SIGNING IN

Hit Points

Hit Dice 1d10 per niveau

Vaardigheden

CON , INT

Swordmage

Niveau Proficiency Bonus Eigenschappen Spells Known
1 + 2 Swordmage Bond Magic Sense 0
2 + 2 Swordmage Bond Magic Sense 2
3 + 2 Swordmage Bond Magic Sense 3
4 + 2 Swordmage Bond Magic Sense 3
5 + 3 Swordmage Bond Magic Sense 4
6 + 3 Swordmage Bond Magic Sense 4
7 + 3 Swordmage Bond Magic Sense 5
8 + 3 Swordmage Bond Magic Sense 5
9 + 4 Swordmage Bond Magic Sense 6
10 + 4 Swordmage Bond Magic Sense 6
11 + 4 Swordmage Bond Magic Sense 7
12 + 4 Swordmage Bond Magic Sense 7
13 + 5 Swordmage Bond Magic Sense 8
14 + 5 Swordmage Bond Magic Sense 8
15 + 5 Swordmage Bond Magic Sense 9
16 + 5 Swordmage Bond Magic Sense 9
17 + 6 Swordmage Bond Magic Sense 10
18 + 6 Swordmage Bond Magic Sense 10
19 + 6 Swordmage Bond Magic Sense 11
20 + 6 Swordmage Bond Magic Sense 11

Spell Slots per Spell Level

Niveau Proficiency Bonus Eigenschappen 1st 2nd 3rd 4th 5th
1 + 2 Swordmage Bond Magic Sense 0 0 0 0 0
2 + 2 Swordmage Bond Magic Sense 2 0 0 0 0
3 + 2 Swordmage Bond Magic Sense 3 0 0 0 0
4 + 2 Swordmage Bond Magic Sense 3 0 0 0 0
5 + 3 Swordmage Bond Magic Sense 4 2 0 0 0
6 + 3 Swordmage Bond Magic Sense 4 2 0 0 0
7 + 3 Swordmage Bond Magic Sense 4 3 0 0 0
8 + 3 Swordmage Bond Magic Sense 4 3 0 0 0
9 + 4 Swordmage Bond Magic Sense 4 3 2 0 0
10 + 4 Swordmage Bond Magic Sense 4 3 2 0 0
11 + 4 Swordmage Bond Magic Sense 4 3 3 0 0
12 + 4 Swordmage Bond Magic Sense 4 3 3 0 0
13 + 5 Swordmage Bond Magic Sense 4 3 3 1 0
14 + 5 Swordmage Bond Magic Sense 4 3 3 1 0
15 + 5 Swordmage Bond Magic Sense 4 3 3 2 0
16 + 5 Swordmage Bond Magic Sense 4 3 3 2 0
17 + 6 Swordmage Bond Magic Sense 4 3 3 3 1
18 + 6 Swordmage Bond Magic Sense 4 3 3 3 1
19 + 6 Swordmage Bond Magic Sense 4 3 3 3 2
20 + 6 Swordmage Bond Magic Sense 4 3 3 3 2

