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DnD Index

A collection of DnD resources and homebrew

Swordmage

Level 3

Spells

Level Spells
1 Jump
2 Calm Emotions
3 Spirit Guardians
4 Freedom of Movement
5 Telekinesis

Feature: Spirit Blade

As a bonus action, you can activate your blade for one minute. While active, it glows with psychic energy, and to you takes on the appearance of the blade of your spirit ancestor. Whenever you deal damage with your Spirit Blade, add 1d4 psychic damage.

Feature: Spirit Telekinesis

You learn the Mage Hand cantrip, where the hand is that of the spirit watching over you. You may cast Mage Hand as a bonus action. When you cast Mage Hand, you may instead target a Medium or smaller creature. If you do so, they must succeed on a Strength saving throw or be moved 10ft in any direction.

Level 6

Feature: Spirit Influence

You learn the Suggestion spell. You may cast the spell such that the only required component is the speaking of the suggestion itself. You may cast this spell without expending a spell slot prof times per long rest, and if you cast it this way, the target has disadvantage on the saving throw.

Level 10

Feature: Balance of Light and Dark

After spending time on your journey interacting with the spirits of the past, you must choose your guiding principal for the future. Choose either Light or Dark, and gain the following effects

Light Dark
You learn the Enhance Ability and Haste spells You learn the Hold Person and Lightning Bolt spell
Once per rest, when an unmarked enemy attacks an ally, you may mark that enemy. If this would exceed your maximum number of marks, you may choose which of your previous marks ends. Once per rest, when you deal damage to a marked enemy, you may expend up to proficiency bonus hit die and deal that much additional damage

Level 14

Feature: Spirit Guidance

When you or an ally would miss an attack on a marked enemy within 60ft, you may add 1d4 to that roll, potentially turning a miss into a hit. You may use this feature once per rest, and you may regain use of this feature by casting a leveled spell.

Level 18

Feature: Duel of Fates

Your spirits are watching as they always have, but now they watch from the sidelines, as you come into your own as a hero of the ages. You may use a Bonus Action to utter a challenge directed at one creature in sight. Immediately, all creatures in this combat are teleported to a demiplane arena. You and the creature you chose are engaged in the duel, and all allies and enemies are on opposite sides of the arena. The creature you are dueling must duel you until a participant yields or dies. No other creatures can interfere with this duel by any means, other than the effect of a Wish spell. If you are victorious, you may cast the Mass Suggestion spell as a free action and without expending a spell slot, targeting all allies of the defeated creature, regardless of how many of them there are. They automatically fail their saving throw. All creatures are then teleported back to the original plane. After using this feature, you cannot regain use of it until 2d4 days have passed.

Concepts

Alt Feature: Duel of Fates

Your spirits are watching as they always have, but now they watch from the sidelines, as you come into your own as a hero of the ages. When a creature within 60ft of you dies by damage from a marked enemy, you and that enemy are teleported to a demiplane arena. The enemy must duel you until a participant yields or dies, and that enemy has their maximum health reduced to your maximum health. No other creatures can interfere with this duel by any means, other than the effect of a Wish spell. If you are victorious, your ally is revived instantly. All creatures are then teleported back to the original plane. You may only use this feature once per long rest.

Light and Dark Rework

Level 3

Spells

Level Spells
1 Jump // Cause Fear
2 Enhance Ability // Hold Person
3 Haste // Lightning Bolt
4 Banishment // Psychic Lance
5 Telekinesis

Feature: Spirit Blade

As a bonus action, you can activate your blade for one minute. While active, it glows with psychic energy, and to you takes on the appearance of the blade of your spirit ancestor. Whenever you deal damage with your Spirit Blade, add 1d4 psychic damage.

Feature: Balance of Light and Dark

After spending time on your journey interacting with the spirits of the past, you must choose your Spiritual Alignment. Choose either Light or Dark, and gain the following effects

Light Dark
Once per rest, when an unmarked enemy attacks an ally, you may mark that enemy. If this would exceed your maximum number of marks, you may choose which of your previous marks ends. Once per rest, when you deal damage to a marked enemy, you may expend up to proficiency bonus hit die and deal that much additional damage

Level 6

Feature: Spirit Influence

The spirits whisper in your ears, telling you the right words to say to worm your way into a creature’s brain. You gain the following effects based on your Spiritual Alignment

| Light | Dark | |-|-| | You learn the Suggestion spell. You may cast the spell such that the only required component is the speaking of the suggestion itself. You may cast this spell without expending a spell slot prof times per long rest, and if you cast it this way, the target has disadvantage on the saving throw. | You learn the Command spell. You may cast the spell such that the only required component is the speaking of the command itself. You may cast this spell without expending a spell slot prof times per long rest, and if you cast it this way, the target has disadvantage on the saving throw. The spell also gains these additional commands
- Kneel - The target is paralyzed until the end of your next turn.
- Interfere - The target must spend their movement to move adjacent to their nearest ally, and their action to attempt to grapple that creature. |

Level 10

Feature: Spiritual Meditation

As you reflect on the lessons you have learned from your spirit, you are centered fully on your ideals, with no doubts of their convictions. When you take a rest, gain the following effects based on your Spiritual Alignment

Light Dark
You may clear 1 point of exhaustion and your movement speed increases by 15ft until your next rest, as your meditation clears your mind and gives you untold energy. You may take one point of exhaustion and meditate on a creature whose name you know and whom you have met before. You learn the direction to that creature’s location, regardless of the distance, and how far away from you they are. If this creature is not on the same plane, the effect fails.

Level 14

Feature: Spiritual March

Level 18

Feature:

Concepts