OK. Continuing the "Swordmage artificer" line:
Spells:
3rd: Thunderwave, Searing Smite, Thunderous Smite, Wrathful Smite, Ensnaring Strike, Hail of Thorns, Magic Missile
5th: Ice Knife, Zephyr Strike, Aganazzar's scorcher, Misty Step, Branding Smite
9th: Lightning bolt, Thunder Step, Blinding Smite, Counterspell,
13th: Dimension Door, Staggering Smite
15th: Steel Wind Strike, Far step, Banishing Smite, Destructive Wave.
Remove: ?
Battle Ready: 3rd level feature.
Gain proficency in Martial Weapons. May use Intelligence bonus for attack and damage rolls when you attack with a magic weapon.
Layered enchantments: 3rd level feature
When applying infusions to weapons or shields, the object does not have to be nonmagical, and you may apply more than one of your infusions to it.
Each infusion that requires attunement on the object requires an attunement slot.
You may use your The Right Tool for the Job ability to reshape a weapon into another weapon that you are proficient with. If magical, the weapon retains any special properties valid for its new weapon type.
At 11th level, if using a weapon as your Spell Storing Item, you may choose to store a spell that requires a Bonus Action to cast in it. If doing so, using it to produce the spell's effect takes a Bonus Action.
Arcane conductance: 5th level feature.
When casting a spell or producing a spell effect using a weapon as your spellcasting focus, you may designate one target of the spell that is within the range or reach of your weapon. You may make a single attack against this target as part of the spell's effect. If you hit, you deal your attack damage, and the target is considered to have been hit by or to have failed its first save against the spell.
Flow with the magic: 9th level feature
When casting a spell that affects a specific number of targets, you may make your arcane conductance attack against each of the targets even if not within the range or reach of your weapon. You may then choose to teleport to an unoccupied space adjacent to one of these targets.
When casting a spell with a Line effect, you may make an Arcane Conductance attack against each target affected by the spell and then choose to teleport to a space adjacent to the last target affected by the spell, or to the end of the line effect.
Infusions:
Blinkstrike weapon (Requires attunement)
This infusion has 5 charges. As a bonus action you may choose to spend a charge to teleport up to 120 feet to the location of this weapon, or to a piece of ammunition shot from it since the end of your last round. If the weapon usually returns, or its ammunition disappears, you may choose to make this teleport before it does so.
If teleporting to the weapon after it struck a creature, you may appear in any space adjacent to the creature.
The infusion regains d4+1 charges each dawn.
Fencer's defence: (Weapon or shield)
Whilst wielding this item and not incapacitated, you may calculate your AC as 10 + proficiency bonus + your Strength, Dexterity or Intelligence score modifier. The bonus for using a shield applies to this calculation.
Spellward: (Weapon or shield)
Whilst wielding this item and not incapacitated, you may add any bonus it grants to attack rolls or AC to your saving throws. As a reaction you may apply this bonus to an adjacent ally's saving throw.
Boots of the Defender: (Boots)
When an ally within 30ft is attacked or takes damage, the wearer of these boots may teleport to an unoccupied space adjacent to them as a reaction. The wearer may use any ability or spell that requires a Reaction as part of the same reaction used to activate this infusion.
So: Suggestions please as to what is missing from the "Swordmage" concept, potential abuses etc.
Also need a 15th level ability.