Spellsword (Wizard)
Few warriors may claim to rival the destructive potential of a spellsword. Wielding martial prowess and magic alike, those who follow this arcane tradition can be found in the front lines of a battlefield, as well as seeking lost knowledge in the most forgotten places of the world.
Combat Magic
Starting at 2nd level when you choose this school, you gain proficiency with simple and martial melee one-handed weapons. In addition, you learn how to wield magic and weapons at the same time. This functions much like two-weapon fighting, but the offhand weapon is a spell that is being cast. You must keep one hand free (even if the spell does not have somatic components) while wielding a light or onehanded weapon in the other hand. When doing so, you may cast a spell with a casting time of 1 action by using your bonus action, as long as it requires you to make a spell attack roll or may target only yourself. You may cast spells of 1st level up to 6th level in this way.
Arcane Pool
At 2nd level, you gain a pool of arcane charges that you can use in order to imbue your wielded weapon with a number of magical effects. The number of arcane charges available to you is equal to your proficiency bonus. You can draw an arcane charge from your pool and spend it as a bonus action. When you spend an arcane charge in this way, you cannot cast a spell during the same turn. When spending an arcane charge, you can choose to gain either of the following benefits. These benefits last for the duration of 1 minute and require you to maintain concentration as if you were concentrating on a spell, ending prematurely if you drop or sheathe your imbued weapon.
Energy Strike. Your weapon attacks using your imbued weapon deal a bonus 1d6 acid, cold, fire, lightning, necrotic, poison, radiant or thunder damage. This bonus increases to 1d8 at 8th level and to 1d10 at 14th level.
Mirrored Strike. You create a visage that mirrors your movements and moves with you. The visage is a perfect likeness of yourself. While your visage is active, you gain the effects of mirror image, as if you had a single image left. If your visage is destroyed while you maintain concentration, a new visage is created at the start of your next turn.
Swift Strike. You can use your bonus action to make a weapon attack using your imbued weapon.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Arcane Barrier
At 10th level, you grow capable of coating yourself with the arcane energy that is produced by your spells. After casting a spell through your Combat Magic feature, you can use your reaction and spend 1 arcane charge from your pool to draw the reminiscent, abjurant mana and use it to create a barrier around yourself. Until the start of your next turn, you have a number of temporary hit points equal to five times the level of the spell that you cast in this way.
Spell Render
At 14th level, you learn how to sever the magical essence of your enemies’ spells with a swing of your weapon, in order to shield yourself from harm. When subjected to a spell or magical effect that you are aware of and requires you to make a saving throw while wielding a weapon, you can use your reaction to make an attack roll against its save DC instead. If this attack is successful, you are treated as if having succeeded the saving throw to resist its effects.