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Swordmage

Swordmage

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Medium Humanoid (Human), Neutral


Armor Class 18 (Splint Armor); Initiative +1 (11)
Hit Points 84 (8d10 + 32) plus 9 (2d4 + 4; False Life) Temporary HP
Speed 30 feet


STR DEX CON INT WIS CHA
20 12 15 10 14 8
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+5 +8 +1 +1 +2 +5 +0 +0 +2 +5 -1 -1

Skills Arcana +3, Athletics +8, Intimidation +2, Perception +5, Survival +5; Cartographer’s Tools
Gear Arcane Focus, Backpack (Bedroll, Rations (5 days), Traveler’s Clothes, 2 Waterskins), Greatsword, 2 Handaxes, Splint Armor, Traveler’s Clothes; Weight Carried 109 pounds
Senses Passive Perception 15, Passive Investigation 10, Passive Insight 12
Languages Common, Draconic, Orc
Challenge 6 (XP 2,300; Proficiency Bonus +3)


TRAITS

Tactical Mind. When Swordmage fails an ability check, he can expend a use of Second Wind, and instead of regaining Hit Point, Swordmage adds 5 (1d10) to the ability check. If the check still fails, this use of Second Wind isn’t expended.

War Bond. Swordmage can create a magical bond between himself and a weapon. He performs the ritual over the course of 1 hour, which can be done during a Short Rest. The ritual fails if another Fighter is bonded to the weapon or if the weapon is a magic item that someone else has attuned to. Once bonded, Swordmage can’t be disarmed of that weapon unless he has the Incapacitated condition. He can have up to 2 bonded weapons. If he tries to bond with a 3rd weapon, he must break the bond with one of the other two.


ACTIONS

Action Surge (1/Short Rest). On his turn Swordmage can take one additional action, except the Magic action.

Extra Attack. Swordmage can attack twice instead of once whenever he takes the Attack action on his turn.

War Magic. When Swordmage takes the Attack action, he can replace one of the attacks with a casting of one of his Wizard cantrips that has a casting time of an action.

Greatsword. Melee Attack Roll: +8 to hit, reach 5 feet. Hit: 15 (2d6 + 5 + 3) Slashing damage. If Swordmage’s attack roll misses a creature with this weapon, he deals 5 Slashing damage.

Handaxe. Melee or Ranged Attack Roll: +8 to hit, reach 5 feet or range 20/60 feet. Hit: 8 (1d6 + 5) Slashing damage. If Swordmage hits a creature with this weapon and deal damage to the creature, he has Advantage on his next attack roll against that creature before the end of Swordmage’s next turn.

Spellcasting. Swordmage is an 8th level spellcaster. He casts spells using Intelligence as the spellcasting ability (spell save DC 11, +3 to hit with spell attacks).
Cantrips (at will): Blade Ward, Prestidigitation
1st level (4/Long Rest): False Life, Find Familiar, Jump ᴮᴬ, Shield ᴿ
2nd level (2/Long Rest): Enlarge/Reduce, Spider Climb


BONUS ACTIONS

War Bond. Swordmage can summon a bonded weapon to his hand as long as its on the same plane of existence as him. He can have up to 2 bonded weapons, but can only summon one at a time with a Bonus Action.

Second Wind (3/Long Rest). Swordmage regains 13 (1d10 + 8) Hit Points and can also move up to half his Speed without provoking Opportunity Attacks.

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