{"name":"Tela Striker","overview":"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. ","hitdice":"d10","hitpointsfirstlevel":"10 + your Constitution modifier","hitpointsathigherlevels":"1d10 (or 6) + your Constitution modifier per Swordmage level after 1st","armorproficiencies":"Light armor, medium armor","weaponproficiences":"Simple weapons, martial weapons","tools":"None","savingthrows":"Constitution, Intelligence","skills":"Choose two from Acrobatics, Athletics, Arcana,\r\nHistory, Insight, Intimidation, Perception, and Persuasion","equipment":"You start with the following equipment, in addition to the\r\nequipment granted by your background:\r\n(a) a martial weapon or (b) a longbow and a quiver of 20\r\narrows\r\n(a) a martial weapon or (b) two simple weapons\r\n(a) scale mail or (b) leather armor\r\n(a) a dungeoneer's pack or (b) an explorer's pack","spellcasting":"Spellcasting\r\nYour time spent learning the intricacies of magic allows you\r\nto create greater effects beyond the form of your weapon,\r\ngiving you the ability to cast spells at 2nd level.\r\nSpell Slots\r\nThe Swordmage table shows how many spell slots you have\r\nto cast your spells of 1st level and higher. To cast one of these\r\nspells, you must expend a slot of the spell\u2019s level or higher.\r\nYou regain all expended spell slots when you finish a long\r\nrest.\r\nSpells Known of 1st Level and Higher\r\nYou know two 1st-level spells of your choice from the\r\nswordmage spell list (which appears at the end of this\r\ndocument).\r\nThe Spells Known column of the Swordmage table shows\r\nwhen you learn more swordmage spells of your choice from\r\nthis feature. Each of these spells must be of a level for which\r\nyou have spell slots on the Swordmage table.\r\nAdditionally, when you gain a level in this class, you can\r\nchoose one of the swordmage spells you know from this\r\nfeature and replace it with another spell from the swordmage\r\nspell list. The new spell must also be of a level for which you\r\nhave spell slots on the Swordmage table.\r\nSpellcasting Ability\r\nIntelligence is your spellcasting ability for your swordmage\r\nspells; your understanding of the theory behind magic allows\r\nyou to wield these spells with superior skill. You use your\r\nIntelligence whenever a swordmage spell refers to your\r\nspellcasting ability. In addition, you use your Intelligence\r\nmodifier when setting the saving throw DC for a swordmage\r\nspell you cast and when making an attack roll with one.\r\nSpell save DC = 8 + your proficiency bonus +\r\nyour Intelligence modifier.\r\nSpell attack modifier = your proficiency bonus +\r\nyour Intelligence modifier.\r\n\r\nSpellcasting Focus\r\nYou can use your bonded weapon as a spellcasting focus for\r\nyour swordmage spells.","features":"Swordmage Bond\r\nYou know a ritual that creates a magical bond between\r\nyourself and one weapon. You perform the ritual over the\r\ncourse of 1 hour, which can be done during a short rest. The\r\nweapon must be within your reach throughout the ritual, at\r\nthe end of which you touch the weapon and forge the bond.\r\nOnce you have bonded a weapon to yourself, you can\u2019t be\r\ndisarmed of that weapon unless you are incapacitated. If it is\r\non the same plane of existence, you can summon that\r\nweapon as a bonus action on your turn, causing it to teleport\r\ninstantly to your hand. As long as it is on the same plane as\r\nyou, you also know its precise location at all times. If your bonded weapon is broken or damaged, you can\r\nspend 1 hour of meditation to recreate the weapon from a\r\nfragment. This can be done during a short rest. This process\r\nautomatically destroys any other fragments of the weapon in\r\nexistence, so you can\u2019t use it to create multiple copies of a\r\nbroken weapon.