Base Class: Wizard
Students of the School of Bladework have learnt to entwine their mastery of magic with the use of weapons, large and small. Wizards of this kind make versatile and unpredictable warriors that can turn the tide of battle with seemingly infinite combinations of spells and strikes.
Swordsmart
When you select this school at level 2, you gain proficiency with light armour, simple melee weapons and martial melee weapons.
Arcane Infusion
When you select this school at level 2, you gain the ability to infuse spells into your weapon attacks a number of times equal to your proficiency bonus plus half your wizard level (rounded down) per long rest. After making a successful melee weapon attack roll against a creature, you may use a bonus action and one use of this feature to also use a spell or cantrip against that same creature.Spells or cantrips that cannot be used on a creature (like Minor Illusion) are not applicable.
If the spell or cantrip you choose is a ranged spell, it is treated as a melee spell when making your spell attack roll. If the spell or cantrip effects creatures in an area of effect (like Fireball), you are also affected.
If the spell or cantrip targets multiple individual creatures (like Blindness), the spell or cantrip only affects the target hit with your weapon attack.
Extra Attack
Beginning at level 6, you can attack twice, instead of once, whenever you take the attack action on your turn.
Intertwining Talents
Starting at 10th level, you may choose one of the following actions to take once per melee weapon attack roll;
- Intelligent Blade: You add your Intelligence modifier to your attack roll.
- Striking Evocation: You add your Strength modifier (if wielding a Strength-based weapon) or your Dexterity modifier (if wielding a Dexterity-based weapon) to one of your spell damage rolls when using your Arcane Infusion.
Duel of the Weave
Starting at level 14, the first time you hit a creature with a melee weapon attack in combat, you may choose to give yourself a +2 to spell save DC and spell attack rolls against that creature for the next three turns. Furthermore, if you roll a 5 or lower on a melee attack roll against this creature within these 3 turns, you may roll again. This feature refreshes every time you take a short or long rest, or roll initiative.