##### The Soul Binder
–Spell Slots per Spell Level–
| Level | Proficiency
Bonus | Features | Cantrips
Known | 1st | 2nd | 3rd | 4th | 5th |
|:----:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 1st | +2 | Swordmage Bond, Swordmage Mark| — | — | — | — | — | — |
| 2nd | +2 | Spellcasting, Fighting Style | 2 | 2 | — | — | — | — |
| 3rd | +2 | Swordmage Archetype, Archetype Feature, Mystic Intuition | 2 | 3 | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 3 | 3 | — | — | — | — |
| 5th | +3 | Blade Magic | 3 | 4 | 2 | — | — | — |
| 6th | +3 | Swordmage Discipline | 3 | 4 | 2 | — | — | — |
| 7th | +3 | Archetype Feature | 3 | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Improvement | 3 | 4 | 3 | — | — | — |
| 9th | +4 | — | 3 | 4 | 3 | 2 | — | — |
| 10th | +4 | Improved Blade Magic | 4 | 4 | 3 | 2 | — | — |
| 11th | +4 | Archetype Feature | 4 | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | 4 | 4 | 3 | 3 | — | — |
| 13th | +5 | — | 4 | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Mage Bane | 4 | 4 | 3 | 3 | 1 | — |
| 15th | +5 | Archetype Feature | 4 | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | — | 5 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Fight as One | 5 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Unlimited Swordmage Mark | 5 | 4 | 3 | 3 | 3 | 2 |
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### Swordmage Bond
At first level, you know a ritual that creates a magical bond between yourself and your weapon. You perform the ritual over the course of 1 hour, which can be done during a short or long 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 with a weapon, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence as you, you can summon that weapon as a bonus action, causing it to teleport instantly to your hand. You also know the exact location of the weapon while on the same plane. 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 or long rest. This process automatically destroys any other fragments of the weapon in existence. Bonding with a new weapon breaks the bond with any existing weapons.
### Swordmage Mark
At first level, you are able to mark a creature using the weave, intertwining your fate with theirs. You may place your arcane mark on a creature as a bonus action. While marked, your attacks against the marked creature ignore half cover, but not 3/4 or full cover. Also, while attempting to spot the creature in dim light, light fog, or similar conditions, you do not have disadvantage on perception checks against that creature. You may utilize this ability a number of times equal to twice your Intelligence modifier, and you regain all uses of this ability at the end of a short or long rest. At level 20, you may use this feature an unlimited number of times.
You and your companion both become empowered from the bond you share, but only one of you can take full advantage of that power at first. If you take the Attack action or cast a spell with a casting time of one action, your companion can't take the Attack action on the same turn, and if your companion takes the Attack action, you can't take the Attack action or cast a spell with a casting time of one action on the same turn.
### Spellcasting
By 2nd level, your arcane studies and discipline have begun to pay off. You gain the ability to cast spells. See Chapter 10 in the Player's Handbook for the general rules of spellcasting and the end of this document for the swordmage spell list.
#### Cantrips
At second level, you know three cantrips of your choice. These cantrips are chosen from the Swordmage spell list. You gain additional cantrips as shown on the Swordmage table.
#### Preparing and Casting Spells
The Swordmage table shows how many spell slots you have to cast your swordmage spells. To cast one of your swordmage spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of swordmage spells that are available for you to cast, choosing from the swordmage spell list. When you do so, choose a number of swordmage spells equal to your Intelligence modifier + half your swordmage level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level swordmage, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *ensnaring strike*, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of swordmage spells requires time spent in meditation with your companion: at least 1 minute per spell level for each spell on your list.
#### Spellcasting Ability
Intelligence is your spellcasting ability for your swordmage spells. You use your Intelligence whenever a 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.