Wizard
Base Class: Wizard

A Swordmage mixes magic and sword play.

Bonus Proficiency

Starting at 2nd level you gain proficiency in light armour, medium armour and shields. You also gain proficiency in one type of melee weapon of your choice.

Weapon Bond

Starting at 2nd level you can conduct a ritual to bond one weapon of your choice to you, the ritual takes 1 hour and can be performed during a short rest. At the end of the hour you must reach out and touch the weapon, forming the bond. You can have up to two weapons bonded to you at one time, if you attempt to bond with a third you must break the bond with a weapon you have previously bonded with. Additionally you can teleport one of your bonded weapons to your hand as a bonus action as long as it is on the same plane of existence as you. You can only summon one bonded weapon out a time with this bonus action. You can also use a bonded weapon as a spell casting focus.

Protective Ward

Starting at 2nd level, you can weave protective magic around yourself. At the end of a long rest if you touch your bonded weapon you gain a magical ward. The ward has hit points equal to your level plus your intelligence modifier the ward cannot regain hit points through healing. If you take damage your ward instead takes the damage if it has hit points left. If your ward takes damage that reduces it to 0 hit points you take the remaining damage, for example if your ward has 1 hit point and you take 10 damage your ward takes 1 damage and you take 9 damage. At the end of every long rest you can cause your ward to regain all its hit points.

Extra Attack

At 6th level, you can attack twice, instead of once, when you take the attack action on your turn.

Elemental Weapon

Beginning at 10th level you can cause your weapon to flare with elemental energy. You can expend a spell slot as a bonus action to cause your weapon to deal extra damage equal to the level of the spell slot plus your proficiency bonus, the maximum level of spell slot you can expend is level four spell slot. The effect continues for one hour, until you dismiss the effect as a bonus action, or if the weapon is more then 10 feet away from you for 1 minute or more. When you expend spell slot you choose the damage type, it can be cold, fire, lightning, thunder, or acid.

War Magic

At 14th level you can weave magic and spell casting into a single act. When you cast a spell as an action you can make a weapon attack as a bonus action.

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