Spellswords

While wizards have access to many powerful spells, including those which can protect them from danger, it is rare to find one brave enough to throw themselves in the midst of a brawl. However, there are those few who see a close enemy as an opportunity rather than a threat and train themselves accordingly. These are the Spellblades; as much a master of magic as an ancient abjurer with a hunger for close combat.



Spellblade Features
Wizard Level Features
2 Martial Training, Spellblade
6 Extra Attack
10 Spell Weaving
14 Spellblade Mastery

Martial Training


Your dedication to martial training grants you comfort with a wider variety of equipment than most wizards are accustomed to. When you choose this archetype at 2nd level, you gain proficiency with light armor, shields, and simple weapons. Any weapon you are proficient with may be treated as an arcane focus for the casting of your wizard spells.

Spellblade


At 2nd level, you gain the ability to effortlessly imbue your magic into a melee weapon you are wielding. Whenever you take the Attack action you may simultaniously cast a wizard spell that has a casting time of one action, can only target one creature, and does not have a range of self. The spell is stored in a melee weapon you are proficient with until the start of your next turn. When you hit a creature with a melee weapon attack the spell is discharged and automatically strikes the creature. Creatures hit by a charged weapon have a -2 on their first saving throw against this spell, if one is required.

Extra Attack


Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Spell Weaving


At 10th level your ability to weave your spells in with attacks allows you to take full advantage of a creature's weaknesses. While your weapon is charged, you gain a +2 on your attack rolls. Furthermore, striking creatures with your weapon makes them further susceptible to your spells. Creatures hit with a melee weapon attack now have a -2 on their next saving throw against your spells until the end of your next turn.

Spellblade Mastery


Starting at 14th level, you have gained a complete understanding of how best to imbue your weapons with magic. When you charge your weapon with a spell of 5th level or lower, it remains charged until the start of your next turn. No creature may be affected more than once by the same casting of a spell.