Saving Throws: Your techniques require your target to make saving throws to resist the effects. The saving throw DC is calculated as follows:

Mastery Points: Gain a pool of points which fuel your arcane-imbued techniques, equal to your Intelligence modifier plus your swordmage level. You regain your expended Mastery Points during a short rest spent focusing on your bonded blade and practicing forms.

As part of your swordbond, the potential you have unlocked is expressed in Mastery Points which increase with your study and focus as a swordmage.

You create a bond to the blade you wield which keeps you from being separated. If you perform the swordbond ritual with your blade during a long rest, you will be able to determine the direction and approximate distance away your blade lies, and as a bonus action, you can summon it to your hand from up to a mile away.

A swordmage has a special relationship with the blade that he or she has carried, and through dedication and study, has unlocked the potential to utilize arcane abilities through the weapon itself

Once you use this ability, you cannot use it again until you complete a short or long rest.

As a reaction when an enemy hits an ally within 15 feet of you that you can see, reduce the damage dealt to your ally by an amount equal to your Intelligence modifier plus your swordmage level.

Once you use this ability, you cannot use it again until you complete a short or long rest.

As a reaction when an enemy attacks an ally within 15 feet of you that you can see, teleport the enemy adjacent to you and make an opportunity attack against the enemy.

Once you use this ability, you cannot use it again until you complete a short or long rest.

As part of your attack action, you may teleport to an area you can see up to 15 feet adjacent to a foe prior to making your attack. If your attack hits, add your Intelligence modifier to the damage roll.

You adopt a particular bond with your blade as your focus. Choose one of the Aegis below which will allow you to take swift, decisive action against a foe.

You do not start with any specialized equipment. Your travels and adventures have outfitted you with the gear and specialty items that have lead you to adopt the training of a swordmage already.

Swordmages exist as a very small fragment of those who can wield both a blade and the arcane. Their focus is mainly on becoming one with the blade, and in the meditation and study as well as the familiarity with the arcane may unlock a certain potential that will allow the wielder to become more powerful than previously thought possible.

Imbued Technique

At 1st level, when you make an attack, you are able to channel a small part of the arcane energy you possess to enhance the weapon's attack to some additional effect. Choose one of the techniques below to add to your swordmage abilities.

Thundering Attack: Expend one Mastery point as part of an Attack action. If the attack hits, the attack deals extra thunder damage equal to your Intelligence modifier and if the target is Large or smaller, it must pass a Strength saving throw or be pushed up to 15 feet away from you.

Lightning Lure: Expend one Mastery point as part of an Attack action. If the attack hits, the target must pass a Wisdom saving throw and you may move up to 15 feet away from the attacker. This movement does not provoke opportunity attacks from the target, and if the target fails its saving throw, it must follow you to an adjacent spot. The target also grants advantage on the next attack against it.

If the target passes the saving throw, you are unable to retreat, and the target does not follow. If the target is immobilized or otherwise cannot move, this has no effect.

Disorienting Shout: Expend one Mastery point as part of an Attack action. If the attack hits, the target takes psychic damage equal to your Intelligence modifier and must make an Intelligence save or fall prone.

Arcane Understanding

Learn two cantrips of your choice off the wizard cantrip list. Your spellcasting ability for these cantrips is Intelligence.

Thundering Step

As part of your move, you may teleport up to 25 feet away from your current location to an unoccupied location that you can see, subtracting one foot of movement for every foot teleported.

When the teleport is completed, all creatures adjacent to you must make a Strength saving throw or take thunder damage equal to your Intelligence modifier.

Once you use this ability, you cannot use it again until you have completed a short or long rest.

Arcane Aura

At 2nd level, you are able to focus your arcane energies in to a maelstrom of emotion which effects those around you. Choose one of the auras below to add to your swordmage abilities.

At 2nd level, the aura is a 10 foot radius around you. At 5th level, the aura increases to 15 feet.

You can start the aura as a bonus action on your turn if you expend two Mastery points. The aura lasts for 1 minute or until you dismiss it as a bonus action.

Focused Coordination: Allies that attack an enemy within 5 feet of you that you can see gain advantage on their attacks while this aura is in effect.

Dogged Advance: Enemies that you have attacked within the last turn who are within the aura must focus their next attack on their turn on you, or gain disadvantage on their next attack.

Nightmarish Visage: Enemies that end their turn in your aura must make a Wisdom saving throw or be frightened of you until the end of their next turn. At the end of their next turn, if they are still frightened, they may repeat the Wisdom save.

If the enemy passes the saving throw, they are immune to the effect of the aura.

Spellblade

When you take the Attack action with your bonded blade, you may cast a cantrip as a bonus action, using the blade as your arcane focus.

Energized Blade

At 3rd level, you gain the ability to channel arcane energy directly in to the core of your weapon itself. Choose one ability from the list below and add it to your swordmage abilities.

Scintillating Strike: Expend two Mastery points as part of an Attack action. If the attack hits, the target takes additional lightning damage equal to your Intelligence modifier plus your swordmage level and the target must make a Constitution saving throw or be blinded until the end of its next turn.

Icy Thrust: Expend two Mastery points as part of an Attack action. If the attack hits, the target takes additional cold damage equal to your Intelligence modifier plus your swordmage level and the target must make a Constitution saving throw or be immobilized until the end of its next turn.

Terrible Conflagration: Expend two Mastery points as part of an Attack action. If the attack hits, the target takes additional fire damage equal to your Intelligence modifier plus your swordmage level and the target must make a Strength saving throw or be pushed 15 feet away from you.

Ability Score Improvement

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two different ability scores by 1. As normal, you can't increase an ability above 20 using this feature.

Channeling Flow

As a spell-like ability, cast fireball, lightning bolt, or haste as a third level spell. Intelligence is your casting ability for this spell.

Once you use this ability, you cannot use it again until you have completed a long rest.

Stance of the Eldritch Blades

At 5th level, you become one with the blade and arcane energies, allowing you to lose yourself in the forms.

As an action, you may enter the Stance of the Eldritch Blades. It lasts for 1 minute or can be dismissed at any time.

When you enter the Stance of the Eldritch Blades, gain +2 to your AC and resistance to bludgeoning, slashing, and piercing damage. At the end of each of your turns, if you have hit a target with one of your swordmage abilities, regain one Mastery point.

Attacks made while in this stance that do not use Mastery points to augment them do additional damage equal to your Intelligence modifier.