\r\nIf you attempt to bond with a second weapon, you must\r\nbreak the bond with your existing weapon.\r\nThe Swordmage\r\nLevel Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th\r\n1st +2 Swordmage Bond, Magic Sense \u2014 \u2014 \u2014 \u2014 \u2014 \u2014\r\n2nd +2 Fighting Style, Spellcasting, Arcane Infusion 2 2 \u2014 \u2014 \u2014\r\n3rd +2 Spell Strike, Swordmage Discipline 3 3 \u2014 \u2014 \u2014 \u2014\r\n4th +2 Ability Score Improvement 3 3 \u2014 \u2014 \u2014 \u2014\r\n5th +3 Extra Attack 4 4 2 \u2014 \u2014 \u2014\r\n6th +3 Eldritch Might 4 4 2 \u2014 \u2014 \u2014\r\n7th +3 Swordmage Discipline feature 5 4 3 \u2014 \u2014 \u2014\r\n8th +3 Ability Score Improvement 5 4 3 \u2014 \u2014 \u2014\r\n9th +4 \u2014 6 4 3 2 \u2014 \u2014\r\n10th +4 Guiding Strike 6 4 3 2 \u2014 \u2014\r\n11th +4 Swordmage Discipline feature 7 4 3 3 \u2014 \u2014\r\n12th +4 Ability Score Improvement 7 4 3 3 \u2014 \u2014\r\n13th +5 \u2014 8 4 3 3 1 \u2014\r\n14th +5 Magic Ward 8 4 3 3 1 \u2014\r\n15th +5 Swordmage Discipline feature 9 4 3 3 2 \u2014\r\n16th +5 Ability Score Improvement 9 4 3 3 2 \u2014\r\n17th +6 \u2014 10 4 3 3 3 1\r\n18th +6 Empowered Spell Strike 10 4 3 3 3 1\r\n19th +6 Ability Score Improvement 11 4 3 3 3 2\r\n20th +6 Archblade 11 4 3 3 3 2\r\n\r\n\r\nMagic Sense\r\nAs an action, you can open yourself to the Weave, allowing\r\nyou to feel the magical power of objects around you. Until the\r\nend of your next turn, you can sense any magic items within\r\n60 feet of you that are not behind total cover. You can sense\r\nthe presence of a magic item hidden on a person, such as in a\r\npocket or tucked into a boot, so long as the person is not\r\nbehind total cover. You cannot sense an item contained in an\r\nextradimensional space, such as in a bag of holding. You also\r\ncannot sense an object protected from divination magic, such\r\nas through the spell nondetection, or one affected by a spell\r\nsuch as Nystul's magic aura which hides its magical nature. A\r\nthin sheet of lead also blocks your magic sense.\r\nWhen you use this feature, you can select one of the magic\r\nitems you sense and learn its rarity (common, uncommon,\r\nrare, very rare, legendary, or artifact) and its magic item\r\ncategory (whether it is armor, a potion, a ring, a rod, a scroll,\r\n\r\na staff, a wand, a weapon, or a wondrous item). Your magic\r\nsense has no effect on objects which bear magic but are not\r\nmagic items.\r\nYou can use this feature a number of times equal to 1 +\r\nyour Intelligence modifier (minimum of 1). You regain all\r\nexpended uses when you finish a long rest.\r\n\r\n\r\nFighting Style\r\nAt 2nd level, you adopt a particular style of fighting as your\r\nspecialty. Choose one of the following options. You can\u2019t take\r\na Fighting Style option more than once, even if you later get\r\nto choose again.\r\nArcane Warrior\r\nYou learn two cantrips of your choice from the wizard spell\r\nlist. They count as swordmage spells for you, and Intelligence\r\nis your spellcasting ability for them. Whenever you gain a\r\nlevel in this class, you can replace one of these cantrips with\r\nanother cantrip from the wizard spell list.\r\nArchery\r\nYou gain a +2 bonus to attack rolls you make with ranged\r\nweapons.\r\nDefense\r\nWhile you are wearing armor, you gain a +1 bonus to AC.\r\n\r\nDueling\r\nWhen you are wielding a melee weapon in one hand and no\r\nother weapons, you gain a +2 bonus to damage rolls with that\r\nweapon.