so long as there is another creature benefiting from this ability with more than 0 hit points. Affected creatures at 0 hit points still make death saves at the end of their turn and accrue failures each time they are damaged.
Affected creatures can use any spell or feature that requires them to touch another creature to bestow its benefits at any range, so long as their target is a creature benefiting from this ability.
Once you perform this ritual, you must finish a long rest before you are able to do so again
Axiom of Division
Axiom of Division (Level 3)
"Divide and Conquer" is the core of your warfare stratagems. You believe the surest way to defeat your opponent in any conflict to is to outwit, outmaneuver, and outplay your enemies. You are a cunning tactician, willing to use ambushes or other dirty tactics to achieve victory, doing whatever is necessary to cut off your enemies from support and vanquish them.
The Magic of Division
Swordmages who adhere to the Axiom of Division most often include illusion, enchantment, and evocation spells that erect sudden walls as the centerpieces in their spellcasting repertoire. With illusions and walls, you can scatter your enemies and shape the battlefield to your advantage, while enchantment spells can divide your enemies and set them against each other.
Axiom Spells
You gain axiom spells at the swordmage levels listed.
| Swordmage Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Maxim
When you decide to adhere to this Axiom at 3rd level, you gain the following two Maxim options.
The Essence of Warfare is Deception
As an action, you can recite this Maxim to create illusory duplicates of yourself. When you do, you expend a spell slot and create one perfect illusion of yourself for each level of the spell slot expended. All illusions created through this maxim last for as long as you concentrate on it (as though concentrating on a spell), for up to 1 minute, and they appear in unoccupied spaces that you can see within 30 feet of you. As a bonus action on your turn, you can move one or more illusions up to 30 feet to a space you can see, but they must remain within 120 feet of you.
For the duration, you when you take the Attack action, an illusion can make any or all of the attacks, instead of you, but you must use your own senses to perceive what the illusion is attacking. These illusions are equipped exactly as you are, and make attack and damage rolls as you do, except all damage they deal is psychic damage and they cannot add extra damage with a Spell Strike when they hit with an attack. Additionally, when both an illusion and either you or one of your allies are within 5 feet of a creature that can see the illusion, you or your ally have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
Appear Near When You Are Far
As an action, you can recite this Maxim and magically attune yourself to the veil between dimensions. For one minute afterward, whenever an enemy you can see attacks you or an ally, or begins casting a spell, you may teleport that enemy 15 feet in any direction as a reaction, so long as the destination is an unoccupied, non-hazardous space and the enemy fails a Charisma saving throw. This teleport occurs after their attack is made or spell is cast.
Disorienting Ward (Level 7)
Beginning at 7th level, you gain the ability to infuse enchantments and illusions into your Arcane Aegis, befuddling enemies who try to attack you and fail. Whenever an enemy makes a melee attack against you while you are protected by your Arcane Aegis, if the attack misses the enemy has disadvantage on all further attack rolls against you until the start of its next turn. Creatures that are immune to being charmed or that have truesight are not affected by this ability.
Improved Disorienting Ward (Level 15)
At 15th level, you can weave even more perplexing magical distractions into your Arcane Aegis. Whenever an enemy has disadvantage on attack rolls against you due to your Disorienting Ward, attacks rolls against them have advantage.
Mass Betrayal (Level 20)
At 20th level, you have perfected your philosophy of dividing enemy forces into a single, devastating magical disruption. When you use this disruption, all enemies within 120 feet of you that you can see must make an Intelligence saving throw against your spell save DC. On a success, the disruption has no effect, but each creature who fails their saving throw considers every creature who succeeded on the save to be their mortal enemy. Whenever an affected creature chooses another creature as a target, it must choose the target from among the creatures that it can see who succeeded on their saving throw to resist the disruption, and it must choose to target such creatures with an attack, spell, or other ability with enough range to affect the target. If no creatures who succeeded on their saving throw remain alive or are in sight, an affected creature can choose their targets normally.
This magical disruption persists as long as you concentrate on it (as though concentrating on a spell), for up to 1 minute. Each time an affected creature takes damage, it can repeat the saving throw, ending the effect on itself on a success. Creatures that are immune to being charmed automatically pass their saving throw to resist this disruption. You can use this ability once, regaining the ability to do so when you finish a long rest.
Axiom of Fortitude
Axiom of Fortitude (Level 3)
The old adage goes "the best offense is a good defense", and you couldn't agree more. Attrition has won more wars than daring assaults, and you hold to this Axiom with a stubbornness so intense it becomes a virtue. You will fortify, consolidate, and weather any storm, protecting not only yourself, but all those who rely on you.
The Magic of Fortitude
You focus your magic to solidify your defenses and resist damage, relying on Abjuration and transmutation spells.
Axiom Spells
You gain axiom spells at the swordmage levels listed.
| Swordmage Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Maxim
When you decide to adhere to this Axiom at 3rd level, you gain the following two Maxim options.
Be Strong Where They Believe You Are Weak
As a bonus action, you can recite this Maxim and energize your Arcane Aegis, expanding wisps of its protective field outward to protect your allies when you channel arcane power into it. For one minute afterward, whenever an ally you can see is attacked, you may expend a 1st level or higher spell slot as a reaction to add a bonus to that ally's AC equal to three times the level of the spell slot expended. This bonus lasts until the start of your next turn and applies against the triggering attack.
The Shield that Cannot be Turned Aside
As an action, you can recite this Maxim to magically fortify your flesh, and begin concentrating (as though concentrating on a spell) for up to one minute. For as long as you concentrate on this maxim, you gain resistance to all damage except psychic damage.
Unyielding Arcana (Level 7)
Beginning at 7th level, whenever you are protected by your Arcane Aegis and have a hand free, you cannot be moved any distance against your will and you cannot be swallowed by a creature capable of swallowing other creatures whole.
Improved Unyielding Arcana (Level 15)
When you reach 15th level, your Unyielding Arcana extends to protect allies within 30 feet of you while you are conscious.
Supreme Fortification (Level 20)
At 20th level, you can weave magic to create the perfect fortification. You may cast the mighty fortress spell once, regaining the ability to do so when you finish a long rest. Whenever you use this ability to cast mighty fortress, you gain the following benefits:
The spell requires no material component.
The fortress's walls and turrets are made from adamantine.
Each 10-foot-by-10-foot section of the adamantine walls and turrets has an AC of 20 and 300 hit points per inch of thickness and is immune to bludgeoning, piercing, and slashing damage from attacks not made with adamantine weapons.
The fortress only crumbles and sinks back into the ground if you cast the spell again, otherwise remaining even after 7 days.