Wizard
Base Class: Wizard

Arcane Warriors forge raw magic into weapons, shields and armor; blending arcane mastery with hardened battlefield presence. Where other wizards prefere to keep their distance, an arcane warrior gets directly into the fight, shaping the power of the weave into blades, plating and wards. Their magic is not cast from afar, it is worn, swung and channeled through a living arsenal. Using evershifting combat tactics, they can strike as a duelist, crush like a juggernaut or safeguard their allies as an unbreakable bulwark.

Arcane Arsenal

Your mastery over the weave has granted you the ability to forge raw magical power into different kinds of weaponry you can then use in combat. As a bonus action, you can expend a 2nd level or higher spell slot in order to conjure an arcane weapon that lasts for 8 hours, until dismissed or until you use this feature again. Once conjured, these weapons can only be used by you and, in the case you ever get disarmed, you can make them reappear in your hand as a bonus action. When you use this feature, choose one of the following options:

Ghostblades: This pair of blades deal each 1d6 force damage and have both the finesse and light properties. They also have the Nick weapon mastery, and increase your walking speed by 10 feet as long as you are holding them.
Forcecleaver: This massive weapon deals 2d6 force damage on a hit and has both the heavy and two-handed properties. It also has the Cleave weapon mastery and, once per turn, lets you add your intelligence modifier to its damage roll.
Aegis Shield: This huge shield grants you a +3 bonus to your armor class. It also grants half cover against ranged attacks to allies within 5 feet of you.

When conjuring these weapons, you are always considered to have proficiency with them, and you also are considered to have the corresponding weapon mastery. 

These arcane weapons can be enhanced by spending a higher leveled spell in order to summon them, making it so that they get a +1 bonus to their attack rolls, damage rolls and granted armor class for each 2 levels above 2nd.

Arcane Amor Weaver

Your mastery over the weave doesn't extend only to your arcane weapons. It also grants you the ability to weave your own set of armor, which you can perfectly adapt to each of your weapons. You learn the Mage Armor spell and always have it prepared, and it doesn't count against your total amount of known or prepared spells.

Whenever you cast Mage Armor, the provided armor class will shift depending on your current Arcane Arsenal:
Ghostblades: Your base Armor Class is 13 + your dexterity modifier.
Forcecleaver: Your base Armor Class is 16 + your dexterity modifier (maximum of 2).
Aegis Shield: Your base Armor Class is 19.

Additionally, you can now upcast your Mage Armor with a higher leveled spell slot, making it grant an extra 1 Armor Class per each 2 levels above 1st.

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Arcane Maneuvers

The constant practice you've done with your new arsenal has made it so that you can now infuse your own body with your magic, unlocking new maneuvers that you can perform with each of your weapons. Whenever you have your Arcane Arsenal active, you can expend a spell slot in order to perform one of the following maneuvers:

Ghoststep Assault (Ghostblades): As an action, you can teleport to any creature within 30 feet of you and immedately strike with one of your Ghostblades, dealing its normal damage plus 2d6 extra per level of the slot used.
Meteoric Crash (Forcecleaver): As an action, you can teleport 30 feet straight up from your current position. You then immediately crash down to the ground, creating a 20 feet radius shockwave that deals (2+spell slot used)d6 force damage to every creature that fails a dexterity saving throw within it (DC=Your wizard spell save DC). On a successful save, a creature takes only half the damage.
Arcane Interception(Aegis Shield): As a reaction, which you can take when a creature within 30 feet of you is about to he hit with an attack, you can teleport your shield over to them until the start of your next turn. The creature then gains any amount of Armor Class the shield was granting you (making you loose it), potentially making the incoming attack miss.
If doing so makes an attack miss, the attacker then takes Xd6 force damage as your Aegis Shield bounces it back to them (X being the level of the slot used).

Additionally, all the damage from your Arcane Maneuvers is considered to be Exploding Damage, meaning that whenever you roll the maximun amount of damage on a die, you can roll an additional die of damage (to a maximum of your proficiency bonus).

Ultimate Arcana

You have gaine enough control over your Arsenal in order to perform what others may call a final move for each of them. As an action, you can perform the Ultimate Arcana of your current Arsenal:

Storm of Ghostblades (Ghostblades): You create a number of magical blades equal to (A quarter of your wizard level, rounded down)+your intelligence modifier+your proficiency bonus. You can then immediately target any creatures you can see within 120ft of you and make one attack roll per blade (You may assign multiple blades to a single target).
Each blade deals 2d4+your intelligence modifier force damage on a hit and, each blade after the first that hits the same target deals an additional d4 of damage.
Titanbreaker Cleave (Forcecleaver): You swing a colossal arcane weapon in a 60 feet cone in front of you. You decide from which side you will swing the weapon, then every creature within it must make a dexterity saving throw (DC equal to your wizard spell save DC). On failed save, a creature takes 12d6 force damage and adds 1 stack to the 'Cleave'. On a success, a creature only takes half the damage.
For each stack of 'Cleave', the damage increases to the next creature on the swing's path by an amount equal to (A quarter of your wizard level, rounded down)d6.
Bastion of the Aegis(Aegis Shield): You create copies of your Aegis Shield that appear in front of any allied creature of your choice within 60 feet of you. For the next minute, these creature gain an amount of thp equal to your wizard level+your intelligence modifier+your proficiency bonus, are treated as if they were under half cover, and have immunity to the frightened condition.

Once you use this feature, you can't use it again until you take a long rest.

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