Base Class: Wizard
The Magic Knight trope already exists in 5e in several forms: the bladesinger wizard, arguably paladins, sorcadins, hexblades, and eldritch knights. However most of these combine some level of strength or dexterity based martial fighting with less but still normal spellcasting. Bladesingers get the least martial skills out of these and as a result have the most complete spellcasting. On the other extreme, eldritch knights have the most martial skill but the least spellcasting as third casters. I wanted to create a subclass that has good melee capabilities beyond that of the bladesinger without being MAD while still maintaining the same quality of spells going up to the 9th level. The way I thought of to balance that was to greatly restrict what spells they have access to, which can be done thematically by restricting spells on the basis of range. Hence a wizard who focuses their magic into their own body. Mana Swordsmen focus their magic within their body to enhance their ability to fight in melee combat. They use their mana to sheathe their body protectively and enhance their fighting capability. As a consequence of this action they lose their ability to cast spells farther than the range of their body.
Magic Enhanced Fighting
Beginning at 2nd level when you select this tradition, you gain proficiency in one handed martial weapons. Your unarmored AC becomes 13 + your dexterity modifier. If you are wielding a single one handed weapon you may use your intelligence modifier instead of your strength or dexterity modifier for the attack and damage rolls of that weapon.
Mana Shroud
Beginning at 2nd level, while you are unarmored without wielding a shield you may add your intelligence modifier to your AC. You may only cast spells that have a range of 5 feet or less including spells with a range of self or touch.
Spellsword
Beginning at 6th level, when you use your action to take the attack action, you may use your bonus action to cast a spell or cantrip.
Arcane Smite
Beginning at 10th level, twice per short or long rest whenever you hit with a melee attack or melee spell attack you may expend a spell slot of 5th level or lower to add your proficiency bonus and intelligence modifier to the damage of that attack for each level of the spell slot expended as force damage.
True Strike
Beginning at 14th level, once per long rest whenever you hit with a melee attack or melee spell attack you may have the creature you hit fail any saves due to the attack and gain vulnerability to all damage dealt by the attack.
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