Swordmage
HD: d8 +Con mod
SAVES: Int & Dex
Profs:
Armor: Light to start.
Weapons: Any Simple, Martial weapons with the finesse, light, or versatile descriptors.
Skills: Choose 2 from Acrobatics, Arcana, Athletics, History, Insight, Intimidation, Investigation, Perception.
1 lvl: Spell Sword: You infuse your melee attacks with magical energy. +d6 force damage. +1 d6 every four levels (4th, 8th, 12th, 16th, 20th). This "chariging up" lasts for 1 minute. You can use this feature 1 + Int mod times before requiring a short rest. Attacks count as magical for resistances and immunities to mundane attack.
Arcane Magic: Cantrips: Begin with 3 known cantrips. Cast at will. Choose a new cantrip you have mastered or swap out an old one, every two levels (3rd, 5th, etc...). Your spell casting ability is Intelligence.
Prepared Spells: Begin with 3 1st level spells in a spellbook. You may choose 1 new spell, of a spell level you can cast, at each level after first. You can prepare one 1st level spell at first level. Beginning at second level, you may cast two 1st level spells before requiring a long rest. From second level on, you gain spell slots as the Spell Progression of the Ranger.
2 lvl: Fighting Style: Choose one of the following styles: Archery, Defense, Dueling, Two-weapon Fighting.
Occult Order: Features at 2nd, 4th, 10th, 14th. You may choose one of the following Swrdmage archetypes: Arcane Archer (features built around ranged weaopn use, beginning with using the Spell Sword feature with ranged attacks), Elemental Blade (features are built around a single cardinal element and damage type), Sylvan Knight (gain access to Druidic spells and magic powers), Traditionalist (choose and follow/gain features of a Wizard Arcane Tradition)
3 lvl: Action Surge: You can cast a cantrip as a bonus action on your turn.
Arcane Magic: Access to 2nd level spells. Choose two new spells of a level you can cast.
4 lvl: Spell Shield: You ward yourself in battle. When fighting with a free hand, you can use a bit of arcane energy to generate a small buckler-sized "Shield". You "block/deflect" a single attack against you that would have hit you. Ignore the attack. You use this feature 1 + Int mod times before requiring a long rest.
ASI, Occult Order feature, Spell Sword (2d6, 2 + Int mod/ short rest)
5 lvl: Arcane Magic: Access to 3rd level spells. Choose two new spells of a level you can cast.
Extra Attack
6 lvl: Martial Prowess: You are now proficient with Medium armors.
Arcane Recovery
7 lvl: Arcane Magic: Access to 4th level spells. Choose two new spells of a level you can cast.
8 lvl: ASI, Spell Sword (3d6, 3 + Int mod/ short rest)
9 lvl: Arcane Magic: Access to 5th level spells. Choose two new spells of a level you can cast. Your spell level advancement ends with 5th level spells, but you continue to gain spell slots as shown on the Ranger spell progression chart.
10 lvl: Retributive Strike: as a reaction you can cast a cantrip or first level spell you have prepared or make a melle attack with a weapon you have in hand when you are struck by an attack.
Occult Order feature
11 lvl: Spell Burner: You can now use your spell slots to fuel either your Spell Sword and Spell Shield features beyond your usual allowance.
12 lvl: ASI, Spell Sword (4d6, 4 + Int mod/ short rest)
13 lvl:
14 lvl: Occult Order feature
15 lvl: Spell Strider: You use a spell slot to teleport yourself somewhere you can see up to 20' per slot level.
16 lvl: ASI, Spell Sword (5d6, 5 + Int mod/ short rest)
17 lvl:
18 lvl: Spell Mastery
19 lvl: ASI
20 lvl: Mystic Blade (includes Spell Sword at will)