Wizard
Base Class: Wizard

Magus Wizard Subclass

Arcane Armoury

You can perform a bonding ritual over the course of a short rest, holding onto the weapon the entire time. 

Once you have bonded to the weapon you are proficient in that weapon type and may use it as a spellcasting focus.

You cannot be bonded to more than one weapon at a time.

Fit for Battle

Your martial training has proven to equal your spellcasting ability.

You gain proficiency in Simple Weapons and Light armour.

Spell Strike

As a bonus action, you can cast one spell or cantrip with a casting time of 1 action or one bonus action. The spell or cantrip must also be one that can affect a creature's hit points. Instead of casting the spell immediately, the effects of the spell are channelled into the next attack you take with your bonded weapon.

On your next attack roll. Roll a d4 and minus the value from your attack roll's total. If you hit, the melee weapon attack deals its normal damage as well as the effects of the spell. 

Spells and cantrips that can affect multiple creatures will only affect the creature being hit by the melee attack.

You can use this feature a number of times equal to your proficiency modifier. Regaining all expended uses at the end of a long rest.

Extra Attack

Instead of once, you can attack twice whenever you take the Attack action on your turn. Moreover, You can cast one of your cantrips in place of one of these attacks.

Magic Absorption

When you see a creature die within 30 feet of you, you can use your reaction to absorb the creature's residual magic into your bonded weapon, regaining 1 charge of your Spell Strike

You cannot exceed the maximum amount of charges for your Spell Strike

Counter Strike

At 14th level, you learn to strike a creature while it is distracted casting a spell.

When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee attack against that creature.

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