Klassespreuken

absorb elements|xge Burning Hands Chromatic Orb Detect Magic Expeditious Retreat Faerie Fire False Life Feather Fall Fog Cloud Ice Knife Identify Jump Magic Missile Protection from evil and good Ray of Sickness Shield Sleep Thunderwave Witch Bolt zephyr strike|xge aganazzar's scorcher|xge Blindness/Deafness Blur Darkness Darkvision Enlarge/reduce Hold person Invisibility Levitate Locate Object Magic Weapon Melf's Acid Arrow Mirror Image Misty Step Nystul's magic aura Scorching Ray Shatter snilloc's snowball swarm|xge Spider climb Counterspell Dispel Magic Fear Fireball flame arrows|xge Glyph of Warding Haste Lightning Bolt Magic Circle melf's minute meteors|xge Protection from energy Sleet storm slow Stinking cloud Vampiric touch Blight Confusion Dimension Door elemental bane|xge Fire Shield Freedom of movement Greater Invisibility Ice Storm Locate Creature Stoneskin vitriolic sphere|xge Animate Objects Cloudkill Cone of Cold Conjure Volley immolation|xge skill empowerment|xge steel wind strike|xge Telekinesis Teleportation circle burning hands|xphb chromatic orb|xphb detect magic|xphb expeditious retreat|xphb faerie fire|xphb false life|xphb feather fall|xphb fog cloud|xphb identify|xphb jump|xphb magic missile|xphb protection from evil and good|xphb ray of sickness|xphb shield|xphb sleep|xphb thunderwave|xphb witch bolt|xphb blindness/deafness|xphb blur|xphb darkness|xphb darkvision|xphb enlarge/reduce|xphb hold person|xphb invisibility|xphb levitate|xphb locate object|xphb magic weapon|xphb melf's acid arrow|xphb mirror image|xphb misty step|xphb nystul's magic aura|xphb scorching ray|xphb shatter|xphb spider climb|xphb counterspell|xphb dispel magic|xphb fear|xphb fireball|xphb glyph of warding|xphb haste|xphb lightning bolt|xphb magic circle|xphb protection from energy|xphb sleet storm|xphb slow|xphb stinking cloud|xphb vampiric touch|xphb blight|xphb confusion|xphb dimension door|xphb fire shield|xphb freedom of movement|xphb greater invisibility|xphb ice storm|xphb locate creature|xphb stoneskin|xphb animate objects|xphb cloudkill|xphb cone of cold|xphb conjure volley|xphb telekinesis|xphb teleportation circle|xphb

Klasse-eigenschappen

Niveau 1

Swordmage Bond
Magic Sense

Niveau 10

Guiding Strike

Niveau 11

Swordmage Discipline Feature

Niveau 12

Ability Score Improvement

Niveau 14

Magic Ward

Niveau 15

Swordmage Discipline Feature

Niveau 16

Ability Score Improvement

Niveau 18

Empowered Spell Strike

Niveau 19

Ability Score Improvement

Niveau 2

Fighting Style
Fighting Style Options
Spellcasting
Arcane Infusion

Niveau 20

Archblade

Niveau 3

Spell Strike
Swordmage Discipline

Niveau 4

Ability Score Improvement
Martial Versatility

Niveau 5

Extra Attack

Niveau 6

Eldritch Might

Niveau 7

Swordmage Discipline Feature

Niveau 8

Ability Score Improvement

Voortgang Bekende Spreuken

Niveau 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Bekende Spreuken 0 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11

Vaardigheden

Armor

light

medium

shield

Weapons

simple

martial

Skills

Startuitrusting

Als alternatief kun je beginnen met: 5d4×10|5d4 × 10|Starting Gold

Klasse-eigenschappen

Swordmage Bond (Level 1)

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.

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.

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 twohanded 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.

Fighting Style Options (Level 2)

2nd-level swordmage optional feature

When you choose a fighting style, the following styles are added to your list of options

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.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Superior Technique

You learn one maneuver of your choice from among those available to the Battle Master archetype for fighters. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Spellcasting (Level 2)

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.

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

Spell

Spellcasting Focus

You can use your bonded weapon as a spellcasting focus for your swordmage spells.

Arcane Infusion (Level 2)

Beginning at 2nd level, you gain the ability to infuse your bonded weapon with arcane energy. As a bonus action, while holding your bonded weapon you can expend one spell slot, infusing your weapon for ten minutes. While infused, your weapon deals additional force damage equal to 1 + the level of the spell slot you expended, to a maximum of 4 damage. If your weapon is not already magical, it becomes magical for the duration.

Instead of force damage, when you apply your arcane infusion you can choose to have it deal another type of damage. The damage must be one which you can deal using a swordmage spell that you know (for example, if you know the spell burning hands, your infusion can deal fire damage) but cannot be bludgeoning, piercing, or slashing damage.

This effect ends early if your bonded weapon is more than 5 feet away from you for 1 minute or more, if you fall unconscious, or if you choose to end it (no action required).

