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Tela Striker


Hit Points

Hit Dice: d10 per Tela Striker level
Hit Points at first Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Swordmage level after 1st

Proficiences

Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two from Acrobatics, Athletics, Arcana, History, Insight, Intimidation, Perception, and Persuasion

Overview & Creation

Please note this is heavily based on Swordmage v 4.0 The Arcane Athenaeum with some personal changes for flair for what I wanted in a Sword mage.


Class Features

Swordmage Bond You know a ritual that creates a magical bond between yourself and one weapon. 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 end of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. As long as it is on the same plane as you, you also know its precise location at all times. If your bonded weapon is broken or damaged, you can spend 1 hour of meditation to recreate the weapon from a fragment. This can be done during a short rest. This process automatically destroys any other fragments of the weapon in existence, so you can’t use it to create multiple copies of a broken weapon. If you attempt to bond with a second weapon, you must break the bond with your existing weapon. The Swordmage Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th 1st +2 Swordmage Bond, Magic Sense — — — — — — 2nd +2 Fighting Style, Spellcasting, Arcane Infusion 2 2 — — — 3rd +2 Spell Strike, Swordmage Discipline 3 3 — — — — 4th +2 Ability Score Improvement 3 3 — — — — 5th +3 Extra Attack 4 4 2 — — — 6th +3 Eldritch Might 4 4 2 — — — 7th +3 Swordmage Discipline feature 5 4 3 — — — 8th +3 Ability Score Improvement 5 4 3 — — — 9th +4 — 6 4 3 2 — — 10th +4 Guiding Strike 6 4 3 2 — — 11th +4 Swordmage Discipline feature 7 4 3 3 — — 12th +4 Ability Score Improvement 7 4 3 3 — — 13th +5 — 8 4 3 3 1 — 14th +5 Magic Ward 8 4 3 3 1 — 15th +5 Swordmage Discipline feature 9 4 3 3 2 — 16th +5 Ability Score Improvement 9 4 3 3 2 — 17th +6 — 10 4 3 3 3 1 18th +6 Empowered Spell Strike 10 4 3 3 3 1 19th +6 Ability Score Improvement 11 4 3 3 3 2 20th +6 Archblade 11 4 3 3 3 2     Magic Sense As an action, you can open yourself to the Weave, allowing you to feel the magical power of objects around you. Until the end of your next turn, you can sense any magic items within 60 feet of you that are not behind total cover. You can sense the presence of a magic item hidden on a person, such as in a pocket or tucked into a boot, so long as the person is not behind total cover. You cannot sense an item contained in an extradimensional space, such as in a bag of holding. You also cannot sense an object protected from divination magic, such as through the spell nondetection, or one affected by a spell such as Nystul's magic aura which hides its magical nature. A thin sheet of lead also blocks your magic sense. When you use this feature, you can select one of the magic items you sense and learn its rarity (common, uncommon, rare, very rare, legendary, or artifact) and its magic item category (whether it is armor, a potion, a ring, a rod, a scroll,   a staff, a wand, a weapon, or a wondrous item). Your magic sense has no effect on objects which bear magic but are not magic items. You can use this feature a number of times equal to 1 + your Intelligence modifier (minimum of 1). You regain all expended uses when you finish a long rest.     Fighting Style 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. Arcane Warrior You learn two cantrips of your choice from the wizard spell list. They count as swordmage spells for you, and Intelligence is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the wizard spell list. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Defense While you are wearing armor, you gain a +1 bonus to AC.   Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even   if the new roll is a 1 or a 2. The weapon must have the two- handed or versatile property for you to gain this benefit.   Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.   2   Spellsword Spellswords are fast-moving skirmishers. Masters at navigating a battlefield, they use their magic to approach their enemies, deal empowered strikes with their weapons, then quickly reposition to a more favorable location. Spellsword Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Spellsword Spells table. The spell counts as a swordmage spell for you, but it doesn’t count against the number of swordmage spells you know. Spellsword Spells Swordmage Level Spell 3rd longstrider 5th blur 9th haste 13th freedom of movement 17th far step Infusion Surge Starting when you choose this discipline at 3rd level, once per turn when you hit with an attack using your bonded weapon and you have an active Arcane Infusion, you can double the damage dealt by the infusion. Arcane Counter When you choose this discipline at 3rd level, you gain the ability to teleport short distances and take advantage of openings your opponents make. When a creature within 30 feet of you hits an ally with a melee attack, you can use your reaction to teleport and appear in an unoccupied space within five feet of the attacking creature. As part of the reaction, you can make a single melee weapon attack against the creature. The triggering creature must be beyond your reach when it hits your ally for you to be able to use this feature. Recursive Strike Beginning at 7th level, after you use your Spell Strike feature you can immediately make a single weapon attack against the same target as a bonus action. If the Spell Strike missed, you can attempt the same Spell Strike again with this bonus action attack before the magic fades from your weapon. Arcane Advance Starting at 11th level, when you hit a creature with a melee weapon attack you can use a bonus action to teleport up to 10 feet to an unoccupied space you can see. You must teleport immediately after the hit, but can do so before making additional attacks. Enhanced Counter Beginning at 15th level, when you use your Arcane Counter ability you gain advantage on the attack roll against the triggering creature. Swordmage v4.0


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background: (a) a martial weapon or (b) a longbow and a quiver of 20 arrows (a) a martial weapon or (b) two simple weapons (a) scale mail or (b) leather armor (a) a dungeoneer's pack or (b) an explorer's pack


Spellcasting

Spellcasting Your time spent learning the intricacies of magic allows you to create greater effects beyond the form of your weapon, giving you the ability to cast spells at 2nd level. Spell Slots The Swordmage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of 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 (which appears at the end of this document). The Spells Known column of the Swordmage table shows when you learn more swordmage spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots on the Swordmage table. Additionally, when you gain a level in this class, you can choose one of the swordmage spells you know from this feature and replace it with another spell from the swordmage spell list. The new spell must also be of a level for which you have spell slots on the Swordmage table. Spellcasting Ability Intelligence is your spellcasting ability for your swordmage spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. 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 save DC = 8 + your proficiency bonus + your Intelligence modifier. Spell attack modifier = your proficiency bonus + your Intelligence modifier.   Spellcasting Focus You can use your bonded weapon as a spellcasting focus for your swordmage spells.


Subclass Options

Multiclassing When you advance in level, and at your DM's discretion, you may take the option to multiclass into a swordmage. You must meet the following prerequisites to qualify for an swordmage. Multiclassing Prerequisites   Proficiences When you first multiclass into swordmage, you gain only some of the class's starting proficiences as shown below.   Spell Slots When determining spell slots, you add one half (rounded down) of your swordmage levels to the levels of your other classes as described on page 164 of the Player's Handbook. Use the resulting total to determine your spell slots by consulting the Multiclass Spellcaster table on page 165 of the Player's Handbook.


Created by

Telthas.

Statblock Type

Class Features

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