Wizard
Base Class: Wizard

Wizards are not fighters. Their martial prowess is weak, if existent at all. Most wizards would rather stay in a library, combing over old tomes than actually learn how to fight. Arcane Warriors are cut from a different cloth entirely. Many of them began to learn the art of combat magic from a young age. Perhaps their parent was a War Wizard, or they were brought up by a Bard who taught them to follow the College of Swords. Some even wizards may even have gone down the path of Bladesinging before realising their true calling as warriors.

While most wizards are deadly on the battlefield due to their penchant for slinging spells from end to end, many of them fold like wet tissue paper if a sword comes anywhere near them. Arcane Warriors prefer to face the swords head on, usually with a large blade of their own. Be it a small mage with a talent for stabbing, or a large orc whose strength on his own is not enough to be a true fighter, Arcane Warriors have one thing in common: you do not want to be around them when they fight.

Combat Magic

Starting at 2nd level when you choose this school, you gain proficiency in medium and heavy armor, shields and martial weapons. You can also use your Intelligence modifier in place of your Strength to determine whether you can successfully wear heavy armor. 

Furthermore, you gain the ability to, when you finish a long rest, select a melee weapon with which you are proficient, and choose it as your Signature Weapon. You can use your Intelligence modifier to for attacks and damage rolls with your Signature Weapon, instead of the usual ability score. You can also use your Signature Weapon as a spellcasting focus, but are unable to perform somatic components with the same hand you are holding it in. This benefit lasts until you next use this feature and select a different weapon.

Aura of Might

Starting at 2nd level, you gain the ability to focus your mind on combat, and as a result enhance your own combat abilities. As an action, you can enter a state where you have a +1 bonus to attack and damage rolls with weapons, and you cannot be flanked. You also gain a +1 bonus to your AC for the duration. This mode lasts for a minute or until you dismiss the effect (no action required). You can use this feature a number of times equal to 1 + your Intelligence modifier (a minimum of once) and regain all uses on a long rest.

Shimmering Shield

At 6th level, you have learnt how to use your magic for defence as well as attack, even if you are already heavily defended. When you cast Mage Armor on yourself while wearing medium or heavy armor, you gain a +2 bonus to your AC for the duration, instead of gaining unarmored defence.  This still applies if you are wearing a shield. 

Fading Shroud

Starting at 10th level, your combat mastery means you only partially exist in the Material Plane during combat. While Aura of Might is active, you have resistance to bludgeoning, piercing and slashing damage from nonmagical weapons. Furthermore, enemies now automatically miss you on an attack roll of 2 as well as 1, while you are affected by Aura of Might. You are also able to take the Dodge action as a bonus action on your turn.

Arcane Might

At 14th level, your mastery of combat magic confers a number of benefits. Your Signature Weapon now has a +2 bonus to attack and damage rolls, and you gain a further +1 to AC while affected by Aura of Might. Furthermore, when you attack with your Signature Weapon while affected by Aura of Might, you can use your bonus action to cast a spell with a usual casting time of one action, as long as it only targets one creature, or has a range of Self. Furthermore, enemies now miss you on a roll of 3 on their attacks while you are in your Aura of Might.