Spell Strike (Level 3)

Starting at 3rd level, you can use an action on your turn to attempt a Spell Strike, concentrating a spell into your bonded weapon and delivering the spell through your attack. Choose a spell you know of 1st level or higher with a casting time of one action, and spend a spell slot as if you were casting the spell as normal. You must be wielding your bonded weapon, and the spell you cast must be capable of targeting a hostile creature or have an area of effect in the shape of a cone, cube, cylinder, line, or sphere.

As part of the action, you then make a single weapon attack with your bonded weapon against a single target, though you can move between casting the spell into your weapon and making the weapon attack if you have movement to do so. On a hit, the target suffers the weapon attack's normal effects. The target is then also subjected to the effects of the spell as if you had cast the spell normally at the level of the spell slot you expended to use this feature.

If the spell requires the target to make a Dexterity saving throw, the target is considered to automatically fail it. If the spell requires the target to make any other kind of saving throw, then the target must make that saving throw with disadvantage. If the spell requires you to make an attack roll, use the results of the weapon attack made as part of this action in place of the spell attack roll, including whether or not the attack was a critical hit. Only the target is affected by the spell; if the spell normally affects an area it does not do so when used with this feature.

Whether the weapon attack hits or misses, the spell slot is expended and the magic fades from your weapon. A creature can attempt to interrupt the spell at the moment you cast it into your weapon (such as by casting counterspell). If the spell fails or the magic is suppressed before you make the weapon attack, such as by entering the area of an antimagic field, the magic of the spell is lost but you can still make the weapon attack as part of the action. Whether you make the attack or not, your action is also expended.

You can use this feature a number of times equal to your Intelligence modifier (minimum of 1), expending a use only when you successfully hit your target with a weapon attack. You regain expended uses when you finish a long rest.

Swordmage Discipline (Level 3)

At 3rd level, you focus your martial and arcane prowess into a particular discipline, Battlemage, Eldritch Archer, Shieldbearer, or Spellsword. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

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.

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 replace a fighting style you know with another fighting style available to swordmages. This replacement represents a shift of focus in your martial practice.

Extra Attack (Level 5)

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Eldritch Might (Level 6)

Beginning at 6th level, you can add half your Intelligence modifier (round up) to any Strength, Dexterity, or Constitution ability check you make.

Swordmage Discipline Feature (Level 7)

At 7th level, you gain a feature granted to you by your Swordmage Discipline.

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.

Guiding Strike (Level 10)

Starting at 10th level, your Spell Strikes leave behind traces of glimmering magic. When you successfully hit a creature with the weapon attack made with your Spell Strike feature, the next attack roll made against the target before the end of your next turn has advantage.

Swordmage Discipline Feature (Level 11)

At 11th level, you gain a feature granted to you by your Swordmage Discipline.

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.

Magic Ward (Level 14)

Beginning at 14th level, the magic of your bond projects a constant ward against magic. Whenever you suffer damage from a spell or other magical effect and you are wielding your bonded weapon, you can reduce the damage by an amount equal to your Intelligence modifier.

Swordmage Discipline Feature (Level 15)

At 15th level, you gain a feature granted to you by your Swordmage Discipline.

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.

Empowered Spell Strike (Level 18)

Beginning at 18th level, when you roll dice for the spell you used for your Spell Strike, you can reroll a number of the dice up to your Intelligence modifier (minimum of one). You must use the new rolls.

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.

Archblade (Level 20)

At 20th level, the bond with your weapon becomes even stronger. Your bonded weapon gains a +1 bonus to attack and damage rolls. Additionally, while wielding your bonded weapon you gain a +1 bonus to your spell attack modifier and your spell save DC increases by 1.

Multiklassen

Multiklasse-vereisten

  • DEX: 13 of STR: 13

Verworven Vaardigheden

Armor light
Weapons martial

Subklasses

Battlemage
ArcaneAthenaeumSwordMage
Eldritch Archer
ArcaneAthenaeumSwordMage
Shieldbearer
ArcaneAthenaeumSwordMage
Spellsword
ArcaneAthenaeumSwordMage

Subklasse-eigenschappen

Battlemage

Battlemage (Level 3)

Battlemages wear heavy armor and stride onto the battlefield with little worry for potential dangers. They, more than other swordmages, delve deep enough into the workings of magics to learn the same sorts of spells that wizards do. With this knowledge they wield their spells in flashy and destructive ways, while protecting their allies from harm.

