Base Class: Wizard
Most military wizards are trained to use their spells from the rear of the battlefield, destroying enemies from afar or protecting soldiers with magic. A few, however, choose to become frontline combatants themselves, hurling themselves and their magic into the midst of the chaos and danger of battle. While this tradition originally focused its abilities on swords and swordplay, over time various wizards discovered that such magic applies equally well to any melee weapon they desired.
Trained for Combat
When you adopt this tradition at 2nd level, you gain proficiency with light armor, medium armor, and simple and martial melee weapons.
Spellmade Weapon
Starting at 2nd level, you can use your action to create a melee weapon in your empty hand. You can choose the form that this weapon takes each time you create it, though it is always marked with arcane runes and symbols. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your spellmade weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can use your spellmade weapon as an arcane focus when casting spells. You are always attuned to your spellmade weapon, and it counts toward the normal limit of items you may have attuned to you. At 6th level, your spellmade weapon becomes more powerful. You have a +1 bonus to attack and damage rolls on attacks made with it. The weapon and the runes that mark it glow, shedding dim light in 20-foot radius. The weapon's bonus to attack and damage rolls increases to +2 at 14th level.
Spellbound Weapon
Beginning at 6th level, you can transform one existing weapon into your spellmade weapon by performing a special, 1-hour ritual while you hold the weapon, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your spellmade weapon thereafter. You can't affect an artifact or sentient weapon in this way. A spellbound weapon takes on the arcane runes that mark you spellmade weapon, and it gains the other properties that your spellmade weapon would have. The weapon ceases being your spellbound weapon if you die, or if you perform the ritual again on a different weapon or to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever your take the Attack action on your turn.
Empower Weapon
Beginning at 10th level, your spellmade weapon becomes charged with magic when you cast spells. Each time you cast a spell while holding your spellmade weapon, the weapon inflicts bonus magical damage for 1 minute. The type of bonus damage depends on the type of spell cast, and the amount of damage increases if higher-level spell slots are used.
Non-damaging spells grant bonus damage depending on their effect, or their school of magic.
Empower Weapon Damage Type
| Spell Type | Bonus Damage Type |
|---|---|
| damaging spell | same type of damage as the spell |
| light | radiant |
| darkness | necrotic |
| abjuration | force |
| conjuration | thunder |
| divination | force |
| enchantment | psychic |
| evocation | fire |
| illusion | radiant |
| necromancy | necrotic |
| transmutation | lightning |
Empower Weapon Damage Amount
| Spell Level | Bonus Damage Amount |
|---|---|
| Cantrip | 1d4 |
| 1st-2nd | 1d6 |
| 3rd-4th | 1d8 |
| 5th-6th | 1d10 |
| 7th-8th | 1d12 |
| 9th | 1d20 |
Casting another spell ends the current empowerment and starts a new one, possibly changing both the type and amount of extra damage. The empowerment ends early if your spellmade weapon is dropped or dismissed.
Combat Magic
Starting at 14th level, when you use your action to cast a spell, you can make one melee weapon attack as a bonus action.
Comments