Arcane Tradition: The Fistomancer

Most wizards prefer to keep a safe distance from the enemy as they rain down potent magics upon them. Some will hone themselves to become death on the battlefield. Some.... Well, some prefer to punch the ever living hells out of their enemy, and punch them with magic. Enter the Fistomancer, a wizard that specializes in delivering magical death with blows from their enchanted Spell-Gauntlets, protecting themselves with only their wit and, if they're good or lucky, a trusty Robe of Armoring.

Spell-Gauntlets

When you adopt this tradition at 2nd level, you gain proficiency with melee weapons known as spell-gauntlets. Made of soft metal, typically bronze, and etched with runes and magical formulae, spell-gauntlets cover the back of the hand and extend at least as far as the elbow, though some will reach all the way up to the shoulders. These weapons deal 1d6 bludgeoning damage and possess the light and finesse traits. Upon gaining this feature, you finish crafting a matching pair of these weapons. If they are lost or destroyed, you can make a new spell-gauntlet over a long rest using 100 gp worth of materials.

You may use a spell-gauntlet as a spellcasting focus, and wearing one does not interfere with your ability to perform the somatic component of spells or interact with objects. You can even wield a weapon in a hand wearing a spell-gauntlet, though doing so prevents you from using the gauntlet as a weapon itself.

Fist Magic

Starting at 2nd level, you can deliver your spells with a blow from your spell-gauntlets. Whenever you cast a spell with a casting time of 1 action and you are wearing at least one spell-gauntlet, you may make a single melee weapon attack with the gauntlet. The target of this attack becomes the point of origin for the spell if the spell has an area of effect.

If the spell requires an attack roll, this weapon attack replaces the spell attack. The spell hits if the weapon attack hits, and it misses if the weapon attack misses. However, scoring a critical hit on your weapon attack roll does not cause the spell to critically hit. In addition, when casting a spell such as scorching ray, which allows multiple attack rolls against potentially multiple targets, all beams hit or miss the target of your weapon attack based on the success or failure of your single weapon attack. If the spell requires the target to make a saving throw, a successful weapon attack imposes disadvantage on the save, and a miss grants advantage. A critical hit with your weapon attack does not affect such a spell beyond being a successful melee attack.

You automatically succeed on saving throws caused by being within the area of spells cast in this manner. You must still make a Constitution saving throw to maintain concentration on a spell if you are damaged by being in your spell's area of effect, however.


Spell Flurry

Starting at 6th level, when you cast a cantrip using your Fist Magic feature, you may cast a second cantrip with a casting time of one action using Fist Magic as part of the same action.

Robe of Armoring

Beginning at 10th level, you can imbue a set of nonmagical clothing over a long rest to become more receptive to protective magics. When you cast mage armor on yourself while waring your Robe of Armoring, the spell's duration increases to 24 hours, and your AC instead becomes 15 + your Dexterity modifier. When you cast the shield spell while wearing your Robe of Armoring, it lasts until the end of your next turn.

Smiting Fist

Starting at 14th level, you add the spells searing smite, thunderous smite, wrathful smite, branding smite, blinding smite, staggering smite, and banishing smite to your spellbook. You may then etch any two of these spells into your spell-gauntlets at the end of a long rest. You always have the spells etched in your gauntlets prepared, and they don't count against the number of spells you have prepared. You may change the spells currently etched into your spell gauntlets after a long rest.