Battlemage Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Battlemage Spells table. The spell counts as a swordmage spell for you, but it doesn't count against the number of swordmage spells you know.

Studied Soldier

When you choose this discipline at 3rd level, you gain proficiency in heavy armor and shields.

When your Spellcasting feature lets you learn or replace a swordmage spell of 1st level or higher, you can choose the new spell from the swordmage spell list or the wizard spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a swordmage spell for you.

Arcane Aegis

When you choose this discipline at 3rd level, you gain the ability to disrupt a single target's attacks against your allies. As an action you can target a single creature within 30 feet of you that you can see. That creature makes a Wisdom saving throw versus your spell save DC. On a failure you mark the creature until your concentration is broken (as if you are concentrating on a spell). A creature marked by you has disadvantage on any attack roll that doesn't target you.

You can use this feature a number of times equal to your Intelligence modifier. You regain expended uses of this feature when you finish a long rest.

Hardened Mind (Level 7)

Starting at 7th level, you gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell or your Arcane Aegis feature. The bonus is equal to half your Intelligence modifier (rounded up, minimum of +1).

Elemental Protection (Level 11)

Beginning at 11th level, you can manipulate the energy infused into your weapon to protect you from harm. While you have an active Arcane Infusion, you gain resistance to the damage type of the infusion. You must be wielding your bonded weapon to gain the benefits of this feature.

War Mage (Level 15)

At 15th level, channeling magic invigorates you in combat. After you use an action to cast a spell, or while you maintain concentration on a spell or your Arcane Aegis feature, you can make a single weapon attack as a bonus action. You cannot use this feature if you use your action to make a weapon attack in the same turn.

Eldritch Archer

Eldritch Archer (Level 3)

Eldritch Archers specialize in ranged weaponry, weaving magic into their shots and uing their weapons to extend the lethal range of their spells.

Eldritch Archer Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Eldritch Archer Spells table. The spell counts as a swordmage spell for you, but it doesn't count against the number of swordmage spells you know.

Eldritch Archer Spells
Swordmage LevelSpell

3rd

zephyr strike

5th

cordon of arrows

9th

wind wall

13th

elemental bane

17th

swift quiver

Arcane Ammunition

When you choose this discipline at 3rd level, you gain the ability to spontaneously create ammunition from nothing. When you make an attack with your bonded weapon you can choose to create a piece of ammunition (such as an arrow or bolt) in your hand as part of the attack. The ammunition lasts until the end of the turn or until it hits or misses a target. Though the ammunition is made magically, it is not considered magical.

Increased Casting Range

When you choose this discipline at 3rd level, you gain the ability to extend the range of your swordmage spells through your bonded weapon. When you cast a spell that has a range of 10 feet or greater, you can use the normal range of your bonded weapon to determine the spell's range. A spell cannot have a range of Self to be used with this feature, your bonded weapon must be a ranged weapon, and you must be wielding your bonded weapon to use this feature.

At 15th level you can use the long range of your bonded weapon to determine the spell's range.

Phasing Shot (Level 7)

Starting at 7th level, you learn how to briefly phase your ammunition into the ethereal plane. When you make a ranged attack using your bonded weapon you can choose to make the attack a Phasing Shot. Phasing shots ignore all cover, including total cover, when fired, and ignore obstacles during their flight as long as the obstacle does not extend into the ethereal plane. You still suffer disadvantage when attacking creatures that are heavily obscured from you.

You can use this feature a number of times equal to your Intelligence modifier. You regain expended uses of this feature when you finish a long rest.

Arcane Beacon (Level 11)

Beginning at 11th level, you can use a bonus action to concentrate on a piece of ammunition in your hand (as if concentrating on a spell). If you choose to concentrate on a piece of ammunition made through your Arcane Ammunition feature, the ammunition persists until your concentration ends, at which point it disappears.

While concentrating, you know the location of your ammunition as long as it remains on the same plane of existence as you. You can use a bonus action to change your perception to that of the ammunition until the start of your next turn. While doing so, you can see and hear through the ammunition as if you were there. During this time, you are deaf and blind with regard to your own senses.

