Base Class: Wizard
Inspired by the battlemages and magic craftsmen of legend, you have dedicated yourself to mastering combat magic and have created a unique tool to help you. Utilizing complex magic sigils and ancient crafting techniques found in old tomes, you have crafted a Mage Gauntlet, a powerful piece of equipment that gives you an edge in battle by allowing you to manipulate magic quicker and more effectively while protecting yourself from harm.
Level 3: Mage Gauntlet
To focus your magical power in battle you have crafted a large metal gauntlet covered in magic sigils that serves as weaponized Spellcasting Focus for your Wizard spells. Whenever you take the Attack action or make an Opportunity Attack, you can empower the gauntlet to make an attack with it. You can use Intelligence for the attack and damage rolls made with the gauntlet, and it has the following traits:
Weapon Category: Simple Melee
Damage on a Hit: 2d6 Force plus the ability modifier used for the attack roll
Properties: Reach
Mastery: Push (you can use this property, and it doesn’t count against the number of properties you can use with Weapon Mastery)
You must have your Mage Gauntlet in your possession to gain the benefits of this Subclass' features. If you lose your Mage Gauntlet or it is destroyed, you can create another one during a Long Rest.
Level 3: Magical Reinforcement
Many days of training with your Mage Gauntlet have strengthened your body. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Wizard level.
In addition, the magic of your Mage Gauntlet can protect you. While you aren’t wearing armor or wielding a Shield you can add your Intelligence modifier to your Armor Class.
Level 6: Combat Casting
You can use your Mage Gauntlet to cast spells quicker and more effectively in the heat of battle. When you take the Attack action and make an attack with your Mage Gauntlet, you can cast a Wizard spell that has a casting time of an action as a Bonus Action instead. If the spell requires making an attack with a weapon as the Material component, you can make the attack to cast the spell with your Mage Gauntlet.
When you use this feature to cast a spell that forces a saving throw, the Spell save DC for the spell increases by an amount equal to half of your Intelligence modifier (round up). This bonus lasts for the entire duration of the spell.
Level 10: Spell Sigils
You have learned to improve your Mage Gauntlet with magical sigils that hold the power of your spells. When you finish a Long Rest you can add 4 Spell Sigils to your Mage Gauntlet. You can have a maximum of 4 Spell Sigils on your Mage Gauntlet at a time, and adding a new one will replace an existing sigil. Each Spell Sigil represents a different Wizard spell of level 5 or lower which you always have prepared while the sigil exists.
While you are concentrating on one of these spells, you gain an additional +10 bonus to Constitution saving throws that you make to maintain Concentration.
Level 14: Archmage Gauntlet
The power of your Mage Gauntlet has grown alongside your mastery of magic, and you can now use it to manipulate the magic of others. As a Reaction when you or an ally within 10 feet are subjected to a spell, you can absorb the spell’s magic into your Mage Gauntlet to negate its effects. The spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. This feature does not work on spells of level 6 or higher.
In addition, you gain the ability to cast that spell using a spell slot for 10 minutes. Intelligence is your spellcasting ability for this spell.
Once you use this feature you cannot use it again until you finish a Short Rest.
Have you ever wanted to punch your enemies as a Wizard but still be just as good at casting spells? What if those punches actually made you better at casting spells? That's what this Subclass was made for!
The Subclass is not meant to fulfill the same role or fantasy as a Bladesinger by fighting in melee like a Martial Class. The idea here is that using the Mage Gauntlet enhances your spell casting and makes you a better frontline fighter, a lot like the War Magic Wizard but with more focus on spell mastery and with some added melee capabilities. The Level 6 Feature for example lets you cast something like Booming Blade with your Bonus Action, so you essentially have Extra Attack, but you're often better off casting a control spell instead, and your ability to deal melee weapon damage is not nearly as good as a Bladesinger or Martial Class.
The features are all fully implemented and should work with D&D Beyond character sheets without much issue. Let me know if there's something that isn't working.
Please give it a try and let me know what you think!