Base Class: Wizard
While most Wizards focus on a specific school for their arcane endeavors, you've taken on the ancient art of Enchanting. A long lost art known to few and mastered by fewer, any wizard with enough luck or skill can become an Enchanting prodigy.
Enchanting is the mastery of Arcane Cores, metallic spherical beads or magical power that sit within the palm of your hand when summoned into existence.
These Cores latch themselves onto normally mundane weapons when commanded by Enchanters, bringing them to life to aid their arcane masters in battle.
Some Enchanters found Cores long abandoned by fallen Enchanters, claiming them as their own, while other Wizards took up Enchanting all by themselves, be it via research or an allready seasoned Enchanter taking them on as their pupil.
Level 3: Arcane Cores
You've gained the ability to create and summon Arcane Cores, magical beads that latch onto mundane weapons and bring them to life under your command.
When you finish a long rest, you can create or summon a total of Arcane Cores equal to your Proficiency Bonus. You cannot have any more created or active at the same time. If by any means you gain, have or create any more than your current Proficiency Bonus, the previous Cores vanish or crumble away.
Using your Arcane Focus, an Arcane Core and a nonmagical Weapon that you can both see within 30 feet of you and that aren't being worn or carried by another creature, you can take a Magic Action to create an Enchanted Weapon in an unoccupied space you can see within 5 feet of the nonmagical Weapon used. The Enchanted Weapon's game statistics appear below, and it uses your initiative count, but take their turns after yours.
When an Enchanted Weapon drops to 0 hit points, the magical link breaks, the original weapon and its Arcane Core dropping to the ground. 
Level 6: Extra Strikes
When using the Enchanted Strike action, your Enchanted Weapons can make an additional weapon attack as part of that action.
Level 10: Elusive Weapons
Your Enchanted Weapons gain a bonus to their Saving Throws equal to your Proficiency Bonus.
Level 14: Devastating Weapons
Whenever your Enchanted Weapons hit with a weapon attack, they can add your Intelligence modifier to the damage rolls.
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