This is a W.I.P. (Work In Progress) Playtest Version. [2023.09.26]
The Dungeon Master reserves the right to make any alterations to this in order to keep the game balanced and fun for everyone.
Wizard Subclass: Arcane Weapon Master
Arcane Weapon Masters have mastered the art of fusing arcane energy with martial combat, enhancing their physical prowess with the raw power of spells. Through focused training, they've learned to channel their magic into weapons, allowing them to stand at the forefront of battles, both as formidable spellcasters and warriors.
Quick Navigation
Level 2: Arcane Affinity
When you choose this arcane tradition at 2nd level, you gain proficiency with light armor and with one type of one-handed melee weapon of your choice. Additionally, if you don't already have proficiency in the Arcana skill, you gain it now.
Level 2: Arcane Channeling
Starting at 2nd level, you can channel your arcane energy into your weapon to empower it for combat.
As a bonus action, you can channel your arcane energy into your weapon, empowering it for 1 minute. While empowered in this way, you gain the following benefits:
- Enhanced Defense: You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
- Arcane Burst: When you hit with a melee weapon attack, you can expend a spell slot to release a burst of arcane energy, dealing an additional 2d8 force damage for a 1st-level spell slot, plus an additional 1d8 force damage for each spell level above the 1st, to a maximum of 5d8.
Usage Limit: You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 6: Imbue Essence
At 6th level, you learn to imbue spell essence directly into your weapon, allowing you to deliver spells through melee strikes.
When you cast a spell with a casting time of 1 action and a duration of instantaneous, you can use a bonus action to imbue its essence into your weapon instead of releasing the spell's effect. The spell remains imbued for 1 minute or until you hit with the weapon.
Releasing the Spell: When you hit a creature with your weapon, the spell is released at the target of your attack. For spells with an area of effect, the area is centered on the target.
Second Chance: If you miss an attack with your imbued weapon, you can make another attack as a bonus action, but the damage (if the attack hits) is halved.
Level 10: Arcane Shielding
By 10th level, you can use your arcane energy to protect yourself from incoming attacks.
When you're hit by an attack, you can use your reaction to envelop yourself in an arcane shield, expending a spell slot to reduce the damage. The damage is reduced by an amount equal to five times the spell slot's level + your Intelligence modifier.
Example: A 3rd-level spell slot would reduce damage by 15 + your Intelligence modifier.
Level 14: Eldritch Resonance
At 14th level, when your weapon is imbued with a spell's essence, its mere presence causes ripples of arcane energy to disturb the surroundings.
While your weapon has a spell imbued in it, you can use an action to swing your weapon in a wide arc, forcing every creature within 10 feet to make a Wisdom saving throw against your spell save DC or be stunned until the end of your next turn.
Spell Save DC: DC = 8 + your proficiency bonus + your Intelligence modifier