Base Class: Wizard
There are a variety of Arcane Traditions specialize in training wizards for war. As an Arcane Knight, you were taught how to combine your mastery of magic with martial prowess. While other traditions focus on the combative use of magic, Arcane knights learn to utilize different armors and weapons both magical and mundane to diversify their combative abilities. Allowing them to be a versatile combatant that can hold there own in martial combat while also being a power caster in their own rights.
Arcane Arsenal
When you adopt this tradition at 2nd level, you've been trained in both the ways of war and magic, you gain the following benefits:
- You gain proficiency in light armor, medium armor, shields and two simple or martial weapons of your choice.
- When you are using a weapon that you are proficient with, you can use it as a spellcasting focus for your wizard spells and can perform somatic components of spells even when you have weapons or a shield in one or both hands.
Arcane Knight's Armor
Starting at 2nd level, during your training as an Arcane Knight, you've learned the best offense requires a good defense. Add the Mage Armor spell to your spellbook if it is not already there. If you cast Mage Armor on a creature (including yourself) that is wearing armor, the creature gains a +2 bonus to their AC.
Combat Magic
Starting at 6th level, you've learned how to weave magic in with your attacks. When you make a weapon attack, you can use your bonus action to cast a cantrip with a casting time of one action.
Mental Fortress
Beginning at 10th level, you gain a bonus to your Strength, Dexterity, and Constitution saving throws equal to your intelligence modifier (minimum of 1).
Arcane Momentum
Starting at 14th level, when you cast a spell of 1st-level or higher, you can use your bonus action to either cast a cantrip with a casting time of one action or you can make one weapon attack.

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