School of the Enlightnened Warrior

A mystic academic need not seek arcane perfection to the exclusion of all other pursuits. Wizards of the school of the Enlightened Warrior combine a rigorous discipline of academic study with mystical-martial training. For these wizards, arcane study includes the practice of magic and the implementation of certain esoteric techniques to develop a unique combat style. These enlightened warriors master the use of magical constructs, manifested as spectral barriers and forceful weapons with which they can strike with phenomenal power.

Arcane Weapon

When you adopt this tradition at 2nd level, you learn to channel your arcane power into a mighty weapon of pure magical energy. As an action, you conjure an arcane weapon of pure force which lasts until you are knocked unconscious or you choose to dismiss it (no action required by you). You choose the form the weapon takes when you manifest it, but regardless of its appearance it emits bright light in a 10-foot radius and dim light 10 feet beyond that.

You can use your arcane weapon to make a powerful melee spell attack with a range of 5 feet. On a hit, you deal 1d10 force damage plus your intelligence modifier. If you reduce a creature to 0 hit points with your arcane weapon, you gain temporary hit points equal to your intelligence modifier + your wizard level (minimum of 1).

While you have it manifested, when a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to make a melee spell attack against that creature with your arcane weapon.

Your Arcane weapon grows in power and deals additional damage as you gain levels in this class: 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th level.


Enlightened Defence

Members of the school of the Enlightened Warrior attain a unique mastry of arcane defence. Starting at 2nd level, you can bolster your physical form with magical energy. As a bonus action, you can create a magical barrier around yourself which lasts for one minute. This arcane barrier grants you resistance to bludgeoning, piercing and slashing damage. When you manifest this barrier, you can expend a wizard spell slot to gain additional resistances. Choose one damage type per spell level of the slot expended; you gain additional resistance to any selected damage type for the duration of this ability.

You cannot gain the benefits of your enlightened defence if you are wearing any armour or using a shield. You can use this feature twice and regain any uses when you finish a short or long rest.

Arcane Strike

Starting at 6th level if, on your turn, you attack with your arcane weapon, you can make a second melee spell attack as a bonus action on the same turn. The damage of this bonus attack is equal to 1d10 force damage plus your intelligence modifier.

Additionally, if you damage a target with your arcane weapon or arcane strike, you can immediately expend a wizard spell slot to teleport to an unoccupied square you can see within a distance of 15 feet per level of the spell slot you expended.

Enlightened Warfare

At 10th level, you have learned to alter your offensive magical energy in order to gain insight into the intentions of your adversaries. Any creature you damage with your arcane weapon or a wizard spell has disadvantage on any attack rolls made against you until the start of your next turn.

Once you use this feature, you can't do so again until you finish a short rest.

Wave of Enlightnement

At 17th level, your magic becomes infused with deadly power. If you are hit with a melee attack while concentrating on a spell, as a reaction, you can choose to dismiss that spell in a burst of magical force. Each creature within 10 feet of you must make a dexterity saving throw against your wizard spell save DC. On a failed save, the creature takes force damage equal to five times the level of the spell slot expended, and is knocked prone (your choice). On a successful save, the creature takes half that amount of damage and suffers no other effect.