You have mastered the arts of both melee combat and magical warfare and have begun fusing the two into one coherent technique. You gain the following benefits:
- You may use any simple or martial melee weapon(s) as your spellcasting focus, as long as you are proficient in using it.
- Additionally, the attacks you make with the weapon(s) that you use as your spellcasting focus count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- When you cast a spell on your turn as an action using a spell slot, or when you attack an enemy with a melee weapon as an action, you can then choose to use your bonus action to disengage.
- Until the end of your next turn, If you attack with a weapon you used as a spellcasting focus, your attack carries a secondary effect, depending on the school of spell you cast.
Effects
- Evocation - You deal an additional 1d6 points of damage, the type of which is the same as that of the spell you cast, or force if the spell didn't deal damage.
- Necromancy - after you hit, you can roll a 1d4 and heal yourself by the amount, or by the amount of damage you've dealt, whichever is lower.
- Abjuration - your opponent is pushed 5ft backwards when hit.
- Divination - you gain a +1 bonus to hit on your attack roll, as well as a +1 bonus to the damage roll.
- Conjuration - your enemy's movement is reduced by 5ft until the end of it's next turn.
- Transmutation - you may change the damage type to be fire, acid, lightning or thunder.
- Enchantment - The attacked enemy suffers -1d4 to his next saving throw.
- Illusion - the attacked enemy will have -1d4 to his next attack roll.
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