\r\nGreat Weapon Fighting\r\nWhen you roll a 1 or 2 on a damage die for an attack you\r\nmake with a melee weapon that you are wielding with two\r\nhands, you can reroll the die and must use the new roll, even\r\n\r\nif the new roll is a 1 or a 2. The weapon must have the two-\r\nhanded or versatile property for you to gain this benefit.\r\n\r\nProtection\r\nWhen a creature you can see attacks a target other than you\r\nthat is within 5 feet of you, you can use your reaction to\r\nimpose disadvantage on the attack roll. You must be wielding\r\na shield.\r\n\r\n2\r\n\r\nSpellsword\r\nSpellswords are fast-moving skirmishers. Masters at\r\nnavigating a battlefield, they use their magic to approach their\r\nenemies, deal empowered strikes with their weapons, then\r\nquickly reposition to a more favorable location.\r\nSpellsword Magic\r\nStarting at 3rd level, you learn an additional spell when you\r\nreach certain levels in this class, as shown in the Spellsword\r\nSpells table. The spell counts as a swordmage spell for you,\r\nbut it doesn\u2019t count against the number of swordmage spells\r\nyou know.\r\nSpellsword Spells\r\nSwordmage Level Spell\r\n3rd longstrider\r\n5th blur\r\n9th haste\r\n13th freedom of movement\r\n17th far step\r\nInfusion Surge\r\nStarting when you choose this discipline at 3rd level, once\r\nper turn when you hit with an attack using your bonded\r\nweapon and you have an active Arcane Infusion, you can\r\ndouble the damage dealt by the infusion.\r\nArcane Counter\r\nWhen you choose this discipline at 3rd level, you gain the\r\nability to teleport short distances and take advantage of\r\nopenings your opponents make. When a creature within 30\r\nfeet of you hits an ally with a melee attack, you can use your\r\nreaction to teleport and appear in an unoccupied space\r\nwithin five feet of the attacking creature. As part of the\r\nreaction, you can make a single melee weapon attack against\r\nthe creature. The triggering creature must be beyond your\r\nreach when it hits your ally for you to be able to use this\r\nfeature.\r\nRecursive Strike\r\nBeginning at 7th level, after you use your Spell Strike feature\r\nyou can immediately make a single weapon attack against the\r\nsame target as a bonus action. If the Spell Strike missed, you\r\ncan attempt the same Spell Strike again with this bonus\r\naction attack before the magic fades from your weapon.\r\nArcane Advance\r\nStarting at 11th level, when you hit a creature with a melee\r\nweapon attack you can use a bonus action to teleport up to 10\r\nfeet to an unoccupied space you can see. You must teleport\r\nimmediately after the hit, but can do so before making\r\nadditional attacks.\r\nEnhanced Counter\r\nBeginning at 15th level, when you use your Arcane Counter\r\nability you gain advantage on the attack roll against the\r\ntriggering creature.\r\nSwordmage v4.0","subclasses":"Multiclassing\r\nWhen you advance in level, and at your DM's discretion, you\r\nmay take the option to multiclass into a swordmage. You\r\nmust meet the following prerequisites to qualify for an\r\nswordmage.\r\nMulticlassing Prerequisites\r\n\r\nProficiences\r\nWhen you first multiclass into swordmage, you gain only\r\nsome of the class's starting proficiences as shown below.\r\n\r\nSpell Slots\r\nWhen determining spell slots, you add one half (rounded\r\ndown) of your swordmage levels to the levels of your other\r\nclasses as described on page 164 of the Player's Handbook.\r\nUse the resulting total to determine your spell slots by\r\nconsulting the Multiclass Spellcaster table on page 165 of the\r\nPlayer's Handbook.","tabledata":"","tags":"Class","templateId":"25","blockId":"429895","world":"46ff21dc-eb4c-4989-9647-e2d1ae87e5a0","folder":"","isShared":"on"}