Your concentration ends early if the ammunition is ever destroyed. A creature can use its action to snap the ammunition and destroy it.

You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain expended uses of this feature when you finish a long rest.

Eldritch Accuracy (Level 15)

Beginning at 15th level, when you use your Arcane Infusion feature, rather than dealing extra damage you can choose to have the infusion grant a bonus to attack rolls made with your bonded weapon. The bonus is equal to the infusion's extra damage. On subsequent turns you can use a bonus action to swap the infusion between dealing damage or granting the bonus to attack rolls.

Shieldbearer

Shieldbearer (Level 3)

The key to a strong offense is a strong defense. Some swordmages take this expession to heart, and learn how to form bonds not just with weapons, but also protective items such as shields. With this unique skill, shieldbearers can attack opponents from afar, and turn their enemies' own defenses against them.

Shieldbearer Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Shieldbearer Spells table. The spell counts as a swordmage spell for you, but it doesn't count against the number of swordmage spells you know.

Shieldbearer Spells
Swordmage LevelSpell

3rd

shield

5th

heat metal

9th

enemies abound

13th

Otiluke's resilient sphere

17th

antilife shell

Shield Bond

Beginning when you choose this discipline at 3rd level, you learn how to bond to shields the same way you can bond to weapons. You can use your Swordmage Bond on any shield, and can use any feature which refers to your Swordmage Bond or bonded weapon with your bonded shield. If you use a bonus action to teleport your bonded shield to you, you can also don it as it appears.

Shield Fighting

At 3rd level, you can wield shields as weapons. For you, shields are also martial melee weapons that deal 1d6 damage on a hit. This damage increases as you gain levels in this class, to 1d8 at 11th level, and 1d10 at 17th level. If you are wielding a magic shield with a bonus to its AC, such as a +1 shield, that bonus also applies to the attack and damage rolls you make with the shield.

You can wield a shield as a weapon whether you have it donned or not, but you do not gain the AC bonus from wearing a shield if you do not have it donned. You can choose to don or doff a shield as either an action or a bonus action.

Throwing Shield (Level 7)

At 7th level, shields you wield gain the Thrown property. When thrown a shield has a normal range of 20 feet and a long range of 60 feet. You do not gain the benefits of wielding a shield until you don a shield again.

When you make a ranged attack by throwing a shield, if you can make multiple attacks in a turn, you can choose to make these additional attacks by bouncing the shield between targets. Each attack must be made against a different target than the attack before it, and the new target must be within range of the shield from the previous target. You can bounce the shield in this way even if a previous attack missed, unless you rolled a natural 1 on the attack roll. If you do, the shield bounces in a random direction, landing in a space 2d10 feet away from the missed target.

If you throw your bonded shield and did not roll a natural 1 with any throwing attack you made with it, the shield automatically returns to your hand at the end of the turn you threw it as long as you are not behind total cover. You can use a reaction, bonus action, or action to don the shield when it returns to you.

Defensive Infusion (Level 11)

Beginning at 11th level, you learn how to use the magic infused in your shield to help strengthen your defenses. While you are wielding a shield with an active Arcane Infusion, you gain a bonus to your AC and saving throws equal to half the infusion bonus (rounded down).

Arcane Fortification (Level 15)

At 15th level, the magic of your bonded shield can be used to cast powerful warding spells. Your bonded shield gains a number of charges equal to half your level in this class (rounded down). While you are wielding your bonded shield, you can expend a certain number of charges to cast any spell from any class' spell list which contains the word "wall" in its name (such as wind wall or wall of force). You can also use this feature to cast the spells antimagic field, forcecage, globe of invulnerability, invulnerability, and primordial ward. The number of charges you must spend equals the spell's level.

Your bonded shield regains all expended charges when you finish a long rest.

Spellsword

Spellsword (Level 3)

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 LevelSpell

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 (Level 7)

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 (Level 11)

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 (Level 15)

Beginning at 15th level, when you use your Arcane Counter ability you gain advantage on the attack roll against the triggering creature.