Martial Arcana
Some schools of arcane thinking focus on training
wizards for war, while others train wizards to
embrace a particular school of magic.
Other wizards' schools elect to teach
wizards to use their time and magic to
hone their bodies, mastering unarmed
self-defense techniques.
Some wizards choose to adapt their
extensive education to specialize in
alternative uses of Transmutation and
eventually Abjuration magics, combining
them with their physical prowess to
further forge their bodies into even
deadlier weapons when the need
arises.
Martial Arts Savant
Starting when you choose this tradition
at 2nd level, you hone your body, infusing
it when needed with minor transmutation
magic. Your AC becomes 10 + your
Intelligence + your Dexterity modifier. The
damage die of your unarmed strikes becomes
a d4, you can use Dexterity instead of
Strength for the attack and damage rolls
with unarmed attacks. At 5th level, the
damage die becomes a d6, and a d8 at
11th level.
Magus Stance
Also at 2nd level, you gain the ability to enter
a magic-infused stance with the intent of
making yourself a faster and more
formidable fighter as a bonus action. For
the next minute, your unarmed strikes deal
force damage instead of bludgeoning, and
you can make an unarmed strike as a bonus
action if you made one as part of your action. Additionally, your fists count as a weapon worth 1gp for determining the material components of spells that require a weapon.
Infused Strikes
Starting at 6th level, when you are in your Magus Stance, once per turn when you hit with an unarmed strike, you can expend a spell slot to deal additional damage and effects. The additional damage is 1d8 per spell slot level (maximum 4d8), with the damage type and effect are determined by which you choose to use. Use your Spell Save DC for setting saving throw DCs for these effects.
Corroding Strike. You unleash a wave of acid as you land your attack. The additional damage is acid. The target of your attack must also make a Dexterity saving throw. If it fails, it takes an extra 1d4 Acid damage, and its Armor Class is reduced by the extra damage taken until the end of your next turn.
Artist Credit: Earth Mage by Dmitry Grebenkov.
Evasive Maneuver. You use the distraction of your attack to enhance your defenses. You do not deal additional damage, instead you gain temporary hit points equal to the number
rolled, which last until the end of your next turn.
Additionally, until the start of your next turn,
your Armor Class increases by 2.
Flashpalm. You release a
torrent of blinding light from
your palm following your
attack. The additional
damage is radiant. The
target of the attack must
succeed on a Constitution
saving throw or become blinded
for 1 minute on a failure. It can
repeat the saving throw at the
end of each of its turns, ending
the effect on a success.
Thunderous Blow. You
release a deafening blast of
sound as you land your
attack. The additional damage
is thunder. The target of the
attack must succeed on a
Constitution saving throw or be
knocked prone.
Poison Cloud. You release a
green-black miasma from your
hand, which extends out in a 10
foot radius around the target of
your attack. The additional damage
is poison. Any creature that enters
or starts its turn within the cloud,
which persists for 1 minute, must
succeed on a Constitution saving throw
or take 1d12 poison damage and
become poisoned until the end of
its next turn.
Absorb Arcana
When you reach 10th level, you know how to ward yourself
against hostile spells. When you are hit with a spell attack roll, you can use your reaction to reduce the damage by 1d8 + your Intelligence modifier + your Wizard level. Additionally, if
the spell is of 1st-level or higher, and you reduce the damage to 0, you can choose to regain a spell slot equal to the level of
the spell you use this feature on. If the spell is of 5th level or
higher, you only regain a 4th-level spell slot. You can only
absorb a spell in this way once, regaining the ability to do
so when you complete a short or long rest.
Spell Strike
By 14th level, you can imbue your fists with one wizard
spell you can cast or activate (if concentrating) as an action, then make a single unarmed attack. If the attack hits, all spell attack rolls for the imbued spell hit the target automatically
and are considered to be part of the unarmed attack. The
target takes the normal damage for your unarmed attacks, and is subject to the effects of the spell, expending a spell slot
accordingly. If the attack has advantage, the target's initial saving throw against the spell has disadvantage. If the attack misses, the spell has no effect. Area spells originate from the
target's space.