Base Class: Wizard
Some wizards look towards armor-clad battle combatants for inspiration in their studies. These wizards use their magic both from afar and up close, imbuing their weapons with their magic. These wizards often conjure images of warriors shooting spells from their blades behind their shields, or launching fireballs from their bows.
War Wizardry
Beginning when you select this school at 2nd level, your training in the art of war allows you to use armor and weapons that other wizards often cannot. You gain proficiency with either Light, Medium, or Heavy armor, as well as shields and martial weapons.
Magic Armory
Also at 2nd level, you have uncovered how to enhance your weapons with your arcane magic. After you finish a short or long rest, you can touch a weapon that you have proficiency with. You can expend a spell slot to give this sword a bonus to its attack and damage rolls. This bonus is equal to 1/3 the spell slot level, rounded up.
This lasts for 1 hour, until you use this feature again, or if the weapon is out of your hand for more than 1 minute.
Weapons imbued with this feature can be used as an arcane focus.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Magic Defense
Also at 6th level, you have learned to weave magic into your armor. When you use your Magic Armory feature, you can expend another spell slot of the same level to also touch a suit of armor you are wearing, giving the same bonus to your armor’s AC. This lasts for 1 hour, until you use your Magic Armory feature again, or until you doff the armor.
Weapon Enhanced Spells
At 10th level, you can use your weapons to improve your spellcasting. Depending on if you are using a melee or ranged weapon, you gain one of the following abilities:
Melee: Spells that require a ranged attack roll do not have disadvantage when used within 5 ft.
Ranged: For a spell that does not have a range of touch or self, you can use your weapon's range instead of that spell's range. If you are launching it at the weapon's long range, you either get disadvantage on the attack roll, or the target(s) get advantage on their saving throw, depending on which is applicable.
Arcane Embodiment
Beginning at 14th level, you can imbue your weapon attacks with the power of your magic. When you hit a creature with a weapon attack, you can choose to expend a spell slot. You deal 2d10 force damage with a level 1 spell slot, and an additional 1d10 force damage per spell slot used above 1st level. You can do this once per turn.
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