Base Class: Wizard
Wizards that exhibit exceptional skill with not only learning arcana, but also with fighting, are sent from their original academy to train at the Spellblade academy. Wizards that go through this training learn to not only use their weapons to channel their magic and use it has a spell casting focus, but also can use it as a spellbook. Some wizards choose to wield mighty two handed weapons and learn to etch their spells on the blade, shaft, hilt, or any part of their weapon.
Martial Adept
A unique training regimen grants you not only proficiency with martial weapons, but your connection with your weapon allows you to use your DEX modifier even if the chosen weapon doesn't have the light or finesse properties. So, treat any melee weapon as if it had the finesse property.
Level 3: Magic Burst
Your knowledge of spells and transfer of spellbook to your weapon allows you to add additional damage (excluding radiant, bludgeoning, piercing, or slashing) to any melee weapon hit. The damage die is represented by your level:
Level 3(1d4), Level 5(1d6), Level 8(1d8), Level 12(1d10), Level 16(1d12).
Level 6: Strong Defense
Your reflexes have improved and have become very accustomed to weapon fighting. You always have the shield spell prepared and can cast it without using a spell slot. The number of times you can use it this way is your CON modifier +1 per long rest.
Level 6: Explosive Attack
You have become very familiar with spells and have learned to use your weapon to cast your lowest level spells at the moment of attack. When you use your action to make an attack, you may use a bonus action to cast a cantrip.
Level 10: Quick Spell
Your training and weapon etching allows you to have a spell prepared as a bonus action. You can choose one spell from your list of prepared spells with a casting time of 1 action and change it to a bonus action. The spell still follows all normal rules of spell casting. To change the spell prepared this way, you must level up. In addition, the magic tie between you and your weapon means you cannot be disarmed or have your weapon taking away from you in any way.
Level 14: Spectral Weapon
Weapon fighting has become second nature, and you are able to call forth magical copies of your weapon to aid in your fighting. As a bonus action you can cast Spectral Weapon. For 1 minute your weapon makes floating copies of itself equal to your INT modifier. The weapon attacks as part of your attack action and you roll 1d8 force damage for each spectral weapon.
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