Base Class: Wizard
Wizards are well known for their rigorous study of all things arcane, though those chosen few are able to balance sharpening their minds as well as the blade. These Wizards don armor and wield weapons common among soldiers and knights. They are known as Sword Mages. Despite the name, Sword Mages are trained to use many different weapons and they specialize in the weaving of weapon attacks and short range magic to defeat their enemies. When seeking a powerful spell caster or a skilled warrior, you will find both in a Sword Mage.
Arcane Warrior
At 2nd level, you have studied and practiced martial techniques. You gain proficiency with heavy armor, shields, and martial weapons. You can also perform the somatic components of spells even when you have weapons or a shield in one or both hands.
Through training you have learned to channel arcane energy into your weapon strikes. Whenever you complete a long rest, you can touch two weapons that you are proficient with. When you attack with those weapons, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest.
Follow Through
At 2nd level you are able to weave your weapon attacks and spells together in a deadly combination.
After you take the Attack action on your turn, you can cast a cantrip as a bonus action. You can only cast a cantrip this way if it has a range of self or touch.
You can use this feature a number of times equal to your proficiency bonus plus 1, and you regain all expended uses of it when you finish a long rest.
Extra Attack
At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Armor of Aegis
At 10th level, you can magically shield someone from harm with arcane energy.
As a reaction, you may add your Intelligence modifier to the AC of a target you can see within 30 feet. This lasts until the start of your next turn and can be used during the triggering attack.
Once you use this feature, you must finish a long rest before you can use it again.
Mystic Might
At 14th level, you can surround yourself in an aura of powerful arcane energy that greatly enhances your combat ability. As a bonus action, you gain the following benefits for 1 minute:
- Your weapon attacks have advantage and deal an extra 4d8 force damage
- Enemy attacks have disadvantage against you
- Your Follow Through feature can now be used to cast any spell as a bonus action
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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